Games

Chivalry: Medieval Warfare

Steam identity, LTS/TO tracking, and what the Chivalry adapter can actually observe.

This page covers Chivalry: Medieval Warfare (Chivalry 1), not Chivalry 2.

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Players link through Steam. Operators follow Connect a game server using the Chivalry host's supported RCON configuration.

Chivalry's RCON connection is an event feed. It has no info or complete playerlist query, so Heir reconstructs the current map and roster from connect, team, name, ping, score, and map events. A reconnect breaks the observed interval; a cached roster read does not count as a new observation or prove the full human population.

Team modes

ModeShape
Last Team Standing (LTS)One-life team rounds; supported per-round participation, clutches, and Round Impact.
Team Objective (TO)Objective play with per-game observations and duration-based exposure; it does not use LTS clutch or Round Impact events.

Per-mode ratings and visible metrics depend on valid observations and the current rating implementation. Mordhau's DM option is not a Chivalry mode selection.

Identity and roster observations

A verified Steam sign-in associates the SteamID64 with the Heir User. The adapter reconstructs its roster from events; it has no Mordhau-style complete playerlist response. Cached roster reads are not fresh observations, and a total player count may be unavailable.

Unknown team/spectator information remains unknown. Reconnect gaps cannot be treated as continuously observed participation.

Available stats

The feed can provide kills, deaths, suicides, team kills, and supported round events. The optional ChivAdmin mutator can additionally supply scoreboard score and team-damage data. Without those scoreboard events, kills and rounds can still be recorded, while score and team-damage remain unavailable for interpretation even if a stored row displays zero. Standalone combat accounting treats the first scoreboard read as a baseline and does not backfill score from before observation. A team-session scoreboard total is adopted as reported; its first observed total can include activity from before the session opened, so do not read it as a fresh zero-based round score.

Chivalry does not supply Mordhau's enhanced hit-zone, weapon, swing, or defense stream. Unsupported fields are unavailable, not zero, and cannot be invented as rating inputs.

Refereeing and standalone observation

Use the commands supported by the League's configured game adapter and your linked Steam identity. For a bound two-sided fixture, .agatha / .mason identify which Roster is on each Chivalry side after .start <match code>. Standalone combat/presence profiles use the protocol's available events; they do not infer duel winners or ratings.

Chivalry mode detection follows map prefixes: AOCLTS-… is LTS and AOCTO-… is TO. Other prefixes are left untracked. The adapter does not provide Mordhau's enhanced hit-zone, weapon, swing, damage, or defense stream, and it cannot establish a complete server player count from its reconstructed roster.

Next: Tracking behavior, performance rating quality, or server command reference.

LTS round and map boundaries

LTS tracking waits for a valid round end before publishing a game. The first partial round after attachment or recovery is marked voided and excluded from measured player totals. Later rounds use observed participation; the event feed cannot reconstruct activity that happened while Heir was disconnected.

LTS games close when the map changes. Heir does not assume a four-round win threshold. A winner requires enough observed round outcomes and a non-tied result; otherwise it remains unknown.

Game servers on the supported SlumpMod build

A Chivalry game server running the supported SlumpMod build records competitive rounds more precisely:

  • Warmup play is kept out of recorded rounds.
  • LTS draws, round winners, the match-ending round, and final scores follow the game server's own round events rather than an assumption.
  • End-of-round totals improve score, assist, damage, parry, hit, feint, block, and dodge tracking, and live updates during a round are no longer counted a second time.

Game servers on older builds keep the tracking behavior they already had. Nothing changes for their existing recorded games.