Mordhau
 marox — Project Lead
  • Likes received 2056
  • Date joined 25 Oct '15
  • Last seen 10h
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569 2056
  • 11 Jan
 marox — Project Lead

There is a neutral stance, we just don't switch to it automatically anymore on disarms and switch to fists instead, which is basically a "weapon". You can switch to it manually though with 0.

569 2056
  • 2 Jan
 marox — Project Lead

@Carlo_Mano said:
Is this a historical site?

Yes

569 2056
  • 2 Jan
 marox — Project Lead

Better graphics, and we added cats. Were we filming? Maybe.

IMG_2910.jpg

569 2056
  • 2 Jan
 marox — Project Lead

569 2056
  • 27 Dec '16
 marox — Project Lead

We did it! Or, well, you did! Mordhau wins the IndieDB #1 upcoming player choice award. So now we got both, Editor and Player Choice :) And it wouldn't be possible without your support -- thanks everyone!

Players Choice Best Upcoming Indie 2016

569 2056
  • 23 Dec '16
 marox — Project Lead

@CACommanderGuts said:
How many of you forum addicts made alt accounts and voted for mordhau?

Editors choice is not actually dependent on the votes from what I can tell. The votes/players choice are still coming!

569 2056
  • 17 Dec '16
 marox — Project Lead

@TheEmeraldArcher said:

@crushed said:
both are in range to hit, top is standing still stab and bottom is walking forward while winding up using footwork and the attack lunge to get in range

Feelsgoodman

Only thing is I thought you all weren't putting in any kind of movement restricting lunge things from chiv

It isn't really restrictive, it acts like a beefed up sprint key that's held down automatically for you. But there is no forced movement.

569 2056
  • 15 Dec '16
 marox — Project Lead

 

569 2056
  • 1
  • 13 Dec '16
 marox — Project Lead

Thanks to everyone's support we broke into the Top 100! Now the second phase has begun and you can cast your votes for Mordhau again by clicking on the vote button that's on our IndieDB page:

Vote for us in the 2016 Indie of the Year Awards

Let's try to get Mordhau into Top 10

569 2056
  • 13 Dec '16
 marox — Project Lead

No plans at the moment.

569 2056
  • 13 Dec '16
 marox — Project Lead

The game won't be playable without Steam, so yes, any kind of build will include Steam. We'll run a greenlight campaign alongside the kickstarter, mostly for the purpose of funneling greenlight people to the kickstarter page, since we expect the greenlight process to go smoothly.

569 2056
  • 13 Dec '16
 marox — Project Lead

@Tim_Fragmagnet said:

@marox said:
Of course, regular bots are still supported...
...so it's usually better to fill the server with players.

If the large battles will come from lots of player slots. How about the other proposed idea. Having bots fill empty player slots and having their difficulty somehow set to be somewhat in line if not slightly underskilled to the rest of the server?

That's the idea.

569 2056
  • 11 Dec '16
 marox — Project Lead

To really add lots more NPC characters, we'd need to have a simplified, basic character. Something that moves in a simple way, doesn't have complex animation logic, isn't made up of separate armor parts and weapons, etc. It's not at all impossible, but not the focus for us right now.

Of course, regular bots are still supported, but for the players, it's not going to be much of a performance difference between playing with other players or with bots, so it's usually better to fill the server with players.

569 2056
  • 9 Dec '16
 marox — Project Lead

@SirZombiethe3rd said:
Arrows are confirmed to collide with each other I think, so swords interacting the same way wouldn't be a suprise

They do.

569 2056
  • 8 Dec '16
 marox — Project Lead

We have emblems you can pick, that's what you're seeing. They show up on armor and stuff like shields. But no emblem creator.

569 2056
  • 4 Dec '16
 marox — Project Lead

@TheDankestMeme said:
@marox can we expect different ui customization?
like , changing color/style/places/size of the hud/crosshair to fit our loadout?

We'll probably have a minimalistic variant you can opt into, but we don't currently have plans for full blown moving it around and such, setting colors, etc.

569 2056
  • 1
  • 4 Dec '16
 marox — Project Lead

@VCliff said:

@marox said:

1.png

A catapult which you can push around the map, to find that perfect spot to rain destruction from. Or just be an ass and drive it off a cliff.

Thank you based devs.I also like that you guys take your time for the Kickstarter even if there is some pressure from the community.

A few questions
Will the catapult work like in C:MW wit splas damage?

Not as much splash probably, but yes. I'm personally not a fan of it, but it's necessary to make catapults even usable.

What other Siege Weapons are in the making?

The ballista is already done, but that's a stationary one. A big part over the past months was upgrading the vehicle code to accommodate things like moving vehicles that may not act or be shaped like a character. This way, extending it to catapults, and later on (maybe) things like siege towers, rams, etc is relatively easy and quick.

The vehicles support a kind of separation between the vehicle and player, e.g. the catapult is not just the camera switching to a car. You still look around with the mouse, other players see your character turn as he looks about. On some vehicles, you may even retain control over attacking and blocking in a limited manner -- siege ladders are an example of a vehicle that could allow this.

Will there be vehicles who need more than 1 operator?

We'll see! There's support for it, but we haven't tried it yet.

569 2056
  • 3 Dec '16
 marox — Project Lead

The first phase of the IndieDB awards voting process for 2016 has started. Make sure to cast your vote for Mordhau by clicking below:

Vote for us in the 2016 Indie of the Year Awards

Let your friends know, too!

Many of you have been asking us what's up with our kickstarter campaign. We're still working diligently to get everything ready as soon as possible, but it's not there yet. Regrettably, we won't be able to hit 2016 as we'd have hoped. We know this is disappointing to some of you, and we apologize for missing our mark. This is in part due to some delays on our part, in part due to December rearing its ugly head, with holidays and spending sprees that would invariably take away attention from the campaign. Put simply, we've only got one chance to do this right, and we don't want to blow it -- and we know you don't want us to, either. The campaign is coming, and we'll keep you updated, but we'll let you know once we're 100% sure we can hit a specific date.

4.png

Among other things we've been working on a new environment to show off, this one's a larger map with a small village and a castle (not in view), and a cozy little stream.

1.png

A catapult which you can push around the map, to find that perfect spot to rain destruction from. Or just be an ass and drive it off a cliff.

2.png

3.png

And some prototyping work on character aging. Just another thing you can customize. Here's how it looks inbetween:

charage.gif

569 2056
  • 26 Nov '16
 marox — Project Lead

You slide off like in Slasher.

569 2056
  • 11 Nov '16
 marox — Project Lead

Nothing is dead, we're progressing as usual. We try to drop screens each week on social media, but that's about it for now while we focus on the KS material. It's just a very busy period leading up to a big milestone for us.