Mordhau
 marox — Project Lead
Project Lead
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  • Date joined 25 Oct '15
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Private Message

893 6397
  • 1
  • 12 Mar
 marox — Project Lead

Attention all backers!

NOTE: This is a closed test for Kickstarter backers only. Access to the game is otherwise not possible at the moment, but release is coming soon!

As we approach towards having everything ready for release, we need your help to do some stress testing and identifying any show-stopping issues. Starting on March 15th (Friday) at 5 PM CET (Central European Time), until (including) March 17th (Sunday), we will be running organized tests on the pre-release build, where you'll get a taste of what we've been working on.

This time around, we really need to hit high player counts, so we are going to be limiting the servers to guide the testing phase. We will be doing themed tests each day to focus the population, starting with Friday - Frontline on Camp, Saturday - Battle Royale on Grad, and ending with Sunday - Horde on Taiga. Outside of these dates, the new modes will not be available to play. We are doing this to ensure that all those who wish to try them out show up on the days mentioned, ensuring a high peak. During the testing we will have servers in EU, US, AUS and SA.

After the weekend testing period, we will be rolling back the game to the current test build which will remain up until closer to release. Assuming there are no major issues, we will then proceed with our preparations for release and will announce an exact date shortly after. Good times are coming.

(Sneak peak below of the new armory poses :))

HighresScreenshot00121.jpg

893 6397
 marox — Project Lead

Private servers do give xp/gold.

893 6397
  • 21 Feb
 marox — Project Lead

@Tim_Fragmagnet said:
Marox stop dropping entire frames reeeeeeeeeeee

could be cloth if you have it enabled, try disabling if that helps. depending how regular the spike is, could be gc. hard to say though

893 6397
  • 7 Feb
 marox — Project Lead

@elwebbaro said:

@marox said:
We're on 4.19.

Maybe you are, but the rest of us is on 4.20.3.

Well, shit

893 6397
 marox — Project Lead

@Milosh_Obilic said:
Thank you for the all that information Marox!
I was more curious if there are any planned major changes to the bot behaviour by SDK launch as it has changed so much already from last patch, as a future modder I want to know if we can expect more drastic changes. Also will there be any plans to make it compatible with Speed tree Beta or substance plugins ? Aka will it be compatible with any content/plugins that require 4.19 on-wards? On that note I want to personally say I am very grateful for the work you have put into the group combat. It reminds me of the node system that fat shark developed for Vermintide, where there is a limit to how many attack you at once when you are surrounded. Brilliant work on whoever did that! I thank you from the bottom of my heart Most impressive has been how much more player like the bots seem to attack now. Following them on spectator I notice they are more fluid and smooth with the attack control and seem to also use more accelerations now than before! They are convincingly player like and I feel who ever set that up used input from players themselves... I could be wrong here, but it is by far the most entertaining experience than it has ever been so far. Much love from me for the work triternion have put it in as a team. Sorry for asking so many questions, but changes to behaviour trees make me have to re-do parts of my GDD that I'm working on to get some community members here interested in joining the future project I'm preparing to pitch.

Thanks! Generally the changes to bot behavior we have done were on a lower level than behavior tree, although the tree itself has had changes. Most of it is 'basic actions', etc. Regarding plugins, we have no plans to support them right now, but I've no idea what the implications of having these in a SDK would be. We're on 4.20.3

893 6397
  • 2 Feb
 marox — Project Lead

@Milosh_Obilic said:
Will there be any plan to get Bots sprinting enabled/integrated as a variant behaviour tree for each Bot character. Possibly a setting you can enable/disable when creating a LOCAL game? If not, will there be changes/additions to bot behaviour trees prior to SDK launch? Very happy with the current ones, however kiting them with back-peddle + repeated stab or long ranged slash is OP 1v1. Pretty well optimised for horde mode though. A sub-variant behaviour for offline games only, to accomodate players that want to practise 1v1 would be much appreciated by myself. Based on the fact sprint enabled combat for bots would be real useful in SDK modding applications, I feel this is a reasonable request/question.

Bots have had significant changes, especially basic movement. Among the changes are also things like being able to open doors, clear destroyables, climb (sometimes), use ranged weapons where appropriate including throwables, use emotes and voice commands, look for weapons when disarmed (or simply without a weapon), duck attacks and footwork, they also avoid having too many bots on single enemies (usually at most 2) and will position themselves opposite to other allies to maximize their ganking potential.

Their parrying behavior has been reduced a bit to make them more enjoyable to fight instead of being these impenetrable walls, although Seymour remains unaffected.

893 6397
  • 31 Jan
 marox — Project Lead

Could you try removing your game.ini which will wipe your loadouts, should be found in something like C:\Users\YOURUSERNAME\AppData\Local\Mordhau\Saved\Config\WindowsClient
Wiping the other .ini files might be a good idea too. Let us know if that helps.

893 6397
  • 30 Jan
 marox — Project Lead

@Baron said:
Woooaaaw so much hyyype!
Maybe this question was asked before, but are you planning on letting us preorder the game?

We tried to originally, but Valve wouldn't let us do pre-orders because they only do those with developers that successfully released a product on Steam and have some form of relationship with Valve in that sense. So we'll just have to do it the old fashioned way.

893 6397
  • 30 Jan
 marox — Project Lead

Mordhau's store page is now listed on Steam!
We've been hard at work wrapping things up for release the past several months, fixing any outstanding bugs and adding the necessary polish and content where needed. This work will continue leading up to release in Q2 2019, which we estimate we will hit somewhere in April (early if all goes to plan). A glance over the Steam page should give you a hint of what to expect on release, but I will elaborate a little more here. We'll be releasing with 3 new modes that we expect to be the main attraction.

Frontline: a flag-capturing conquest-like mode played on large maps with horses, siege engines and chaos all-around. Goal is to capture the enemy's flags in linear order while defending your own, and culminates with an objective to complete in the enemy's base.

Battle Royale: start out with fists on one of our maps, haunted by a circle constantly creeping ever closer. Find loot & armor in chests (or on other players) to deck yourself out and manage your health with scavenged bandages instead of regeneration.

Horde: coop mode to play with friends against waves of AI, where you can purchase equipment & armor in your base obtained from clearing out the more and more difficult waves.

And of course, all the modes we have so far: Deathmatch, Team Deathmatch & the round-based single-life Skirmish mode. We've been working on polishing plenty of stuff such as the AI, the UI, adding unlocks and achievements, tracking skill based on kills/deaths to be able to put players into appropriate servers, improving performance, etc. We also now have a fun tutorial for new players that they can play through to familiarize themselves with the game. Throughout all this time work continued on map work, which led to various reworks and expansions of current maps like Grad and Camp and the introduction of Taiga. We have some maps still in the pipeline and close to completion, but we won't hold the release back if those are not finished, meaning they might come shortly after release.

Finally, there's some things that didn't make it for various reasons and we decided are not worth holding back a release for. Among the Kickstarter stretch goals that won't make it on release are ranked competitive 1v1 matchmaking and the SDK. We will focus on these post-launch. Another feature that won't be there are female characters, as we simply didn't have time to do these justice, so we will be looking at the introduction of the gender option after release.

There's also some Kickstarter rewards we need to wrap up, and we will be sorting these out before release as we go.

We'll be keeping in touch!

893 6397
  • 17 Dec '18
 marox — Project Lead

Fair point, no specific reason why this wasn't made to work like this, but there's no reason why it shouldn't, either.

893 6397
  • 7 Dec '18
 marox — Project Lead

It's a feature that's been considered before and one I'd really like to have, but unfortunately it has serious clipping issues in 1P, so it's quite a bit of work to make sure we could avoid all/most cases

893 6397
  • 1 Dec '18
 marox — Project Lead

@Corsario said:
Just to let you know. Yesterday, playing on Grad I saw an invisible rider (horse running around by its own). I'm playing with "utlra" settings. It was a quick glance and didn't manage to take a screenshot of it.

Hm, thought we fixed this one, along the weapons not appearing in hands. Anyone else had similar cases happen?

893 6397
  • 25 Nov '18
 marox — Project Lead

@Pred said:
Whatever value I put there with stay time command, nothing seems to change and tracers disappear after the default time (2 second-ish I think?)

Help?

Command doesn't work, will be fixed in next build

893 6397
  • 25 Nov '18
 marox — Project Lead

@Lionheart Chevalier said:
OH also the new "Use" bind no longer works for gamepads after the "Hold E to swap weapons" addition. Before, X on my gamepad allowed me to climb ladders, pick up weapons, mount horses and switch weapon sides. Now it only lets me switch weapons sides. I have to press E on my keyboard to mount horses, pick up weapons and climb ladders... when I use a gamepad to fight.

Revert your key bindings to default and save, then set up your old binds again. We've changed the internal names of the actions and they don't update until you revert them.

893 6397
  • 25 Nov '18
 marox — Project Lead

@Frise said:
Yes, fixing instant accels makes feints and drags less powerful. The way to bring the skill ceiling up again though is to make other techniques more viable, so that you can't just spam the same 3 moves every fight and be competitive.

Now that defense is easier timing-wise, it's the perfect time to try out a stricter parrybox so as to make directional plays viable. This way defense gets harder and offense requires variety and skill to be optimal. The way it was before, offense had an abismally low skill ceiling and fights were extremely repetitive.

Offense should require skill to perform properly; It shouldn't just be effective because of bullshit animations.

I agree with you that offense should be a lot more free and enabling, and have more creativity to it than what is there right now. As someone who is guilty of enjoying feint-free duels in Chivalry, this was one of the things I was hoping we could accomplish better with Slasher and then Mordhau. We've tried a lot of things, and buried a lot of attempts. Unfortunately in the current situation, this is not something that can be accomplished with simple number tweaks, at least not to the extent I'd be satisfied with. It requires thinking a bit outside of the box, and finding just what exactly would allow us to get to that point without distorting reality too much.

I am adamant in the belief that the answer is not in more buttons and more attacks, but in the simplicity of mouse manipulation that, somehow, isn't absurd-looking. There's a certain beauty in the analogue manipulation of the mouse that just isn't capturable by discrete key sequences alone. There's a lot of things to explore with the type of animation-centric gameplay that this genre has to offer, and we've been pulling back on most of it and sort of 'tuning in' into a subset that we want to explore further. Part of this also has to do that we have to spend time working on other parts of the game, and get everything finished. Even though melee is a huge part of this game, without an audience, it will be dead in the water, and we need to balance both aspects of development to make this a thing we can build upon in the future.

In short, we have an idea of where we want to be, and we've sorted out a lot of the kinks surrounding that area, but there's still lots of little alleyways left to explore. With the accel fix, we've begun to dabble in an area we previously left untouched and that is the temporal dimension of attacks outside of the animation clip itself, and a lot of interesting things could come from experimenting in that domain. We're learning and adapting as we go, and just because we've pruned the combat down and removed things we felt did not add to it to the extent we've wanted them to, does not mean we won't explore new routes that open up as a result.

893 6397
  • 23 Nov '18
 marox — Project Lead

Discuss Build #20 changes here!

893 6397
  • 23 Nov '18
 marox — Project Lead

The accel fix/mechanic is now in, let us know your thoughts!

893 6397
  • 23 Nov '18
 marox — Project Lead

Alpha Build #19
11/11/2018

Gameplay & Mechanics

  • Reverted some code optimizations to fix the new desync/instant hit problem that appeared since Patch 18 - this will also put swing manipulation in check again same as Patch 17 and make it more readable
  • Added new climbing/parkour system - players can now vault over smaller obstacles, and pull themselves up on higher walls/obstacles. Press or hold spacebar to activate, getting hit during climbing will ragdoll players. Also works while in the air. May lead to some temporary map exploits.
  • Equipment that can't defend with parry/block will now get disarmed and drop on melee hits and switch to fists. This affects archery weapons, throwables and various equipment. Having a shield will override this, so if you have a throwable and a shield, you don’t get disarmed on hit
  • Chase mechanic now only works with a melee weapon in hands, and chase mechanic from the front is now enabled if opponent doesn’t have a melee weapon
  • Buffed chase mechanic start speed slightly
  • You can now hold use to swap items in hand with items on the ground directly
  • Stamina breathing threshold lowered to 15 stamina
  • Hyperarmor now also works against projectiles and horse bumps
  • Forward parry now ignores strike early releases, preventing some bad looking early parries
  • Slight flinch knockback increase
  • Added Bandage - 1 Point item, has 2 uses and heals 50 hp per use. Bandaging takes 1.5s and can be used while walking
  • Added Medic bag - 2 Point item, deployed once thrown on the ground. Has a total HP pool of 300 and heals 50 per hold use.
  • Added Toolbox - 8 point item, can be used to construct buildings & fortifications. Use alt mode to switch through the available buildings. Currently has a wall providing cover and a spike wall, which deals damage and can impale people, based on their velocity. Buildings self construct upon deploying, this process can be canceled by enemies or sped up with a repair hammer. Buildings can be destroyed/repaired and have different stages of health, the maximum amount of buildings per toolbox is 6. Buildings persist between lives, but if you respawn without a toolbox, they will vanish.

Animations

  • Third person Jump animations improved for upper and lower body
  • New 3p catapult lowerbody anims

Customization & Equipment

  • Removed purple from leather color added 3 more shades of brown
  • Added new Knights Rimmed Pauldrons
  • Added new Knights Chain
  • Added new Rimmed Pauldrons

Visuals & Misc

  • Fixed ballista hand IK breaking into a Tpose in the distance
  • Added various LODs
  • Fixed holster jiggle not working in some cases

Vehicles

  • Vehicles now show visible damage based on health (this broke a few patches back)
  • Catapult movement speed raised from 125 to 187
  • Raised Catapult turning speed while moving

Audio

  • Improved a few sounds

UI

  • Added new equipment interaction UI elements

Known Issues

  • Loadout switching in Skirmish in between rounds or during warmup can occasionally not work and needs multiple retries
  • Broken 1p shadows
  • Cloth is disabled on Medium Horse and Gambeson skirt
  • Cloth bunches up in Armory
893 6397
  • 21 Nov '18
 marox — Project Lead

@Frise said:

@marox said:
You can switch instantly after parrying something, you can also directly switch during windup (including combo windup), although that will feint-to-switch and cost stamina.

Yes but if the opponent is good they will take the initiative and get a free hit.

Creative plays should be encouraged, not punished.

Opponent is in parried lockout which is the fastest windup minus 50ms ish that's generally going to be around 0.45-0.55 seconds, the switch itself takes 0.45s. It could be close, but initiative should be roughly reset in this case to neither party having it.

893 6397
  • 21 Nov '18
 marox — Project Lead

@Bodkin said:
I think you should be able to alt mode switch quickly off of parry and combo into a mode switch but not starting an alt mode attack though.

Like I could "riposte" without actually attacking where it just quickswaps to my alternate mode safely, initiative resetting to normal. Feels really clunky and constricted to be stuck in alt mode halberd/spear when someone is in your face with a fast weapon and circlestrafing your strictly turncapped swings.

Would be a fairly easy change to implement as far as I can tell. Comboing into a mode swap (no attack) would work similarly without screwing animations as far as I can tell, though it would probably be easier to do the animations for switching off of parry since the animation is the same no matter what for that (swing angle not making a difference for the animation at all)

Thread I made suggesting this long ago, along with a similar ability for swapping to secondaries.
http://mordhau.com/forum/comment/140050/find/

You can switch instantly after parrying something, you can also directly switch during windup (including combo windup), although that will feint-to-switch and cost stamina.