Mordhau
 marox — Project Lead
Project Lead
  • Likes received 6971
  • Date joined 25 Oct '15
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988 6971
  • 31 Oct
 marox — Project Lead

@Sir Boring said:
I submitted mine and they were both approved in either May or June, so it's been awhile. Bugged the devs a few times and they said they still have yet to add some, but it's been, as you can see, quite awhile now. I assume a lot have yet to be added, since there were 100 of us (thus 100 emblems), but maybe some of them just never submitted theirs.

Any of you still waiting for yours to be added? More or less I made this thread to see if the devs will take notice and add them, since it's been so long.

Looks like we missed it, should be in next update

988 6971
  • 28 Oct
 marox — Project Lead

This content update marks the release of Feitoria, our biggest map yet, featuring all of our current game modes. In addition, we have also added more siege-oriented features, such as the ability to drop and raise ladders, chuck large two handed stones from above, tip over baskets of rocks, and even pour boiling oil from cauldrons positioned at strategic locations.

In the coming weeks and months we will be releasing more content additions and gameplay improvements: we’re adapting Mountain Peak for Invasion, finishing up work on our next new map Castello, as well as giving Horde mode some much needed attention.

Patch #13 Changelog 28/10/2019

Gameplay

  • Added new map, Feitoria with support for all existing modes: INV_Feitoria_0, FL_Feitoria, HRD_Feitoria, FFA_Feitoria, FFA_Feitoria_64, SKM_Feitoria, SKM_Feitoria_64, TDM_Feitoria, TDM_Feitoria_64, BR_Feitoria
  • Added stone basket trap interactable to existing maps
  • Added oil cauldron interactable to existing maps
  • Added boulder throwable which can be obtained from an interactable stone pile placed on existing maps. Deals more damage the faster it’s falling (gravity)
  • Ladders now have an interaction UI widget like most interactables, and can now be dropped and raised by holding interact, as long as nobody is on them
  • Invasion player respawn to 5s again
  • Fixed getting stuck on Taiga trees
  • Added 3 choppable trees to Grad
  • Widened keep entrances on Grad and removed the door on the ground floor to prevent congestion
  • Fixed exploiting NPCs in invasion/frontline by blocking them off
  • Fixed removebots command removing map NPCs

Combat

  • Crouch slowed down 25ms
  • Reverted miss combos no longer having lunge change from previous patch
  • Increased climbing speed on ladders by 15%
  • It is now possible to jump off ladders while on them, jump will go where the player aims
  • Base jump stamina cost reduced to 10
  • Cat perk fall damage reduction buffed to 90%
  • Brawler perk now also speeds up fists
  • Executioner Sword strike turncap now more strict
  • Executioner Sword stab stamina drain reduced by 1

Visuals & Misc

  • Added new flat top helmet with 5 variations: Covered flat top, Covered flat top orle, Enclosed flat top, Enclosed flat top orle, Visored flat top
  • Fall damage now has camera shake
  • Camera calculations (3p and 1p) now take into account scale, making scaled characters look natural (viewmodel animations)
  • Character scale is taken into account for interaction distance, allowing picking things up etc for bigger characters
  • Fixed crossbow 1p interact animation
  • Destroyable fence gate now has an additional state that removes the bottom board.
  • Helmets now draw fake shadows onto the face to add depth and make them seem more grounded
  • Fixed kills with torch saying “Stone” in the killfeed

Sound

  • Improved a few equipment fall sounds and added some that were missing
  • Ragdoll fall impacts now play the body thud sound while alive (previously only played when dead)
  • Fixed a few Tier 2 (open) helmets muffling voice
  • Enemy footsteps are now louder
988 6971
  • 10 Sep
 marox — Project Lead

@Ruby Rhoderick said:
What's the map names for the config for Invasion?

INV_Camp_1
INV_Grad_0
INV_Taiga_0

the suffix 0/1 indicates which team is attacking, currently there's only one variant per map anyway though

988 6971
  • 10 Sep
 marox — Project Lead

SA Duel servers are now live with Patch #11

988 6971
  • 4 Sep
 marox — Project Lead

We're going to be giving the duel servers in SA a shot, but we don't expect the matchmaking to work well for the region once the ranks spread out. We'll post an update once they're active.

For those commenting about other regions, we're looking into adjusting server locations for ranked, please bear with us while we figure what's best for the ranked modes.

988 6971
  • 3 Sep
 marox — Project Lead

@AYE said:
I would like to ask Triternion to switch some servers and give us the chance to play that thing we've waited for so long. I understand that you don't want to pay for extra servers in this region, I don't share this thought but i accept it.

This has nothing to do with cost, but rather that the mode simply would not work with the low number of players in the region. MMR/rank spread would accumulate and very soon you'd be looking at rather ridiculous queue times, where only people in the 'average' rank would find any matches at all. For these low population regions, dedicated FFA duel servers work much, much better, as the entire region's population can fit into 1 or 2 servers.

988 6971
  • 1 Sep
 marox — Project Lead

@SetePele said:
Add SA servers!

Impossible to play with 170+ ping

We're looking into other regions, but without enough players we cannot reliably support ranked matchmaking when the populations are tiny, since joining a FFA duel server would give you a far better experience in that case. We'll continue monitoring regions though, our initial release only really considered the popular regions, but we will be evaluating playercounts in other regions as well.

988 6971
  • 28 Jun
 marox — Project Lead

@Gorvak said:
Really want to play it, but with 200+ms is impossible.

We have one Battle Royale server in SA, however, what you're probably seeing is that nobody is queuing for it. In fact, the battle royale mode is all but dead, peaking at maybe 150 players in EU. That's enough to find matches in EU, but not really in other regions, which are far less populated. It's the least popular mode out of all of our modes.

988 6971
  • 1
  • 23 Jun
 marox — Project Lead

@GODAIME said:
Hi,

Sometimes in game my thrust attack, which is binded to E key, doesn't work (Yea, I said delay, but actually it doesnt work for more than 2-3 seconds and more. I'm using the "work around" and don't know how bad it can be).

Why is this a bug and not lag/pc problem:

  1. When this bug happens.. i hit ESC key to get into the menu.. and spam ESC again to get out of it and it won't work. It works only if I spam hit left mouse key in the menu, and then it closes and the bug is gone.
  2. My PC is i7 8700K, NVidia 1060 6GB, 16GB RAM, SSD and I play on medium/high to get 100+ fps for my monitor to show. Can't be processor problem.
  3. I never join servers with more than 60 ping in the browser. I don't use main screen server options.
  4. There are also other threads about this same issue around the WEB.
  5. https://www.youtube.com/watch?time_continue=1&v=DdiNmYxdWSY

Hints:

  • happens mostly on duel servers, rarely in frontline. Maybe this is because I morph often, which means I hold/click E (thrust attack) more often and it mess up the key queue or something, but it feels like the key queue is full of shit.
  • swings works fine (morphs are impossible).
  • this might be related to the stamina checks and not the input queue
  • maybe this bug is rare, because me and this guy from the video have it binded to custom key?

Are you using angle after attack press? That would explain a few weird cases, e.g. where nothing is happening when you're not moving the view @ 22. Other than that, it seems largely you're hitting the input in recovery, which will just be ignored right now since attack is not allowed there. The game may have been conditioning you wrong in some cases because the game does queue in hit recovery a little bit, but not in miss recovery, which admittedly, is a bit weird and should probably be adjusted in the future.

EDIT: actually, not sure if the angle after attack press could explain that, but let me know if you do have that enabled anyway.

988 6971
  • 23 Jun
 marox — Project Lead

Thanks for the info, your level/gold should be safe, but we're investigating the issue. There shouldn't be any problem for you to continue playing and gaining more gold while we work on sorting this out. It looks like the xp/gold is all there, but for some reason it isn't counted correctly when tallying up the total level amount and gold amount.

988 6971
  • 23 Jun
 marox — Project Lead

@Berra said:
I can still use my level 50+ unlockables, but my level is shown and set as 40 both in lobby and ingame.

What does it show on the scoreboard while in a server?

988 6971
  • 23 Jun
 marox — Project Lead

The gold/xp should still be there, try restarting the game, Steam, validating Steam cache.

988 6971
  • 18 Jun
 marox — Project Lead

Just fixed it, thanks for the reminder! Will be in the next patch.

988 6971
  • 16 Jun
 marox — Project Lead

We've identified the issue and are working on a fix. Apologies for having to endure it so long.

988 6971
  • 12 Jun
 marox — Project Lead

@Pred said:
This much of Chivalry lore was enough tbh:

There is a kingdom
One side is loyal to the king of that kingdom
The other party wants to topple the old system. Malric is in this one.

It was Team Objective which gave fighting in Chiv a structure. You were fighting to accomplish things, they were kinda-sorta sometimes related to lore, but nobody really cared, because accomplishing these things was fun in itself. You needed to do a thing and to do it you had to beat motherfuckers up along the way. If you weren't beating motherfuckers up hard enough, you lost. Simple. Fun.

You can't even call Frontline a TDM because racking up kills means absolutely nothing if you don't control more points. The mode is just waiting for one of two countdowns to run down and you are free to run around and kill some enemies in huge clusterfucks in the meantime.

This comment is in line with the issues we believe are the root of the problem/dissatisfaction. It's no surprise we spent a long time on the combat and other things around it, that we ended up being a bit short on time when it came to giving the game modes the same treatment. In the end, we did what we could to salvage things by adding some objective support to Frontline under some heavy crunch and shipped it. We thought it'd do well and also we simply couldn't afford for it to not to. Thankfully, it wasn't as bad as it could've been and the game still sold extremely well. But we hear you, and are going to be working to introduce the type of objective-focused mode the community is looking forward to as we go on with development. Sometimes it's hard to hear criticism late in the dev cycle when you're powerless to do anything to fix it, and this was definitely the case leading up to release.

988 6971
  • 12 Jun
 marox — Project Lead

@alonesilverwolf said:
I think it's complete bullshit that more and more games are removing family sharing. I family share games with my wife and her to me so we don't generally have to buy more than one copy of a game unless it's something we want to play coop or whatever (like Borderlands). This game specifically, we both got, but the practice of removing the feature is getting alarming.

I love how all these fucks are defending this too saying shit like "JUsT buY ThE GaEM BrUH!!!"

Apparently ya'll forgot that back in the day when you bought a game, it didn't matter how many computers you installed it on, or with console, how many consoles you played the game on. You bought the game, you could take that bitch over to your friends house and install it on HIS computer if you wanted to!

Now, you buy a game, even if you're in a family, you have to buy a separate game for EACH person who wants to play it, and this is doubly true if you want to play coop--because even with Family Share, you two can't be on the game at the same time.

Ya'll need to wake up. Gaming industry has been pinching us like Mafia overlords for YEARS now, and you lie down and let it happen! Why defend this crap? It's like games no longer having local multiplayer on consoles now. It's just a bid to force families to buy multiple consoles if they want to actually enjoy a game together!

Ya'll defending these practices make me sick.

I get something needs to be done about cheaters, just going to reiterate that. I get it, especially in a MP game like this one, which is why I try to cut Mordhau some slack. That said, removing family share is just a crappy bandaid to the hacker problem and the devs need to get their shit together and stop doing banwaves then unbanning the people banned in the first place!

The problem is that we ban a person's account, but Steam lets them share it to another account and get around our ban (or vice versa), making it completely impossible for us to deny them access if they've been found cheating. We are powerless here as it's only Valve that can change how this system works.

988 6971
  • 24 May
 marox — Project Lead

@FoggyDewhurst said:
Well, my ban got revoked and I am very appreciative of that courtesy. Despite that, I'm playing it safe from this point forward and not touching this game again, as much as I enjoyed it. One game is not worth the risk of slander being attached to your Steam profile.

We are still tweaking our detection, but we're going to be playing it much more safe from here on, to prevent any further incidents like the current one. We make mistakes, but we always do everything we can to fix things as soon as possible. We've revoked bans automatically to most affected, leaving a handful of edge cases. Everyone that got in touch with us, we've cleared the issue up, there's absolutely no risk here. Apologies, but we simply cast too wide of a net with our initial ban wave, we've learned from that and adapted both our approach to detection as well as our way of acting upon that information.

988 6971
  • 13 May
 marox — Project Lead

It's only in the local game, where there's some discrepancies. The third person behavior is correct and is what you would get online.

988 6971
  • 11 May
 marox — Project Lead

Check p.clothphysics in console, if that is 0 then cloth will be disabled, so make sure it is 1. Similarly, check r.skeletalmeshlodbias in console and make sure its 0.

988 6971
  • 1
  • 11 May
 marox — Project Lead

@horrorshow1984 said:
i can connect to servers again. apparently the patch managed to corrupt the installation for me.
here's what i did:
i uninstalled the game and reinstalled from a backup.
after installation and updates where done, i still had the same problem.
so i decided to validate the game cache despite it being a new installation with the latest updates.

validate game files via steam by right-clicking Mordhau -> Properties -> Local Files -> Verify Integrity Of Game Files
3 files were corrupt and were reacquired (a total of 10 KB).
just connected to a server and it worked. i'm stoked as f*! :)

please let me know if that also solves the problem for you guys, then we can edit the tread title to SOLVED for people googling for it. Thanks!

Did this also fix local matches for you?
Also, do you have a local server running when you're trying to join local matches? (I don't mean if you're trying to join the server, just if it's running)