Mordhau
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 marox — Project Lead
Project Lead
  • Likes received 4997
  • Date joined 25 Oct '15
  • Last seen 20h

Private Message

770 4997
  • 15 Oct
 marox — Project Lead

@Jax said:
@marox while you're at it, could you implement "inverse strike" and "inverse stab" keybinds, which would make the attack come from the opposite side of where you looked?

I know there's already an option to toggle this, but I prefer the default system - however, sometimes when I'm doing successive chambers or trying to track an enemy I run out of mousepad or get too off target.

(I might have overlooked an option in the settings, though.)

This might quickly spiral out of control in terms of buttons, given that one person might want left/right swapped or up/down swapped or both. :(

770 4997
  • 15 Oct
 marox — Project Lead

I'll add the 240 system angling after button press as a console toggle (for strikes only since stabs are normally on wheel)

770 4997
  • 15 Oct
 marox — Project Lead

Thanks for the reminder, the potential fix will be in next patch, if it occurs in the next patch do let us know.

770 4997
  • 14 Oct
 marox — Project Lead

Here's the patch notes: https://mordhau.com/forum/topic/10158/changelog-thread/

What do you guys think of the changes? Discuss them here!

770 4997
  • 14 Oct
 marox — Project Lead

Alpha Build #8
10/3/2017

Changelog:

  • Switched to modular linking for Windows server builds (plugin support)
  • Fixed backswings becoming possible to some internal angle changes
  • Chat anti spam fixes
  • Fixed chamber angles and morph angles
  • Messer combo windup increased by 50ms
  • Changed some accellerations:
    • Tier 0 now x2.4 in total (1.05/1.05/0.3)
    • Tier 1 now x2.3 in total (1.0/1.0/0.3)
    • Tier 2 now x1 in total (0.4/0.4/0.2)

Known Issues:

  • Profile select menu causes the input to become sticky.
  • Crashes may occur on Alt+Tab during loading screens, use Borderless Fullscreen if it happens to you.
  • During spectate, players may become invisible except for the person being spectated.
  • Flickering between the main menu and loading screen can occur on start-up. WORKAROUND - thanks to iluvfuz
  • Bots are afraid of heights.
770 4997
  • 5 Oct
 marox — Project Lead

Would love to have it, unfortunately, the 1P view model would clip like crazy if you turned the head like that.

770 4997
  • 3 Oct
 marox — Project Lead

Here's the patch notes: https://mordhau.com/forum/topic/10158/changelog-thread/

What do you guys think of the changes? Discuss them here!

770 4997
  • 3 Oct
 marox — Project Lead

Alpha Build #7
10/2/2017

Changelog:

User Interface

  • Antispam chat
  • Chat view mode no longer cuts off the bottom of long messages

Gameplay:

  • Changed how older net motions are replicated, this fixes things like attacks not animating for certain players when they join the server
  • Trying experimental overhead/undercut ping compensation (halved, similar to new stabs)
  • Reduced ping compensation (local slowdown) on stabs to 50% as it made it look like the stab release was still active, causing "missing"
  • Fixed bug where loadout changing did not work correctly, and would use old armor values on the server, including damage resistance and things like speed and acceleration
  • Increased spear range on normal mode by 15cm
  • Reverted combo buff on spear
  • Fixed stam regen on jumps
  • Post-clash attacks can now clash with their entire release
  • Clashes (incl. kickblocks), flinches, feints, morphs and after being parried all have slower kicks
  • Kicks no longer stun/flinch if the hit person is in flinch, they still deal damage/knockback however
  • Increased kick miss recovery to 0.8, reduced miss stamina cost to 30
  • Fixed warhammer alt mode miss recovery & increased hit recovery by 100ms
  • Messer category added
  • Shield disarm no longer refills stamina

Visuals:

  • Holstering (unequipping) is now a proper motion, and has certain restrictions where it can be started, has a duration, etc. Currently still has no animation.
  • Added a little bit of the 240 angling to the head/neck during attacks
  • Changes to how FOV/CameraDistance work together and set high fovs to not zoom in so much, but be affected by cameradistance less, roughly same result when maxed
  • 1P death spectating now has its own special mesh which doesn't include head, but includes torso, fixing some bugs like bevors showing up
  • Reduced the 1P spectator head offset when colliding as it was too much
  • Added location/rotation smoothing to 1p spectator deaths to avoid too much jitter happening
  • Animation changes related to how fast early releases animate, to make things more readable
  • Fixed poleaxe 3p/1p draw anims
  • Fixed evening star handle 3
  • Fixed equipment customization merging two skins together that would also persist ingame
  • Adjusted segmented gauntlet albedo to be more in line with the rest of the metal
  • Added bloody eye bandage coif
  • Added leather and padded fencing doublets
  • Added informal bow emote

Known Issues:

  • Profile select menu causes the input to become sticky.
  • Crashes may occur on Alt+Tab during loading screens, use Borderless Fullscreen if it happens to you.
  • During spectate, players may become invisible except for the person being spectated.
  • Flickering between the main menu and loading screen can occur on start-up. WORKAROUND - thanks to iluvfuz
  • Bots are afraid of heights.
770 4997
  • 3 Oct
 marox — Project Lead

@Cow said:
No it's fine i played a lot and didn't find this bug again, just one time, i didn't heared sound on my death and my corp disapear instantly. (just 1 time in 4 days)

That's a different bug completely, but it's also on my list to fix!

770 4997
  • 3 Oct
 marox — Project Lead

@Shara said:

@marox said:
You can parry after a successful parry right away, you can also parry the moment your hit lands, even in release.

So you mean you can "keep" the parry up, if RMB is pressed again, right as a strike is deflected? - I always see that my character lowers the weapon, leaving him vulnearable for a second before I parry again. If that's true, I might have gotten the wrong impression, since some hits sometimes go straight through the parry.

I guess I'll try parry->parry like it's a riposte then next time ingame.

It's not like a riposte, there's no need to do it right away, it simply means you won't be locked out of parrying again like you would with a parry that hasn't blocked anything. You can trigger the new parry at any time after you've blocked, you can wait for the animation to start dropping the parry, then parry as it is doing that.

770 4997
  • 3 Oct
 marox — Project Lead

You can parry after a successful parry right away, you can also parry the moment your hit lands, even in release.

770 4997
  • 3 Oct
 marox — Project Lead

There are some things that will be prevented from being picked up, like ranged weapons without the appropriate skill level, and some that will not be prevented like weapons that would cost more points than you might have right now.

770 4997
  • 3 Oct
 marox — Project Lead

It's a bug, we're on it.

770 4997
 marox — Project Lead

Yes, use DamageFactor, for example:

[/Script/Mordhau.MordhauGameMode]
MapRotation=SKM_Contraband
MapRotation=TDM_Camp
MapRotation=FFA_Grad
MapRotation=SKM_ThePit
MapRotation=TDM_Contraband
MapRotation=FFA_Camp
MapRotation=SKM_Grad
MapRotation=TDM_ThePit
MapRotation=FFA_Contraband
MapRotation=SKM_Camp
MapRotation=FFA_ThePit
DamageFactor=0.0

PS: you can set teamdamagefactor that way as well.

770 4997
  • 3 Oct
 marox — Project Lead

@Ruby Rhoderick said:
Will there be customization options for the Messer in the future? I'm a little bummed it's so bare-bones - there also no alternate stance for it, though I'm not sure what it would be. Maybe a two-handed throw lol?

Yes, this isn't actually the messer, but an alt-skin for it which is the Maciejowski bible chopper, that's why it's lacking the crossguard. Proper 2H messers are coming still in that category, and hopefully some customization options for the chopper too.

770 4997
  • 2 Oct
 marox — Project Lead

Here's the patch notes: https://mordhau.com/forum/topic/10158/changelog-thread/

What do you guys think of the changes? Discuss them here!

770 4997
  • 2 Oct
 marox — Project Lead

Alpha Build #6
9/25/2017

Changelog:

User Interface

  • Lowered max char count in chat messages to 300 from 500
  • Chat box now force scrolls to the bottom when opened
  • Chat hide timer now resets when a new message is received
  • Chat now displays current character count/max
  • Fixed armory animated save text position
  • Added text to network lag indicator
  • Player leave message no longer plays twice

Level Design:

  • Collision improvements on Contraband.
  • Added LOD dithering to Contraband materials.

Gameplay:

  • Fixed slomo and ping compensation breaking online - will improve hit detection
  • Fix attempt for hit sound bug online
  • Bardich damage buff vs armor (you can now 2 shot plate/medium armor with a headshot + torso slash)
  • Rapier slash damage nerf against naked/light armor
  • Increased backpedal speed from 0.75 to 0.8 (let's try this again and this time test it a bit longer)
  • Raised missed kick stamina cost to 35
  • Experimental sprint acceleration modifier values:
    -Plate armor - unchanged
    -Medium armor - 0.2 for head, 0.2 for torso, 0.1 for legs (overall not much faster than plate)
    -Light armor - 0.7 for head, 0.7 for torso, 0.2 for legs (significantly faster)
    -Naked - 1.0 for head, 1.0 for torso, 0.25 for legs (fastest, going bare head is now a lot more rewarding aswell)
  • Chamber lockout reduced by 125ms (you can now counter chamber chambers from faster weapons with your own chamber which wasnt possible before in some cases)
  • Slowkick removed, in its place is now a smooth scaling longer windup for kicks that goes from 0 to 300ms. The 300ms case is only for being able to kick 100ms earlier in flinch. Some testing may be necessary to ensure we have the right kick slowdowns in place.
  • Morphs can now chamber
  • Added small lockout to starting a new emote
  • Removed translation from 1p movement anims and from 3p movement anims (server only): this improves hit detection overall and 1p online hit detection is further improved especially during movement.
  • Added togglestamina command to disable stamina on local/server if admin
  • Added console variable m.StabOnStrikeYAxis set this to 1 to use stabs on low/high y axis strike button (past the 60/-60 point used for strikes), similar to Mount & Blade.
  • No longer possible to combo at 0 stam
  • Lowered max release time from 0.575 to 0.55 (affected weapons are: Zweihander, Halberd, Billhook, Greatsword)
  • Clash lockout to 0.2, fixed some queuing problems for clash possibly
  • Crouch spine bending for non attacks is now 85% (75% previously)
  • Spine bending for non attacks increased, is now 100% (75% previously)
  • Spear lowered stab windups by 25ms, increased stab release 25ms, decreased stab combo times by 100ms

Visuals:

  • Fixed some issues with inertia stopping/starting related to feet, but probably won't be noticeable
  • Fixed squat sliding
  • New eveningstar set
  • Set some critical textures to never stream to hopefully fix the stutter on first hits on slower systems.
  • Jiggle physics disabled for now (the old ones) until more work is done on them.
  • Character headshake / bob now plays on footstep so it is more synced
  • Adjusted run/walk shake
  • Setup headshake for left/right steps
  • 1P strike releases adjusted to match 3P exactly, this improves collision detection online.
  • New 3p equipping animations

Known Issues:

  • Profile select menu causes the input to become sticky.
  • Crashes may occur on Alt+Tab during loading screens, use Borderless Fullscreen if it happens to you.
  • During spectate, players may become invisible except for the person being spectated.
  • Flickering between the main menu and loading screen can occur on start-up. WORKAROUND - thanks to iluvfuz
  • Bots are afraid of heights.
770 4997
  • 29 Sep
 marox — Project Lead

Input issue, e.g. scrollwheel would register several times unless you have surgeon precision. Also readability would be very poor, the animations would mostly look like they're paused.

770 4997
  • 1
  • 29 Sep
 marox — Project Lead

If you encounter this bug, tell the person that's not emitting sounds to jump off of a high enough thing to take fall damage, then hit him again, that'd be really helpful for debugging it further. (Yes, I know how weird that sounds.)

770 4997
  • 28 Sep
 marox — Project Lead

This was supposed to be fixed by the last patch, is it still there?