Mordhau
 marox — Project Lead
Project Lead
  • Likes received 6974
  • Date joined 25 Oct '15
  • Last seen 9 Oct

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988 6974
  • 31 Mar '19
 marox — Project Lead

@Xekratos said:
I load into the match and everyone else sees me as holding still at spawn and swinging but I see myself as running around and attacking people. I can hit people that walk in front of the frozen me but I can't hit people with my client side me. Also people can't see me running around. I can't hit anyone, people can run right through me, and It happens when I load into a match every so often for no reason.

How long load times do you experience when this happens?

988 6974
  • 30 Mar '19
 marox — Project Lead

We will be testing Frontline for a day again, today (March 30th) at 5 PM CET. We're primarily looking to fill up European servers with 64p to test server improvements. See you there!

988 6974
  • 1
  • 12 Mar '19
 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

988 6974
  • 7 Feb '19
 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

988 6974
  • 1
  • 6 Feb '19
 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

988 6974
  • 2 Feb '19
 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.

988 6974
  • 31 Jan '19
 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.

988 6974
  • 30 Jan '19
 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.

988 6974
  • 30 Jan '19
 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!

988 6974
  • 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?

988 6974
  • 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

988 6974
  • 19 Nov '18
 marox — Project Lead

@Temudschin said:
Hey there,

I am a lefty, so I reconfigured my key bindings. Instead of 1-2-3-4 for the quick weapon change I binded 7-8-9-0.
But ingame it is not working. When I want to switch weapons it only shows 1-2-3-4 next to my wepaons on the right side of the screen. So I can't use my own bindings.

Reset your key bindings in options and after that rebind them, it should work then.

988 6974
  • 17 Nov '18
 marox — Project Lead

@Stouty said:
If you jump off a ladder whilst climbing it and immediately attack your swing will ghost hit every time. I can post a video if needed

No need, this was fixed internally and will be rolled out with the next patch

988 6974
  • 17 Nov '18
 marox — Project Lead

@DuckSauce said:
Experiencing a crash on start up with an ASUS laptop.
Specs: intel core i7-7700hq CPU / Geforce gtx 1070 GPU / 12 Gb of ram / Windows 10

Prior to patch 18/19 it started and ran Mordhau with no problems, now it crashes to a UE4 bug report shortly after clicking play through Steam. So far, running as admin, verifying cache files, updating GPU drivers, reinstalling the game, creating an external shortcut, and resetting the laptop have failed to yield different results. The UE4 bug report doesn't show the callstack but does link to diagnostic files, but I'm asking this question for a friend and currently do not have access to these, if any of these files are needed I can find a way to get them posted here, but I'm hoping this heads up will be enough to alert the devs to the problem.

Sending us the .log found in C:\Users\YOURUSERNAME\AppData\Local\Mordhau\Saved\Crashes might give us some clues, could also be an issue with UE 4.20 which is the version we're running with patch 18 and onward (previously we were on 4.18)

988 6974
  • 10 Nov '18
 marox — Project Lead

@Gauntlet said:

@Cow said:
it's cause you have a azerty keyboard i think if you remplace: 1 = & 2=é 3=" etc...

Nah, I have a normal keyboard. My primary weapon is bound to 3 & tertiary slot to 1. Currently these binds just don't work.

We've done changes in the switching keys and went from 4 binds to all up to 9 bound, but you'll need to reset your binds for these to take effect, then you should be able to rebind them as normal.

988 6974
  • 10 Nov '18
 marox — Project Lead

Does it work if you reset to defaults?

988 6974
  • 6 Nov '18
 marox — Project Lead

@ÐMontyleGueux said:
The parry doesn't need to be entirely client sided, I'm pretty sure that some lag correction can be specifically added around the one most crucial mechanic of the game. It should be expected that the parry works for any ping below 80 (higher than that is known to be less than ideal anyway, people will expect issues).

I really hope that it will be implemented at some point. Releasing the game while parry doesn't work properly above 60 ping might cause bad publicity.
I'm an alpha player, I may consistently die due to late parries, but I understand why and will patiently wait for a fix. Newcomers on release might just leave the game as soon as they die 3 times in a row to hits they should have parried.

You can use m.DebugNetworkParry 1 to see if the netcode is to blame, although that doesn't work on kills, but should give a clear indication if it's a problem with the game or a problem of git gud. Clientside parry would incur hitreg delay and generally feel awful for the attacker. For comparison, Chivalry's parry is attacker client-side (what you're asking for is defender client-side), so actually twice as bad in terms of delay compared to what Mordhau uses.

988 6974
  • 8 Oct '18
 marox — Project Lead

Seems it was left hardcoded on, we're looking into fixing the option to disable VAC.

@MrGhostTheFlyingFlail said:
I don’t think the devs will come out and fix it anytime soon. It almost seems as if it was by design to have the Ban List work in coordination with VAC. It’s a really awful catch 22 were if you want to play with a banned friend you’d need to disable VAC however that opens up the possibility of hackers coming into the server. Also the devs already think down upon servers providing shelter for banned players referring to them as “speakeasy” servers. In the wise words of Jax (Community Manager) “Peasants Don’t Matter” this quote was screencaped on another thread prior to it being deleted

Ban list does not work in coordination with VAC. There's a difference between bans and game bans, the former are handled by the ban list and are per-server, the latter are handled by VAC and are global.

988 6974
  • 25 Sep '18
 marox — Project Lead

We've set up a shop with Mordhau-branded physical items (no keys, sorry!) that you can buy, featuring some amazing t-shirts designed by our very talented Rattsknecht. Perfect if you want to show off your love for the game, or just want to look cool. We're starting it off with a 10% discount this week -- check out the shop here!

988 6974
  • 16 Sep '18
 marox — Project Lead

@GlobalStorming said:
Has anyone received the email referenced in the update? Or should I just wait a little while?

You don't need the email, you already linked the purchase since you have the tag on the forums. Just go under your purchases in your account and grab the key.