Mordhau
 LuxCandidus
Knight
  • Likes received 2068
  • Date joined 30 Apr '17
  • Last seen 18 Jun

Private Message

Knight 627 2068
  • 4 Jun '19
 LuxCandidus

This is a known exploit and will be fixed. Since it is against the rules, you should report anyone you happen to see doing it.

Knight 627 2068
  • 23 May '19
 LuxCandidus

That is a text file. You want to open the file above it.

Knight 627 2068
  • 15 May '19
 LuxCandidus

What? The bear trap cannot be thrown at all, and hitting an armed trap in the centre does indeed disarm it. Sometimes the hitbox is finnicky is all.

Knight 627 2068
  • 1
  • 13 May '19
 LuxCandidus

@Pharmacist said:
https://www.twitch.tv/videos/424225882

Bear in mind you are not losing stamina from the parry in that clip, as you are not blocking an attack. The cost of missing plus the cftp would leave you at about 60 stamina. In a duel, all the opponent would have done is perform an attack, any attack, and you would have lost 40% of your stamina. It is clear who wins the exchange.

EDIT: I tested it with an estoc (since it is what you are using in that clip) against a greatsword, and it takes 25 stamina, not 40. It is not as egregious a loss as I thought, but you would still lose the exchange by forfeiting a quarter of your stamina.

Knight 627 2068
  • 13 May '19
 LuxCandidus

This is called combo feint-to-parry and is an intended mechanic. The downside is how much stamina it costs.

Knight 627 2068
  • 2 May '19
 LuxCandidus

Behold the purple mittens of doooom.
20190502192853_1.jpg

I was playing as the Huntsman default loadout when I spawned in like this. The Huntsman has no gloves equipped. The glitch stayed even upon death. It went away when I switched loadouts and switched back.

Knight 627 2068
  • 29 Apr '19
 LuxCandidus

@TheKingInTheNorth said:
Will progress from the current live version of the game that Alpha and Beta backers have access to be saved for release? Or do we have to wait a few more hours to start unlocking stuff again?

Progress will be reset a second time just before release.

Knight 627 2068
  • 18 Apr '19
 LuxCandidus

Good luck, everyone. It has been an honour to follow the development of Mordhau long before the Kickstarter. I hope you win all the Game of the Year awards, because you certainly deserve it.

Knight 627 2068
  • 19 Mar '19
 LuxCandidus

Horde mode is fun, but it lacks direction, and can be mindless at times. It reminds me of Team Fortress 2's Mann versus Machine, and could use some inspiration from it. MvM lets you purchase upgrades to your character that make you much stronger than is possible in other modes, taking advantage of the fact balance is not important since you are not fighting other players. In TF2 this means the ability to fire ten rockets in a second or to build several sentries. In Mordhau's case you could make it so 'super' perks can be purchased, doing things like making you sprint twice as fast (which would be invaluable given the size of the map), making you fire several bolts or arrows at once in a single shot (without expending additional ammo), making you swing your weapon much faster, and so on.

It should also be possible to purchase things like revives for teammates or fortifications, such as spikes that automatically get built around the encampment every wave, or ballistae that get manned by friendly bots. The mode could use a tower defense element. Something that gives you a grander purpose than just seeing how long you can last.

A few pertinent issues:

  • It can take a really long time to find the enemies. If enemies are too far away, make them teleport closer. As long as this happens at enough of a distance for the player not to notice, it is desirable.
  • Everything looks brown, which can make it difficult to distinguish between teammates and bots in the midst of battle. Team colours would make more sense here. You could have team colours be forced only on the players, while the bots can be anything, as long as they cannot be mistaken for a teammate. For instance, I have yet to see a single blue enemy, so make blue the colour of the team.
  • The shield enemies are not challenging, they are an obnoxious brick wall that only wastes your time. Rethink them.
  • Players that join a game in progress start with 0 gold. This results in them being underprepared and struggling to survive, while being useless to their teammates. Going back to MvM, players that join a game in progress are given an amount of gold relative to how many waves have passed. The amount is less than one would have earned if they were present from the beginning, but enough to get equipped and contribute.
  • Your actions during a wave should be rewarded with gold. You should at least get a bonus for surviving the wave. You could also get a bonus for killing 20 enemies in a single wave, or not taking any damage.
Knight 627 2068
  • 16 Mar '19
 LuxCandidus

Bug #1: Opening and closing the server browser after dying in BR makes it impossible to select "spectate" or "main menu" from the rewards screen.
Bug #2: Sometimes I connect to a server with an ongoing game and am immediately assigned as a spectator. Others have mentioned having this issue as well.

I really like that you leave as soon as you die, because it results in every match being composed of different players. I do however wish it would automatically queue you for another game as soon as you die, so that you can spectate the current game while waiting to be matched. It feels like an unnecessary hassle to leave and queue up after every single match.

I also find it needless for there to be a loadout dedicated to BR. Here is a better idea - have each player spawn with a randomised appearance, voice, and clothing, as long as the player has unlocked said clothing.

As for the mode itself, I think the circle should converge quicker, and that it should converge on the courtyard, not the actual centre of the map. Sadly what weapon you get matters very little, since most players die in two hits anyway, and since the outcome of a duel is decided too strongly by cheese. Stretching the animations to their limit is still too effective and really undermines the entire idea of having an advantage since you are better equipped than your opponent.

Knight 627 2068
  • 15 Mar '19
 LuxCandidus

The tutorial is excellently paced and covers everything necessary, while also having a lot of charm. Its sense of humour along with some relatively minor changes such as red and blue team having distinct names and emblems gives the game a lot more personality. Now that the lore is starting to encroach upon the game experience, Mordhau is starting to feel far more alive.

I am pleasantly surprised you included an option to see other players without team colours forced upon them. I think this is crucial for a lot of players' experience, but it is incomplete without another option to toggle from the menu - a tiny icon that hovers above teammates. It alleviates the problem of making it difficult to distinguish allies from enemies while still allowing the player to view the creativity of everyone else. And now that there are plenty of hovering icons above things like ammunition crates, and that it is evident they do not take away from the aesthetic of the game, I better not hear excuses about icons over teammates' heads being undesirable for aesthetic purposes.

I must say that even with the FPS nosediving on Frontline, it was still very enjoyable to be present on such a large battlefield with so much chaos. I can see it being a very popular game mode, and it definitely captures the feeling it is trying to create. Great job, everyone.

Knight 627 2068
  • 11 Nov '18
 LuxCandidus

Voice commands

  • Triggering the flesh wound perk does not prevent you from using voice commands, allowing your character to speak while also screaming.
Knight 627 2068
  • 7 Nov '18
 LuxCandidus

20181107072236_1.jpg
Bind Right Upper Strike to MouseWheelDown; Bind Right Strike to LMB; Bind Right Stab to MouseWheelUp. You now have Chivalry binds. You can even hold ALT to reverse attack directions. Just be sure to do as @Duckalot said and unbind both Strike and Stab, as those are the 240° versions.

Knight 627 2068
  • 24 Jun '18
 LuxCandidus

Visuals

  • I slew a man so hard he became naked.
    20180624193606_1.jpg
    20180624193616_1.jpg
    This is what he looked like during the fight. I believe this is related to a bug others have reported where distant players appear nude and once they get closer their armour renders. I had the Steam overlay up before spawning, which could be related.
Knight 627 2068
  • 9 Jun '18
 LuxCandidus

Animation

  • After a teamfight I noticed my arms were stuck in the parry position. I could move around like this without it going away, but as soon as I changed grips it reset. It was visible in third person as well.
    20180609170544_1.jpg
Knight 627 2068
  • 2 Jun '18
 LuxCandidus

Weapon customisation

  • Picking the federschwert's primary colour is not functioning as intended. The colours might be offset by a few rows.
    20180602075903_1.jpg
Knight 627 2068
  • 8 May '18
 LuxCandidus

@Pred said:
lol, classic forum.

OP: Sometimes people walk sideways or backwards when attacking, their legs clip through each other and the lunge on top of that makes the whole animation look bad.

Reply: If you want to remove drags the game would be an attack -> parry simulator with fights lasting forever.

Your creation comes to haunt you, Pred.

c9a4e02ff3814f8600622117c57176b5.png

Knight 627 2068
  • 1 May '18
 LuxCandidus
  • Mountain Peak is great. Well done to those who worked on it.
  • Thank you for the rundown in addition to the patch notes, @Jax. Your diligence in the past two weeks has not gone unnoticed. I appreciate the recently high amount of communication from Triternion in general. It is the right move.
  • Steep terrain pushes you away too much and as a result is very difficult to traverse. I have noticed this very early in the alpha, but on the new map it really shows. One ladder in particular is almost unreachable because the surrounding terrain slides you away from it.
  • While on a horse I noticed opponents would sometimes parry an attack I did when I passed them by two seconds ago, despite now being far away from them. I am not sure if the issue here is the way the server processes timing or how quickly one can move away from the point of the attack.
  • Horses should deal trample damage only if going at a certain speed. Currently you can start moving and immediately deal damage to all your teammates. When facing a rider it can feel cheap to take 40 damage from his horse that just started moving.
  • Horses might benefit greatly from a simple system that makes the horse naturally move away from incoming obstacles. A sort of "smart" AI that helps you avoid small obstacles that would otherwise cause you to stop every two seconds.
Knight 627 2068
  • 21 Apr '18
 LuxCandidus

Combat

  • If you mash the kick button after a kick clash, you can perform a double kick - a second, instantaneous kick right after the first. Credit to @JasonBourne for pointing it out.