Mordhau
 elwebbaro — Art
Art
  • Likes received 1652
  • Date joined 25 Oct '15
  • Last seen 23 May

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164 1652
  • 8 May
 elwebbaro — Art

Patch #04 Changelog: 08/05/2019

With this patch, we are rolling out the gold compensation for our rocky launch. It comes in the form of 10K gold, and you can choose to accept or decline it when you launch the game. We have no way to know who was affected, so it is extended to all current players. This is a one time thing. If you decline it, it's gone. You will be able to claim this compensation until (including) Sunday UTC.

Networking

  • Matchmaking improvements
  • Joining a server will now reserve a slot in advance, fixing the issue of being booted after loading.
    Server owners will have to make sure that the beacon port (15000) is reachable; it can be overridden on the command line with BeaconPort=<port>

Maps & Gamemodes

  • Fixed players being able to get out of bounds on Mountain Peak
  • Fixed some icicles not dropping on Mountain Peak
  • Weapons/projectiles no longer collide with bounds on certain maps

Visuals & Misc.

  • Fixed spectators being kicked for AFK even when moving
  • Fixed fire kills not being tracked
  • Fixed pyromaniac achievement not working
  • Fixed Whack A Mole achievement
  • Fixed couched head kills not being tracked
  • Potential fix for a rare(?) crash (could also crash the server)
  • Added m.ThirdPersonDeathCamera by default it is disabled, added it to settings as well. Does what it says, forces 3p camera on death. Can help for people who get motion sick.

Audio

  • Increased volume of human footsteps and horse galloping, increasing sound awareness
  • Catapult & Ballista firing sounds can now be heard from further away, increasing awareness
  • Fixed horn on camp being too loud at certain times
  • Increased volume of low stamina breathing and made it more even across voice sets, making it easier to notice in fights
  • Lute is now louder

UI

  • Added friend UI marker - can be toggled with H, in the options or m.friendlymarker console command. Has 3 states (friends & party, all teammates and off).
  • Frontline spawn screen now shows friends and party members as orange dots
  • Added “Show Killed By” toggle in the options or m.ShowKilledBy, can be used to turn off the killed by panel
  • Tutorial reward message on main menu now hidden when it is completed
164 1652
 elwebbaro — Art

It's been one hell of a ride thus far, and it's only been 7 days. None of us would've expected this reception in our wildest dreams.
As of today MORDHAU has sold just shy of 500.000 copies and we have reached a peak of 60.000 concurrent players yesterday. These are just mindblowing numbers to us, and we still haven't fully realized that MORDHAU is currently among the top played games on Steam.

Unfortunately the launch wasn't as smooth as we had hoped. Server performance was abysmal and reward drops such as Gold and XP, as well as unlocks were not functioning properly. We are still in the process of seting up new servers in regions that need them and as a result the Matchmaking can still be spotty. There's also some other Matchmaking related bugs that prevent parties from joining the same game, or BR lobbies to populate very slowly, but we're on top of that. All things considered, the majority of launch issues have been resolved. As for compensation of the lost Gold and XP. We have not forgotten about it and will be shipping it via the next patch.

Right now we are addressing some of the more frequent and critical issues, like the "Ghost Bug" among others, as well as some map exploits. These past few days had been very hectic for us, but things are starting to somewhat get back in order.

Looking ahead for future updates, we've got a couple new maps in mid-production: Castello and Feitoria. Here's a few impressions on the latter.

On top of that we will start looking into Ranked/Competitive modes, starting with duels. However we cannot give an exact timeframe on when you can expect these updates to be rolled out yet. We are terrible when it comes to estimating things, I'm sure our alpha players can attest to that.

Additionally we will keep adding new armor pieces and weapon skins here and there, as well as some new character customization options.
Goals further down the line would be to release Modding Tools, as a lot of you seem to be very eager to create some custom content.

We've got lots of ideas for improvements to the maps and gamemodes. There's also been some amazing feedback and suggestions coming from you guys. When it comes to balancing and tweaking of mechanics, we are pretty happy with how things are looking right now, but we will start tweaking some things soon.

In closing we'll take this opportunity to give some shout-outs.

Thank you

  • to all the Kickstarter backers and alpha testers. Without your constant feedback, suggestions and nitpicking the game would not be where it is now.
  • to G-Portal/zeuz and their amazing support. You guys were super helpful and assisted us a bunch to keep up with our launch woes.
  • to all community server hosts. You really saved our asses to provide servers for all these players while we were struggling to spin up our own.
  • to our promotional launch re-stream: You guys knocked it out of the park and delivered some sweet first impressions right on the storefront.
  • to all the content creators out there creating videos and streaming. MORDHAU spread like a wildfire, which wouldn't have been possible without you.
164 1652
  • 12 Mar
 elwebbaro — Art

@Knight Nicholas said:
Will those armory poses be usable as extended taunts, like the squat?

We might add some of them as emotes in the future.

164 1652
  • 7 Feb
 elwebbaro — Art

@marox said:
We're on 4.19.

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

164 1652
  • 14 Jan
 elwebbaro — Art

mfw still no patchie

88da563d8f314a64d145fdb62daf0c10.jpg

164 1652
  • 3 Nov '18
 elwebbaro — Art

Amazing production value! Well done.

164 1652
  • 1
  • 3 Jul '18
 elwebbaro — Art

They are serviceable right now but have been in a broken state since forever.
The attack code is broken causing them to gamble pretty much all the time. On top of that they're currently also unable to FTP which is why they're so easily beaten in 1v1.

EDIT: The behavior profiles used were also not changed since the Kickstarter videos, where we needed brainless fodder. Resulting in them not creating any space whatsoever.

164 1652
  • 4 May '18
 elwebbaro — Art

Very low priority right now so can't give you an ETA. They have to take the backseat for more important stuff.

164 1652
  • 13 Apr '18
 elwebbaro — Art

@Stauxie said:
Visual
Shadow is blurry for player in First-Person, but shadow settings apply in Third-Person
https://streamable.com/j5w38
This does not apply to other players.

This is by design to hide the first person t-rex animations of your own character.

164 1652
  • 26 Mar '18
 elwebbaro — Art

Facesculpt was a mistake.

164 1652
  • 24 Mar '18
 elwebbaro — Art

You'll always be a cool boi to us.

164 1652
  • 22 Mar '18
 elwebbaro — Art

Broken materials on Tourney fixed for next patch.

164 1652
  • 1
  • 21 Mar '18
 elwebbaro — Art

It's been a while! In fact more than two months.

A lot has happened in this draught of updates and there were various reasons why we couldn't release some of the new features right away in smaller patches.
Mordhau is a game that consists of many different small systems and they all need to run in sync like a well oiled machine. If just one of its "gears" changes a little bit, all of the others have to be tweaked as well, resulting in a lot of headaches for us.
Couple that with some deeper refactoring of some old code, this can become a lenghty but very needed process.

That said we're very happy with the current state of the melee combat, and thus will finally shift more of our focus towards content creation. Granted we will still tweak things here and there as needed, especially since there's been a lot of drastic changes in this patch.

We've also heard your pleas for more transparency and will try to adhere to it, thus we're releasing a small roadmap to give you a rough idea on where the game is headed in the next few weeks and months until beta and release. We'll also shift more of our communication back to the forums so all info can be gathered and archived in one place instead of having to catch glimpses and little tidbits on Discord or Reddit.

To sum things up, here's a list of the biggest changes and improvements in Patch #14:

  • Upgraded the engine, bringing a vast array of improvements in visual quality as well as optimization and significantly improved load times.

  • Fixed long running and infuriating bugs like getting locked out of spawning, or crashes caused by alt-tabbing during loading screens.

  • Polished a lot of animations and visual effects.

  • Tweaked mechanics, balance and timings to create a more unique feel to our arsenal as well as more defined roles.

  • Reworked lighting and post processing to ensure better readability while retaining a high dynamic range and fidelity.

  • Netcode improvements to deliver a smoother experience on a wider ping range than before.

  • A lot of groundwork for the main gamemode Frontline, as well as ranged weaponry, support equipment and vehicles.

  • Some new weapons and gear, who would've thought?

Screenshots of some of the new gear and an alternate male head:
1.jpg
3.jpg
2.jpg
4.jpg
5.jpg

Here's the roadmap (click to zoom in):
Roadmap.png

View the detailed changelogs.

164 1652
  • 20 Feb '18
 elwebbaro — Art

1) We're changing the way we handle map bounds, so spectators will be able to leave the playspace a little further on some maps like Grad.

2) We'll force the watermark for the remainder of Alpha/Beta to ensure a clear distinction between older footage from media captured after release.

3) There is no surefire way to turn off all lodding at once, but there's a couple console variables to help you with this. r.HLOD 0 will disable all hierarchical LODs (these are the blurry ones). Set r.StaticMeshLODDistanceScale to something like 0.1 to force Static Meshes to LOD0. Setting r.SkeletalMeshLODBias to a negative value will force lower LODs on characters. Lastly setting r.ViewDistanceScale to some higher number like 5 will cause foliage and other smaller meshes to render further.

Keep in mind that these settings are not intended for live play as they will severely harm your performance.

164 1652
  • 3 Jan '18
 elwebbaro — Art

Hmmm I wonder.

164 1652
  • 15 Nov '17
 elwebbaro — Art

Yes we are.

Proof:
huge-slack-logo-on-whitex.png

164 1652
  • 2
  • 19 Sep '17
 elwebbaro — Art

How the fuck.

EDIT: Alright, alright, I fucked up some blocking volumes the other day, so now I know how you get up. Enjoy it while you still can. But just to make sure, can you PM me those 3 spots you can get up?

164 1652
  • 17 Sep '17
 elwebbaro — Art

Can you elaborate on what you did to fix it? Other users might run into similar issues.

164 1652
  • 14 Sep '17
 elwebbaro — Art

Sorry to destroy you excitement here, but it's just a bug. Will be fixed next patch!

164 1652
  • 14 Sep '17
 elwebbaro — Art

@Alphonse said:

@VladimusMaximus said:
Man, I love the customization but the faces/art needs a ton of work lolz.

Yeah. I've spent a bunch of time face sculpting but they all end up looking pretty much the same when looked at a distance. Having no way to change the shape of your skull, your neck, your forehead, etc., they all end up having the same brawny stocky lad look.

There should be a few more noses, chin, eyebrows (unibrows should make a fun addition amirite), lips and eye presets. More facial hair would be nice too.

Also earrings, because why the fuck not.

There's no real way for us to change the general bone structure of the face with our system, however we'll add more stock head meshes with different features to alleviate that in the future.

Some cool looking stuff in here btw.