Mordhau
 Jax — Community Manager
Community Manager
  • Likes received 13138
  • Date joined 25 Oct '15
  • Last seen 17h

Private Message

Duke 5501 13138
  • 3 Dec
 Jax — Community Manager

it's being fixed don't worry

Duke 5501 13138
  • 1 Dec
 Jax — Community Manager

i wouldn't say we'd allow it in a 3v3 but if we went for 6v6 i could see it being a strong possibility.

reason being is that projectiles in small engagements have too much of an impact, whereas more numbers tend to nullify their effect to a degree

this being said we're more interested in 5+ per team - less than that and it's hard to work objectives into the mix in a meaningful way.

Duke 5501 13138
  • 28 Nov
 Jax — Community Manager

@123mop said:
Any word on the dodge bug preventing you from dodging after being parried? I'm really hoping to see that resolved in a hotfix. Waiting a month or whatnot for a full patch just for dodge to be fixed would be quite annoying.

Yeah we're aware, marox is working on it.

Duke 5501 13138
  • 28 Nov
 Jax — Community Manager

Hi everyone! This latest patch has added quite a bit to the game, but unfortunately we've run into some problems that weren't apparent in our internal testing. Please be patient as we roll out additional updates to fix performance, blurry textures and other issues. These require a rebuild of each map, and take up to 4 days or so per level - the team is busy rebuilding these maps, and we'll be rolling out hotfixes as each map is ready. If you haven't seen the changelogs, read below to see what's new, and once again thank you for your patience!

MORDHAU Patch #14


Combat changes & Optimizations

This patch includes a large number of optimizations intended to improve overall FPS and reduce stuttering, especially during combat and on large player counts, as well as reduce load times. Also included are combat changes aimed at differentiating existing weapons more and at addressing overall balance. Finally, Feitoria has had its layout revised to make the ending more climactic.

Gameplay

Substantial CPU optimizations across the board to improve overall FPS and remove stutters and hitches during gameplay, especially on larger player counts
Optimized and improved loading times
Workaround for server information update error
Reworked Feitoria Invasion layout
Disabled dodging with barrels
Changed how deliverables work, it is now possible to drop them and pick them up (for attackers), and defenders can hold interact to destroy them
Disabled climbing on oil cauldron, ammobox, rock spawn, rock basket
Time to decline objective participation from 6s to 4s
Fixed a case where dying on ladder in Horde wouldn’t remember your equipment
BR/HRD Ladders on Grad now raise-/droppable
King-type objectives (Invasion) are now invulnerable until the first player could've possessed them (prevents rushing to take advantage of AI)
Traps and pavises no longer allowed to be placed on destroyables (which when destroyed would cause them to float)

Combat

Parry/Chamber box is now bigger - now significantly wider horizontally, fixing cases of attacks going through parries. Now always covers the legs and feet vertically, this fixes the broken toe stabs and makes it much easier to deal with overhead drags to the legs. - also affects shields, although less. Parry knockback reduced slightly
Parry turncap slightly more strict
Global attack turncaps 5% more strict
Trying to change attack direction during a strike release too many times will now get compensated by the game - this fixes (or attempts) the broken drags such as sky drags, waterfalls/wessex etc and promotes playing more “normal”
Attack lunge now decreases gradually after 105cm weapon range (Longsword) - this means that the longest weapons now have the least amount lunge
Miss recovery is now based on weapon length and speed or “weight” - this means that short one handed weapons now have significantly less miss recovery, making them much more nimble and lighter in use. Longer weapons have more, making misses more punishing.
Blunt weapons now have crippling effect - this means that being hit by a blunt weapon now slows you down more when being flinched and causes more camera shake/stun effect - comes in two tiers, strength depending on the attack and weapon. Tier 1 slows down 12.5%, Tier 2 slows down 25%
Billhook now has immobilize on the attacks that pull. This heavily slows down enemies and allows you to control them much easier
Stab knockback is now straight and more predictable
Huntsman now works differently and is no longer based on quiver, now only applies to enemies with a bow/crossbow in hand. This means that when switching to a melee weapon from a ranged weapon, after 4 seconds you no longer take the huntsman bonus damage, allowing archers to go melee without being oneshot from huntsman.
Fixed active parry blocking from behind
Plate leg armor now doubles kick damage
Kicks no longer have headshot damage
Kicks no longer drain stamina
Following up a feint with a stab will now have 50ms more lockout - this should fix most unpunishable stab feints

Weapons & Equipment

1H Axe strike windup 25ms faster
1H Axe recoveries reduced to 400ms
Arming sword strike combo is now slightly faster and has a bit more raw damage
Arming sword recoveries reduced to 400ms
Warhammer recoveries reduced to 400ms
Warhammer main mode strike torso damage increased by 5
Quarterstaff now has 400ms recoveries
Quarterstaff alt mode strike damage now the same as the main mode, strikes now have 75ms faster combo speed
Maul miss recovery to 600ms
Cleaver miss recoveries reduced to 400ms
Cleaver stamina negation nerfed by 1
Cleaver stab no longer flinches
Cleaver now takes 20 stamina to chamber instead of 15
Dagger miss recoveries reduced to 400ms
Dagger now takes 20 stamina to chamber instead of 15
Shortsword miss recoveries reduced to 400ms
Shortsword stamina negation buffed by 3
Shortsword now takes 20 stamina to chamber instead of 15
Falchion miss recoveries reduced to 400ms
Heavy Handaxe miss recoveries reduced to 500ms
Mace strike windup 25ms faster
Mace stab windup 50ms slower
Mace miss recoveries to 600ms
Rapier miss recoveries reduced to 400ms
Bastard sword 1H stamina negation nerfed to 12
Bastard sword 1H stamina on hit reduced to 6
Bastard sword 2H miss recoveries reduced to 400ms
Messer 2H miss recoveries reduced to 550ms
Messer stab windup slowed down 25ms
Shortspear miss recoveries to 600ms
Shortspear can no longer combo
Shortspear point cost reduced to 3
Billhook strike pull distance increased
Longsword stamina negation buffed to 13
Longsword main mode miss recoveries reduced to 550ms
Longsword main mode strike windup 15ms faster
Longsword alt mode miss recoveries reduced to 400ms
Longsword alt mode strike windup 25ms faster
Estoc main mode miss recoveries reduced to 600ms
Estoc main mode stab windup 25ms faster
Chambering with Estoc now costs 10 stamina instead of 15
Estoc alt mode miss recoveries reduced to 400ms
War Axe miss recoveries reduced to 600ms
Poleaxe main mode miss recoveries to 600ms
Poleaxe main mode strike windup 25ms faster
Poleaxe alt mode strike can now repair toolbox buildings
Executioner sword stab headshot bonus damage removed
Executioner sword miss recoveries increased to 800ms
Bardiche main mode miss recoveries to 600ms
Eveningstar alt mode miss recoveries to 600ms
Spear main mode strike miss recovery to 800ms
Spear main mode stab now has more hit knockback
Halberd alt mode miss recoveries increased to 800ms
Greatsword halfswording miss recovery for stab now 400ms, for strike 550ms
Greatsword halfswording stab now has 25ms faster windup and 25ms faster combo
Zweihander main mode stab 25ms slower and slightly stricter turncap
Zweihander halfswording stab now has 25ms faster combo, miss recovery to 400ms, swing miss recovery to 550ms
Quiver no longer has invisible movement debuff
Horde shields no longer slow you down
Raised initial fire damage very slightly
Fire no longer damages buildings outside of the actual fire
Adjusted 2H rock AOE structure damage

Visuals & Misc

Added two long beards and a moustache
Players with the same name will now get a sequential number appended to the name, preventing confusion and abuse
Characters will now start screaming when they're falling for longer than 1s, does not happen if you have the cat perk
Added m.ShowServerInScoreboard (also found in options) which allows to disable the name showing up on scoreboard, useful to prevent stream sniping
Friendly bear traps now show a marker when near
Chain coat now takes metal color
Fixed a dropped ladder mesh on Grad clipping the ground
Fixed floating planks on HRD_Grad
Darkened eyes on slitted kettle and sallet a bit
Fixed motion blur settings on Feitoria
Improved hitmarker sound on torso and leg hits

Sounds

Adjusted hitmarker sound

Patch #14 Hotfix 1 Changelog 26/11/2019


Performance

Fixed Taiga performance drop
Fixed texture streaming issues and performance drop associated with it

Gameplay

Reverted the drag attack compensation change since it had unintended consequences
Added new undercut drag prevention change to address this move specifically. This causes undercut drags that hit late to glance off, same with undercuts that were used to reverse hit enemies.
Kick miss stamina cost reduced to 10
Buffed archery projectile speeds (Recurve bow 5000 -> 5400, Longbow 5600 -> 6000, Crossbow 6100 -> 6500)
Adjusted recurve bow sway significantly
Adjusted longbow sway slightly
Recurve bow now 1 point cheaper

Visuals & Misc

Fixed player name display appearing even when aiming a bit too far away from the player

Duke 5501 13138
  • 26 Nov
 Jax — Community Manager

Talked to the devs to clear this up - looks like the emblem was added but you weren't given the ability to use it. Should be getting fixed ASAP.

Duke 5501 13138
  • 11 Nov
 Jax — Community Manager

We're working on it, trying to figure out a bunch of technicalities really at the moment. Legal stuff etc. because unfortunately, that stuff is mega important. I'll make sure to let people know when we're making some big steps towards development on it!

Duke 5501 13138
  • 9 Nov
 Jax — Community Manager

be racist and you get global muted, simple as that

Duke 5501 13138
  • 3 Nov
 Jax — Community Manager

email us with your steamid/link to steam profile
[email protected]

Duke 5501 13138
  • 1 Nov
 Jax — Community Manager

Verify files on Steam and allow Steam via firewall to start, if that doesn't help maybe reinstall? There could be a lot of possible reasons. In any case PM me a link to your steam profile and i can have our server dev take a look at your backend and see if there's any problems there.

Duke 5501 13138
  • 1 Nov
 Jax — Community Manager

Hmm. We're looking into some things that may help performance, but unfortunately I can't give you a magic solution to fix it. typing 'stat unit' i believe into the console should show you what the bottleneck is, though.

Duke 5501 13138
  • 1 Nov
 Jax — Community Manager

@esturias said:
Wow.

This is what don't get about this team. This post gets an answer within 5 minutes, but other ones, which report a major issue, give detailed feedback or are very helpful in another way - nothing. Nothing at all.
I guess our socalled "Community Manager" just made his weekly stroll (or scroll) through the first few centimeters of the "General Discussion" forum and clicked on this because he expected some funny nonsense thread to laugh a bit about...

I read most of them, don't respond to all of them.

Duke 5501 13138
  • 31 Oct
 Jax — Community Manager

I have to split my time between the forums, reddit, discord, answer tech support and player report email, business emails, twitter, steam discussions, and more. I read a lot of what is on the forums, but I don't have the time to reply to everything. I'm just one person, but I'll try to be more active around the forums going forwards.

Those are the main reasons I've listed, along with a lack of content and updates. We don't have the business infrastructure in place to rapidly expand, and doing so wouldn't be the wisest choice for us long-term. We can pretty much work on Mordhau indefinitely right now and not have to worry about running out of money - if we hired a ton of people we'd need to change the legal side of our business, rent an office, get managers in place, HR people, and then hire a bunch of devs, train them up etc. That would take a huge investment, and what it would get us is the ability to push out content faster. What we would lose is what I mentioned above - at the moment we have a 'safety net' where we're able to work without needing outside investment or having to pump out MTX, and not have to worry about making a sequel or going bankrupt. At this point in time, it's not really worth it to expand for marginal gains and a lot more risk.

Duke 5501 13138
  • 31 Oct
 Jax — Community Manager

The thing though is that we're not going anywhere. If we were taking the money and running we would have done that long ago. Aside from Chiv 2, there's nothing coming out that fulfills our niche of 1st-person realtime melee (I don't count Bannerlord because it's a slightly different focus in terms of gameplay, scale etc) so if people feel like playing a 1st person melee game, we'll be here, adding new content and features,

I think the player base dropped off so much for a variety of reasons, but a few of them are:

  1. Natural release peak/decline: this happens with virtually every game.
  2. Niche game: a lot of people bought Mordhau because it was something different and not many big games released around ours. Once people's main style of game (FPS etc) released they went back to those.
  3. More sales than we expected/great release: We sold a lot more than we expected, and for some reason the game caught on really well in the beginning. That's awesome, and we're very grateful for everyone that gave Mordhau a try, but 60k peak players wasn't something that was sustainable. I think that the situation is more of us having a higher peak than we expected, not as much the drop. If we had a peak more in line with what we expected, say 10-15k, our current numbers wouldn't be anything to comment on.
Duke 5501 13138
  • 31 Oct
 Jax — Community Manager

hmm, didn't know this. I'll bring this up to the team and see what the issue is / if there are solutions

Duke 5501 13138
  • 24 Oct
 Jax — Community Manager

Mordhau is generally more cpu restricted, what do you have?

Duke 5501 13138
  • 23 Oct
 Jax — Community Manager

"Show defaults"

Duke 5501 13138
  • 23 Oct
 Jax — Community Manager

A loss of cognitive function in relation to days since a recent update?
Here ya go, enjoy the read
https://mordhau.com/forum/topic/13435/a-psychological-study-91-days-without-a-patch/?page=1

Duke 5501 13138
  • 19 Oct
 Jax — Community Manager

Patch with Feitoria is soon. I'd love to give a timeframe but it's not something that we can know until a few days in advance really. We aren't taking the money and running, we're in this for the long haul.

Feitoria will come before Castello, as they're at different stages of production. Other unannounced maps are also in the works but heavily WIP at this stage as well

Duke 5501 13138
  • 16 Oct
 Jax — Community Manager

try verifying files on steam, reinstall etc first

if that doesn't work send us an email - [email protected] including a link to your steam profile.
we can look in the backend and see if your items/gold/xp are still there and try to 'reboot' your inventory, but if we don't see the items we can't do much :(

Duke 5501 13138
  • 15 Oct
 Jax — Community Manager

suggestions / criticism must be constructive