Mordhau
 Spook — UI
UI
  • Likes received 425
  • Date joined 25 Oct '15
  • Last seen 2h

Private Message

85 425
  • 10 Jan
 Spook — UI

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

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

85 425
  • 10 Jan
 Spook — UI

Alpha Build #12
*12/19/2017

Changelog:

Gameplay

  • Added glancing blow mechanic to strikes - late release hit cancels based on turn amount and release animation progress. If you start a strike, and your weapon rotates 300 degrees or more in the same direction, the hit will glance off enemies and drain miss stamina cost. The extra release turncap curve is now more lax and kicks in once you will get a glancing blow. This fixes the spinning problem and all kinds of extreme drags involving spins.
  • Last 15% of strike release tracers now no longer deal damage (can still be parried). This will get rid of the vast majority of extreme offscreen dragging. Also slows down late release combo mixups slightly.
  • Adjusted parry timings - parry window is now reduced by 50ms (400ms), parry recovery is increased by 50ms
  • Strike chamber window reduced by 50ms (200ms)
  • Increased all strike releases by 25ms - this combined with the tracer and parry/chamber window adjustments means that dragging capability against chambers & parries is very similar to before, but now you have to face your opponent
  • Hand tracers are now parryable in entirety - this fixes the problem of attacks going through parries
  • Added new successful parry state - after a successful parry, there is a 500ms window where parry is easier. This affects parry into parry and the same parry for the remaining window. This state is also active during flinch, so parry out of flinch is now easier.
  • Fixed active parry backparries
  • Increased stab & stab riposte early release from 0.2 -> 0.25 (this will make stabs hit less instant)
  • Attack morph window increased by 0.025
  • Increased global morph stamina cost by 1
  • Brought back riposte feint with a small feint window
  • Adjusted feint lockout - early feints are now less clunky and easier to use for chamber baits
  • Adjusted 3p feint animation - now accurate to first person feints and faster/more aggressive
  • Reduced clash angle to 80 which fixes some edge case back clashes
  • Added new increased soft bubble - only for enemy characters. This will make the gameplay more consistent, reactable/readable as well as nerf facehugging and groundsniffing. Only active on the front/side of character.
  • Removed mesh offset for characters - this removes the sliding when characters turned and will make it much easier to judge characters based on their body rotations.
  • Teamhits now cancel the attack
  • Strike hit recovery skip now always atleast 100ms slower than combo (fixed some cases where it was faster)
  • Added Shortspear, can be used with shield, 4 point cost (no throw yet)

Weapon Balance

  • Slowed down turncap on Bardiche, Halberd, Poleaxe, Spear, Eveningstar, Greatsword, Zweihander slightly
  • Increased Zweihander main mode stamina drain by 1
  • Increased Spear main mode stab stamina drain by 2
  • Slowed down Rapier stab combo windup by 50ms
  • Slowed down Spear stab combo windups by 25ms
  • Slowed down Halberd alt mode stab combo windup by 25ms
  • Slowed down Bastard sword stab combo windups by 25ms
  • Slowed down Bardiche stab combo windups by 25ms
  • Removed Halberd alt mode bonus headshot damage (now the same damage as halberd main mode)
  • Halberd alt mode strike miss cost increased by 1
  • Eveningstar reduced main mode strike release by 50ms
  • Eveningstar increased strike stamina drains by 1
  • 1H Axe strike windup slowed down 25ms
  • 1H Mace increased damage against medium armor, increased point cost by 1
  • Messer main mode strike combo windup slowed down by 25ms

Visuals & Misc

  • Small map changes on The Pit
  • Archers Cap added, with and without feather
  • Added German Kettle and a raised version of it
  • Added Falchion base set for 1H Cleaver
  • Houndskull renamed to Hounskull
  • Added Riders Hosen and Linnen Hosen
  • Added various Maille hoods & Aventails
  • Fixed Hood having wrong display name
  • Added new experimental bloodmask on Eveningstar
  • Various LOD fixes
  • Various clipping fixes with wearables
  • Ditched the arms on the Tunic so that it can be used with most of the others instead
  • Chain Boot material remade to be colorable
  • Matched Gambeson and Padded Coif to other padded items.
  • Added elongated first person override for Gambeson Arms.
  • Gore meshes now more visible
  • Fixed some boots which had an oversized rim and adjusted the baggy pants to fit that
  • Fixed server commands being unable to resolve player names to SteamIDs - this will fix the kick/ban command not working
  • Added dedicated server animation LODing - this will improve server performance
  • Fixed some chamber morph issues in regards to animation which didn’t make it telegraph properly
  • Fixed Messer & Cleaver attack trail
  • Random generation no longer includes exclusive gear
  • Fixed another bug with server commands

User Interface

  • Increased button click volume

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.
85 425
  • 19 Dec '17
 Spook — UI

@Lincs said:
Explain how hitting a teammate cancels the attack, and why that's beneficial to gameplay. Or am I misunderstanding the wording?

I'm not sure of the implications of this for teamplay.

This is so you can't hit through teammates to hit an enemy, you have to be a bit more careful around allies now.

85 425
  • 7 Dec '17
 Spook — UI

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

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

85 425
  • 19 Oct '17
 Spook — UI

Not sure what's going on in those cases, marox might be able to clarify. There isn't anything intentionally making the values update on a delay.

85 425
  • 19 Oct '17
 Spook — UI

@Pred said:
I'm pretty sure the recordings are not out of sync.

As far as I'm able to tell, damage on health bar is not supposed to happen simultaneously with the first frame of hit being registered, but it's delayed a little. I definitely had some examples for that, but these were rather rare and I wrote them off as a random obvious desync or maybe ping issue while this "damage sound playing halfway to my face" seem to be much more subtle but happening very often.

The healtth/stamina values update instantly. There's also two bars, one brighter that you see most often that lowers instantly and a darker one underneath that slowly lowers to the new value

85 425
  • 4 Oct '17
 Spook — UI

Customization dropdowns are placeholder atm

85 425
  • 30 Sep '17
 Spook — UI

@TheMusclesFromBrussels said:
UI

Unsure if this has been posted before, but the UI, both in the kill feed and on the scoreboard, cuts off parts of the players username if it is longer than a given limit. My full name on steam is The Muscles From Brussels, but it gets cut off as The Muscles From Bru in game. It's a minor annoyance that I'd like to mention, I know some other games do the same thing so it appears to be a steam issue.

I've had a couple reports of this, it's really bizarre. All places where usernames show up are scaled to handle up to 32 char names (same length limit as steam names) so nothing should be getting cut off anywhere. I can't seem to reproduce it in editor either which makes me think it could be a strange build bug. Let me know of any other names that it happens to, and if it still occurs after changing names a few times.

85 425
  • 26 Sep '17
 Spook — UI

Don't worry, your Kickstarter stuff is safe. Sounds like you got Crushed's dev editor loadouts, think that's a bug with the builds.

85 425
  • 25 Sep '17
 Spook — UI

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

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

85 425
  • 25 Sep '17
 Spook — UI

Alpha Build #5
9/20/2017

Changelog:

User Interface

  • Target name now displays enemy/ally when alive where the spectator text would be
  • Extended target info range by 75% (means the name at the bottom of your screen shows up from farther away)

Level Design:

  • Another round of exploit fixing on Contraband.

Gameplay:

  • Added ToggleDamage console command, requires admin and sets damage factor to 0 until toggled back to normal, can also be done locally
  • DamageFactor is now exposed to ini, server owners (or for local play) can adjust it same as TeamDamageFactor
  • Fix attempt for hit sounds not playing
  • Feint recovery is now dynamic based on how far into windup you feint, late feint recovery is now 450ms, lowest feint recovery is 25ms (when you feint right after the attack starts) - this will let you combine some mechanics in various ways, e.g. you can now feint to chamber
  • Skirmish round time from 3 minutes to 2:30 minutes
  • Fixed health and stamina on kill being awarded for teamkills
  • Reduced kick miss recovery by 200ms
  • Kick has more width tracers, fixing edge cases where the kick would clip trough enemies and not hit
  • Morphs now cost stamina - one handed weapons 3 stamina cost, two handed weapons 6, attacks with windup at .65 or above cost 9 to morph out of (affected by this are halberd normal mode stab -- zweihander stab & strike (normal mode) -- greatsword normal mode stab -- spear normal mode strike & stab -- eveningstar strikes)
  • Poleaxe blunt side strikes now 2 shots heavy armor to torso
  • Raised damage on mordhau strike and stab slightly, you can now combine 2 strikes to torso + torso stab to kill heavy armor, or 2 torso stabs + strike headshot
  • Fixed being able to attack out of emotes, instead just cancels it
  • Set up some turncaps for locked emotes
  • Added 15 new various emotes (some of them currently do not hide weapons, when they should)
  • Improved some existing emotes, squat now loops etc.
  • Increased default server tick rate from 30 to 60
  • Fixed session not getting destroyed when quitting a match
  • The game now exits when the Steamworks API fails to initialize
  • Mouse sensitivity sliders now display more sensible values
  • m.inverseattackdirection, m.togglesprint, m.autoftp, m.showcrosshair, and m.headbob can now be changed in the settings
  • Fixed not being able to kick while crouching, now it allows it but forces uncrouch
  • Improved directional attack detection & fixed some bugs with it
  • Fixed attack lunge not working on ripostes anymore, standardized start time to be after regular feint window
  • Emotes can now be cancelled by feinting
  • Added MaxSlots command line argument
  • Attack lunge no longer triggers when on 0 stamina, preventing people from lunging around the map forever
  • Added new Weapon: Rapier

Visuals:

  • Fixed plate arms appearing twice for Footsoldier chest. This may shuffle your loadout's arms a little if it used Footsoldier chest.
  • Added blank Emblem. (Loadouts will have their Emblems offset by one entry)
  • Fixed emblems not working on menu doll equipment
  • Fixed cloth physics jitter when saving customization
  • TracerStayTime now works
  • Fixed Heavy Branch worldbounce sound

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.
  • Server leaving message plays twice
  • Flickering between the main menu and loading screen can occur on start-up. WORKAROUND - thanks to iluvfuz
  • Bots are afraid of heights.
85 425
  • 18 Sep '17
 Spook — UI

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

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

85 425
  • 18 Sep '17
 Spook — UI

Alpha Build #3
9/15/2017

Changelog:

Level Design

  • Fixed map exploits on Camp
  • Cleaned up some clutter on Camp

User Interface

  • Renaming a loadout no longer loses all changes

Gameplay

  • Fix for spawn spectator cam
  • Fixed possible remnant 3p death spec bug
  • Netcode improvements all across the board due to much more accurate lag compensation
  • Emote menu no longer stops input. Keybinds for choosing the items in the menu can also be set in options now.
  • Added m.inverseattackdirection console command to flip angling direction
  • Mouse directional angling is now more accurate and does not reset to LMB on its own after a short window
  • Ping is now averaged and appears less jumpy in scoreboard
  • Disabled SteamVR plugin
  • Links now open in the default browser when the Steam overlay isn't available
  • Disabled setname command
  • Removed hardcoded "L" menu key binding
  • Poleaxe alt mode stab damage reduced by 1 against medium armor to be consistent with the regular mode
  • Actually fixed 1h axe stab not doing damage to heavy legs

Visuals

  • Replaced some face animations
  • Disabled hidden watermark

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.
  • Server leaving message plays twice
  • Flickering between the main menu and loading screen can occur on start-up. WORKAROUND - thanks to iluvfuz
  • Bots are afraid of heights.
85 425
  • 1
  • 16 Sep '17
 Spook — UI

An idea I had to help remedy this (won't completely fix it) is to add "Enemy"/"Friendly" above someone's name at the bottom of the screen when you look at them, like this:

enemy.png

In the future we'll probably have small icons that hover over friendlies in close proximity, as well as changing the crosshair color when looking at enemies/friendlies.

85 425
  • 16 Sep '17
 Spook — UI

Environment tracers don't use the same hit detection as player damage tracers, this is so you don't hit the walls/etc as much in.

85 425
  • 15 Sep '17
 Spook — UI

Alpha Build #2
9/14/2017

Changelog:

Level Design

  • Fixed map exploits and wonky collision on Contraband

User Interface

  • Added beginner tutorial video to the home page, created by community member Jax
  • Armory controls panel is now open by default
  • Death tips are visible for longer and styled differently
  • Fixed server browser getting cut off in 4:3 resolutions
  • Potential fix for killfeed blur bug
  • Changelog button links directly to the forum thread now

Gameplay

  • Regen is no longer stopped by some actions (emotes, etc)
  • Match warmup time increased from 15s to 20s (Skirmish from 10s to 20s)
  • Kick stun increased by 100ms
  • 300ms grace period before you can get kick-stunned again after being in a stun state (will just knockback and no flinch in that case)
  • Successful kick recovery reduced to 0.2 (from 0.4)
  • Auto-equip is now smarter when picking up/spawning, it will try to equip both a weapon and shield instead of holstering it.
  • Trying to interact with a stickied weapon with no free equipment slots will now cause that weapon to fall off the character (can even do it on others or on self)
  • Fixed an edge case where backswings were possible
  • Fixed spear slash not doing any damage to heavy legs (damage value oversight)
  • Fixed 1h axe stab not doing damage to heavy legs (damage value oversight)
  • Smarter spawn point selection logic that takes into account proximity of friendlies/enemies/crowdedness
  • Attack parry during riposte and chamber no longer knockbacks the defender
  • Poleaxe damage adjustments (no longer 2 shots medium/heavy armor with torso hits)
  • Removed dubaxe battle axe head (will be added in the future as a seperate map spawn pickup weapon)
  • Throwing weapons after being thrown now switch to a weapon if there is one
  • Added stamina on melee kills, current value is 30
  • Weapon mode is now remembered when holstering (still resets on drop)
  • m.autoftp 0 now works correctly when feint and block are bound to the same key
  • Fixed bug where players would sometimes spawn naked/without customization
  • Potential fix for hit sounds not playing on certain hits
  • Projectiles won't sticky to hands and feet anymore
  • Fixed team join restrictions not taking into account the player that wants to switch teams
  • Skirmish no longer counts scores/deaths/teamkills/etc during round end
  • Slomo now works online if you have admin
  • Removed some debug commands
  • Fixed axis config not loading after a restart

Visuals

  • Thrown weapons will now bloody themselves to the max if they hit flesh
  • Added console variable m.headbob that scales headbob (0-1), but only applies to some headbobs like footsteps (by design)
  • Fixed 3p death cam bug online, also added some lockouts to spectator input when it's created since players have a tendency to mash buttons before/after dying
  • Separated limbs are now more likely to create their own pool of blood (less distance check to other pools)
  • Zoomed out facesculpt a bit

Known Issues:

  • Emote menu stops movements sometimes.
  • 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.
  • Server leaving message plays twice
  • SteamVR launches with the game, causing huge performance problems.
  • Flickering between the main menu and loading screen can occur on start-up.
  • Initial level load camera is broken and spawns you at 0 0 0.
  • Bots are afraid of heights.
85 425
  • 15 Sep '17
 Spook — UI

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

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

85 425
  • 15 Sep '17
 Spook — UI

Great idea, having a proper tutorial and training mode on release is critical to helping new players learn the mechanics and understand how much depth there is to them, as well as the interplay of how they mesh together. Can't comment on how likely it is to make it in since I don't know the programming workload required, but I'm all for it.

Nice mockups too!

85 425
  • 15 Sep '17
 Spook — UI

Change log: https://mordhau.com/forum/topic/10158/changelog-thread

What do you guys think of the changes? Talk about it here!

85 425
  • 15 Sep '17
 Spook — UI

Nice concept :)

Exposing the exact weapon values to the armory UI is definitely needed, we've got some plans for it but didn't have time to set it all up yet.

This is from an old-ish concept I made a while ago, should give you an idea of what I had in mind for displaying the stats. Keep in mind it's in an older interface style and as always subject to change.

statzzzz.PNG

Think these were the actual Greatsword values at the time, might be different now.