Mordhau
 Spook — UI
UI
  • Likes received 391
  • Date joined 25 Oct '15
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75 391
  • 19 Oct
 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.

75 391
  • 19 Oct
 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

75 391
  • 4 Oct
 Spook — UI

Customization dropdowns are placeholder atm

75 391
  • 30 Sep
 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.

75 391
  • 26 Sep
 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.

75 391
  • 25 Sep
 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!

75 391
  • 25 Sep
 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.
75 391
  • 18 Sep
 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!

75 391
  • 18 Sep
 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.
75 391
  • 1
  • 16 Sep
 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.

75 391
  • 16 Sep
 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.

75 391
  • 15 Sep
 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.
75 391
  • 15 Sep
 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!

75 391
  • 15 Sep
 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!

75 391
  • 15 Sep
 Spook — UI

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

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

75 391
  • 15 Sep
 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.

75 391
  • 14 Sep
 Spook — UI

Best way to have Chivalry binds while also being directional is to bind Right Strike to LMB, Right Upper Strike to Scroll Wheel Down, and Right Lower Strike to something else (mouse thumb button, scroll wheel click, etc). Then in the sidebar of the controls menu tick 'Flips Attack Side' under 'Mouse X Axis' - that'll make it so depending on if you're looking left/right the bound strikes will come from left/right, but will always be the angle you bound. So even if Right Strike is bound, looking to the left and clicking LMB with start a Left Strike, and vice versa for looking Right.

Hope this helps!

75 391
 Spook — UI

Temporary Halloween Build #10

10/30/2017
Just some sp00ky changes, nothing else to see here.

-

Alpha Build #10
10/25/2017

Changelog:

Gameplay

  • Fixed people being able to catapult off spinning characters
  • Kick feint cost increased to 15 (previously 10)
  • Removed kick ghost tracers (range is now accurate to the foot)
  • Increased kick turncap slightly
  • Kicks now flinch instead of stun. Removed the kick protection that prevented getting flinched by another kick as the flinch time is lower than stun time.
  • Increased Kick damage to 15 (from 10)
  • Increased Kick knockback
  • Decreased Kick miss cost to 20 (from 30)
  • Naked & light armor max. sprint acceleration lowered slightly - naked now (0.9 / 0.9 / 0.3) light armor (0.85 / 0.85 / 0.3)
  • Light armor movement speed slowdown increased (from 2% to 3%)
  • Increased parry recovery by 25ms - this will make double parries harder
  • Flinch headbob is now less disorienting
  • Fixed ping in scoreboard overflowing if above 255 and starting from 0 again
  • Increased parry knockback (from 600 to 800)
  • Increased world bounce knockback (from 600 to 700)
  • Parry in release is now possible after landing a succesfull hit (previously only in hit recovery)
  • Feint adjustments, mid feints are now more punishable
  • Nerfed Halberd raw damage for all attacks (HTK mostly the same, apart from HTK against medium armor)
  • Zweihander raw damage nerfed (HTK mostly the same apart from medium armor, halfswording swings now significantly worse compared to stabs)
  • Maximum stab release is now .425 (affected by this reduction are: halberd, zweihander, greatsword, bardiche, billhook, poleaxe, bastard sword, warhammer, messer) - this will nerf stab dragging
  • Removed confusing 0.6 miss recoveries, weapons now have either 0.4 recovery or 0.8 (0.6 recoveries have been increased to 0.8 for the most part, affected by this are following weapons: 1H Cleaver, 1H Axe, Bastard sword, Messer, Greatsword, Longsword)
  • Added m.AngleAttackAfterPress console command, only works for strikes - this will activate the other 240 system
  • Greatsword damage adjustments
  • Greatsword slowed down alt slashes by 25ms
  • Eveningstar nerfed headshot damage against medium armor slightly
  • Eveningstar increased stab combo windup by 50ms
  • Spear main mode stab damage reduced (cant two shot plate anymore with 2 headshots), main mode stab miss recovery increased to 0.8, main mode stab release decreased by .25, alt mode stab release increased by .25
  • Reduced 1H Mace stab damage slightly
  • Messer strike combo windup decreased by 25ms
  • Added full stamina system for all weapons that can be selected in loadouts (makeshift weapons are excluded at the moment) - stamina values change per weapon on parries, feints and misses. The system works with stamina damage and stamina damage negation, which means that some weapons drain more than others on regular parries, while other weapons lose more from misses and feints etc.
  • Lowered leg damage across the board
  • Increased bardiche & battle axe alt mode strike damage against plate by 1 so you can now two shot plate with 2 headshots
  • Parried and Chambered lockouts are now dynamic - this will reduce the attack spam after parrying someone. Lockouts are based on windups, which means that getting parried by a rapier will give you the current lockout, while getting parried by an eveningstar or slower weapons will lock you out more. System is setup so you can always chamber the riposte or the counter chamber. The lockouts range from (400ms-600ms for parry, 225ms-425ms for chamber) - Blocked animations will adjust accordingly to your lockout
  • Strafe walk modifier speed increased (0.975 -> 0.99)

Visuals

  • Fixed sky UFO bug
  • Added new UI dropdowns for weapon & armor selection in the customization menu
  • Some UI style improvements
  • Removed hover sound from wearable entry buttons
  • Grad map update, map size increased and layout changes
  • Various Optimizations on camp and grad
  • Added spectator bounds to Camp and Pit
  • Poleaxe mesh adjustments for better visibility
  • Made 1p animations more responsive for running and walking
  • Parry & chamber bounce animations are now more different, which will make it easier to indicate if you got parried or chambered
  • Improved parry Bounce animations are now more responsive/snappy/powerful
  • Fixed broken late release 1p bounces

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.
75 391
  • 10 Sep
 Spook — UI

We know you've got a lot to say now that you've played the Mordhau alpha, here's the place to do so!

Formatting your post will make it much easier for us to look through and read the parts meant for specific roles, here's an example of how it should look:

Level Design

  • Suggestion for the people who make maps
75 391
  • 2
  • 10 Sep
 Spook — UI

Found an issue? Post it below and we'll take a look at it!

The more details you include about the context of the bug, your hardware configuration (if applicable), steps to reproduce, etc, the easier it is to resolve. If you have to upload a video to showcase the bug, please ensure it's set to unlisted.

Formatting your post will make it much easier for us to look through and read the parts meant for specific roles, here's an example of how it should look:

Combat

  • Pommels kill people