Mordhau
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Knight
  • Likes received 1848
  • Date joined 26 Apr '16
  • Last seen 16h

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Knight 1636 1848
  • 20h
 Void

Zombie cannot fall
He is Zombie after all

Knight 1636 1848
  • 20h
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Against people of course. The way it's meant to be played. Tougher and much more fun.

Knight 1636 1848
  • 15 Jul
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Locational wound looks sexy af
Also, that waraxe skin
Epic

Knight 1636 1848
  • 9 Jul
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wtf is that lol

Knight 1636 1848
Knight 1636 1848
  • 27 Jun
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Thanks Plou.
I want to go to that distant tower.

Knight 1636 1848
  • 24 Jun
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Good post Raegarth.
I read all this in discord and got crazy hyped.
It's nice of you posting the info here, for the guys that may have missed it.

Knight 1636 1848
  • 22 Jun
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Great stuff!

Knight 1636 1848
  • 22 Jun
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Thanks for the info Jax. Tbh, I was expecting Frontline in the next patch, but np. Whatever works better for the development.
I'm glad there is good communication with you guys, as we wait.
Crush also gave some good info on discord (alpha_testing channel), a couple of hours ago.
Hyped

Knight 1636 1848
  • 20 Jun
 Void

Pommel throw is an emote they are adding, as a joke. It won't be actually useful.
I think two modes are enough for each weapon. It's easier to balance and each weapon is more unique.
Also there is another thread about this subject.

Knight 1636 1848
  • 10 Jun
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When mod tools are out maybe

Knight 1636 1848
  • 8 Jun
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What if you couldn't pick up a weapon if you are already armed and by picking it up you exceed your points?

Example:

My loadout is 3/3/3 and I have a greatsword.
I can't pick up a halberd while I have the greatsword on me, but if I am unarmed I can.
However, I can pick up a smaller weapon (while I have the gs) that doesn't surpass my points.

It could work with bows too.

Too restricting?

Knight 1636 1848
  • 8 Jun
 Void

I like the idea.
I think that it would be balanced, since you are paying for the perk. After all, you have to split the points on four slots, so you have to pick low cost items.

Knight 1636 1848
  • 8 Jun
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@EruTheTeapot said:
Alpha population has extreme low numbers in 3rd use I think ?

You are probably right, but I have the impression that lots of guys use it in teamfights.
You can tell, when someone sees you in a weird angle behind his back. Of course, there is also listening to footsteps so idk

Knight 1636 1848
  • 6 Jun
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Also, game engine change again?!
What is this? Unreal -5?
Looking great!

Knight 1636 1848
  • 6 Jun
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@marox said:
We are working on a lot of stuff in parallel, some older WIP things are being implemented and finalized, and some things are broken as a result, which prevents us shipping builds in between. Among things that are being actively implemented and are rendering the update unshippable until finished at the moment are:

  • voice commands and replacement of all voices: this takes time, as things are still coming in and we're hoping to ship the update with 3 voices at least, but only have 1 implemented right now. (That'd be a lot of UGH UGH UGH AGH AGH AGH repetition if we shipped just 1 voice)

  • new maps (or expansions of existing maps, several are going on in parallel here)

  • horse movement rework to be less annoying and glitchy, some additional animation work to make them more lively creatures when changing directions

  • locational wounds

  • perks

  • bows and crossbows

  • crosshair work (angles, indicators for various things)

There's other things at work such as work on Frontline, but we absolutely need to finish those listed up above before we're able to ship this update.

Thanks for the info Marox. Much appreciated.

I'm hyped!

Knight 1636 1848
  • 5 Jun
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Great vid Tsuney. Make some more.
It's nice to see myself in there in a couple of fights.

Knight 1636 1848
  • 2 Jun
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hood + domed armet
gothic armor
the rag

Knight 1636 1848
  • 27 May
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@marox said:

We are keeping it for readability, although it might be tweaked.

A lot of work was done on the localized wounds already prior to alpha shipping, it was just disabled because it wasn't complete. This is often the case with features that aren't critical/ready for testing, we just turn them off for the time being because they're not ready yet. Work has very recently resumed on the localized wounds and they're coming along nicely. It supports a variety of wound types, such as holes, accurately angled slices, general messy blotches, etc. We're also prototyping possibilities of using the same system for deformations, one by modifying the normal map (somewhat subtle, think armor dents), and one based on changing the vertex geometry (which leads to very noticeable deformations). The latter in particular it is highly experimental and may not work out at all, so don't get too excited.

It's so great that you work on these things. Can't wait to see them implemented. Combat will be even more satisfying.

Knight 1636 1848
  • 26 May
 Void

Nice vid Bob, pls make more

Why in off topic though?