Mordhau
 crushed — Art
Art
  • Likes received 3329
  • Date joined 25 Oct '15
  • Last seen 30m
Private Message
686 3329
  • 26 May
 crushed — Art

Feel free to make videos on Mordhau

686 3329
  • 25 May
 crushed — Art

All kinds of stuff we do during development, like crazy stuff, art dumps, bugs/glitches etc.

when you time the kick cancel, you can dance

686 3329
  • 25 May
 crushed — Art

@Stouty said:
Big names attract views in chiv, in our community players like Sophax are like celebrities. They're not random joes because they're actually skilled at the game. People watch youtube vids of current top dogs ft10ing because some players like Rick and Sir Shield are almost like wrestling characters - they're funny personas. We don't need to outsource this shit to guys expecting huge pay cheques just to play a game that they would likely play anyway if it was a quality title.

Stouty would be the worst marketing guy ever

686 3329
  • 22 May
 crushed — Art

@Humble Staff said:
more of a gimmick that they will work on and we wont be able to do when we get to play.

This is wrong, you will be able to catch them. The disarm is different depending on the enemy swing angle, which makes it hard to catch the weapon every time but theoretically you could memorize it.

686 3329
  • 13 May
 crushed — Art

@GIRUGIRU said:
derfust is the maker of the duelyard map on chivalry

I don't think its the same guy, duelyard was made by Fürst von Butz who is a different person afaik

686 3329
  • 1
  • 12 May
 crushed — Art

Right now the fall damage threshold is rather lax, meaning you can jump down up to around ~4 meters without taking damage. After that you take slight damage, and damage increases very fast the higher you go, for example falling from a castle wall will do around 90 damage. It's set so fall damage is not annoying during regular gameplay but you can still kill people by kicking them off taller structures.

686 3329
  • 4 May
 crushed — Art

9e40bc4d80d8a90271e2b1732978d8c6

I have to agree these new titles are quite nice

686 3329
  • 4 May
 crushed — Art

@Jax said:
@crushed does the horse taking damage flinch the rider if he's winding an attack up or anything?

No, would make it too easy against the rider.

686 3329
  • 2 May
 crushed — Art

@ImATomato said:
I was wondering about the possibility of implementing this combat mechanic. For example, when sprinting on horseback your attacks will deal more damage than when standing still.

What do you think of it on principle?

We might experiment with this but only for horseback, however right now it is too early to say, we are still working on the horse combat.

686 3329
  • 1 May
 crushed — Art

It's a spammable emote

686 3329
  • 1 May
 crushed — Art

You can definitely hide in bushes and such, and crouching makes no noise in Mordhau. Bots react to noises and visibility.

686 3329
  • 30 Apr
 crushed — Art

@Void said:
This is the part that Crush comes in and says that it isn't such a bad idea and that they are considering to add it.

ban_hammer_by_skarcious

686 3329
  • 30 Apr
 crushed — Art

@LK said:
I love the flairs! Do developers have their own, special flair? If so, I'd like to see it ;)

We do :)

686 3329
  • 30 Apr
 crushed — Art

@Jax said:

@crushed said:

@Jax said:
I mean, lunging attacks or something could work for one-handers or something I guess, but I'm not really a fan of super-slow windup attacks that deal damage, look at CMW's vancharge and all the cancer that came with that

and I guess the attacks could cause stamina drain on use but if you're talking like double damage that sounds pretty cheese

It would be nothing like that, simply a slight damage increase and even use the same slash and timings. Some other drawbacks as well, such as more punishment when you miss. It would be more of a thing of wanting to "cut" someone or "chop" into him, no lockouts, the main reason you'd use this is for release cutting and mixing up things with it. We tested blunts bouncing off at some point in the past and it felt incredibly satisfying and fun to use.

That's sounds alright, as long as the guy on the other end can actually tell it's a 'power attack' or whatever you wanna call it.
I'm assuming that doing one of these would sacrifice the ability to combo off of that hit (or at least cause a longer recovery), so it wouldn't be retarded in 1v1 situations?

EDIT: thanks for the explanation, #1 transparent devs

The ideas was that you wouldn't be able to combo, but you could restart an attack relatively quickly using release cutting.

686 3329
  • 30 Apr
 crushed — Art

@Jax said:
I mean, lunging attacks or something could work for one-handers or something I guess, but I'm not really a fan of super-slow windup attacks that deal damage, look at CMW's vancharge and all the cancer that came with that

and I guess the attacks could cause stamina drain on use but if you're talking like double damage that sounds pretty cheese

It would be nothing like that, simply a slight damage increase and even use the same slash and timings. Some other drawbacks as well, such as more punishment when you miss. It would be more of a thing of wanting to "cut" someone or "chop" into him, no lockouts, the main reason you'd use this is for release cutting and mixing up things with it. We tested blunts bouncing off at some point in the past and it felt incredibly satisfying and fun to use.

686 3329
  • 30 Apr
 crushed — Art

@Jax said:

@crushed said:
We have some ideas floating around involving weapons getting stuck/bouncing off, however you would keep your weapon in your hand and not drop it.

@crushed

are you just talking about expanding upon the hit-canceling mechanic, and keeping the pass-through ability on non-canceled attacks?

Not really, but release cutting would be also utilized into this mechanic. Basically just a second way of attacking, where you trade your AOE/swing trough ability for more single target power and release cutting, with weapon getting "stuck"/bouncing off is a pure visual effect similar to when you get parried etc.

686 3329
  • 30 Apr
 crushed — Art

We won't have this due to time constraints/other things being more important right now. Mirroring all the animations is a bit more work then it seems.

686 3329
  • 29 Apr
 crushed — Art

New combat mechanics will only be added if they are fun, add combat depth, enhance the game visually and have a good, intuitive input. Time is also a factor, so ideally it would be all of those and quick to add. We are not going to add random crap to the game that breaks the flow and doesn't work with anything else, also keep in mind that an idea does not mean it will end up in the final game.

686 3329
  • 29 Apr
 crushed — Art

We have some ideas floating around involving weapons getting stuck/bouncing off, however you would keep your weapon in your hand and not drop it.

686 3329
  • 29 Apr
 crushed — Art

Alright guys, calm down

That said this is an interesting idea, but doesn't really fit into the main game, so perhaps as a mod.