In this post I’ll be discussing some plans for the future of Mordhau, and what the team has been working on recently. Please note that most, if not all features and content covered are in varying stages of completion; everything is Work-In-Progress and may change prior to its release or be canceled. As for timelines and estimated release of these things, we focus more on ensuring they are up to our standards as opposed to setting hard deadlines, so things will come when they’re ready.
Our main priority post-release has focused around bringing in additional content to help keep the game feeling fresh - while a handful of weapons, cosmetics, and the map Crossroads were added, our artists have been hard at work on fully-fledged maps that will be playable in all game modes.
Feitoria is a sprawling town and accompanying village that will alternate between crowded streets, chokepoints, and more open areas and will have an emphasis on verticality and interiors as well. Currently, progress is going well on Feitoria, and our level designer is working on optimization, interior/background polish, and configuring the map for game modes.
Castello on the other hand, is a southern-European/ Mediterranean inspired castle keep and walled courtyards. It will have a similar feel to Grad, but with a more involved castle section, including portcullis control and close-quarters fighting. At the moment, Casello has begun its final art pass, along with some fine-tuning of the lighting and post-process effects.
Existing maps aren’t being forgotten, however - while we’re prioritizing new maps over spending all of our time tweaking the existing ones, we’re aware of balance and gameplay issues on existing maps, especially Crossroads, and will be improving them.
Recently, we have been hard at work on implementing ranked modes into Mordhau, as we feel it is a perfect fit for the high-skill gameplay that Mordhau brings to the table. You will earn a distinct rank - here’s a quick preview of them:
In addition to Ranked, we’re also working on a 64-player attack/defend mode which will capture the feeling of a medieval battle, with sieging and progressive objectives. We’re calling this mode “Invasion” in-house, and we’re in the process of designing the mode. It’s important that we’re able to retroactively add this mode to existing maps, as our levels are designed to be usable in all game modes when possible. This mode will not come next patch, but in the future.
We’ve been listening to your feedback, and we’re aware that Frontline is a bit of a polarizing topic - some people love it, others hate it. We’ve been looking into ways to reduce stalemates and make Frontline have more of a back-and-forth “tug of war” feel to it, and increase the player’s feel of involvement with the objectives. Nothing on this front is set in stone, but we’re looking into ways to improve the game mode nonetheless.
We’ve been listening to your feedback on game balance and frustrations with the game, and we’ve identified some areas that need a bit of work in this regard. Horses feel a bit too powerful and unfun to fight against and we’re looking into ways to make horses fairer to fight against, adding more risk to the horse riders while keeping them deadly and powerful. These potential changes include things like momentum damage against the rider, a smaller and more accurate horse flinch hitbox, fixing the desynced horse hitboxes causing players to hit through them and making horses more fragile against bigger groups of infantry, and more.
Fire bombs can also be frustrating at the moment, and we’re working on ways to fix these as well. We’re currently re-working the way fire damage is applied - it will start out much less damaging and faster, and standing in the fire will cause the damage to ramp up, making it behave more like one would expect from a fire. This will make the fire bombs less punishing when players only “touch” the fire shortly. In addition to this, the fire will be louder in volume and generally more noticeable. Players will still have to respect the fire as an area denial, but situational awareness will be increased and avoiding them will be much easier.
At higher levels of play, especially in duels, we noticed that the buckler can be overly powerful. We’re looking into removing the 30 stamina gained when the buckler is disarmed, but increasing the usefulness of the buckler when it comes to stamina costs when blocking weapons. We’re also looking into making swing manipulation look better overall without compromising the skill of the game, and adjusting a few weapons turn caps which are a bit too extreme at the moment (For example, Spear in short grip), making the game a bit more grounded. There will be many more adjustments and improvements, including Javelins among other things, to help fine-tune the already amazing combat.
As we’ve discussed in our statement recently, we’re taking toxicity and racism seriously. At the moment we are discussing and experimenting with ways to add more tools to the game to help curb unwanted behavior. One area of focus is on preventing griefing and vote-kick abuse; we’re interested in adding more information to vote selection screen, such as the player in question’s team kill amount and team damage ratio, as well as a reason for the kick. We’d like to add an easier user interface for starting vote kicks, as the current method via the console is functional, but not exactly the easiest or most polished method we could implement.
A client-side chat filter is also in the works; while muting players removes anything they’ve said, you can only do that after they’ve said it. We plan on adding a filter that will automatically remove inappropriate or offensive messages before you have to see them, which will help to curb toxicity quite a bit.
In terms of griefing, we’re looking into ways to easily identify placed structures and their team/owner, so it’s more apparent to see if a teammate is intentionally placing structures to disrupt gameplay, and who exactly is the one doing it. We’re also looking into other ways to prevent griefing with toolboxes and firepots, to prevent players having to rely on votekick to deal with them in the first place.
While the majority of progression/gold issues have been fixed, there are a few persistent bugs remaining with our backend system. We’re looking to switch to a more reliable backend system that will handle player inventory, purchasing items, and player progression to resolve these issues for good. Additionally, we’re looking into server improvements to help reduce ping and latency problems.
We are also well aware of the high demand for modding tools, and it is not something we are ignoring. At the moment, development is focused more around our short-term goals of increasing the amount of content that the base game provides and we’ll look into an SDK and mod support in the future.
In light of recent publicity on the state of MORDHAU’s community, we would like to discuss our stance on toxicity and the topic of gender and race in our game.
First and foremost, Triternion does not, nor have we ever, had plans to add a customization option that would force a white male default. This is an absurd idea that stems from a misunderstanding in a recent interview by PC Gamer with two of our artists. These artists, both uninvolved with character development went into a verbal interview with minimal PR experience and ended up answering some of the questions in a misleading way, which combined with a lack of context, led to some very controversial statements. Again, we at Triternion do not, nor have we ever had any plans to implement any kind of ethnicity toggle on potential future character ethnicity customization additions.
The responses given were referring to the gender part of the questions, which were based off an old controversial "gender toggle" idea, with the intention being to give the player options to play the game with only female characters, only male characters, or both. This concept was brought forth by one of our developers and posted prior to the game’s release as a response to a large number of heated debates regarding the topic of realism. The idea to give players this ability was simply a theoretical solution to a difficult problem and was never intended to be the official stance of Triternion on this topic. This is a lesson for us that we must be excessively prudent with the wording we use in the future as it can be easy to misconstrue an individual’s opinions and ideas as officially sanctioned.
Shortly after launch and in internal discussions, the concept of a gender option toggle was dismissed as it would undermine the customization players work hard to create. The two artists featured in the interview were ill-informed of this decision, which was a major mistake and miscommunication on the side of Triternion; and in combination with a question on a sensitive issue of which they were underprepared to answer, strongly contributed to this misunderstanding. Our official stance is that these toggle options are out of the question.
In regards to community toxicity, we do not have prior experience managing communities of this size, nor the manpower or resources that established studious can leverage. Our team consists of 11 first-time developers working remotely and volunteer moderators who try their best to curb this toxicity and behavior across all platforms, including in-game. At the moment we are stretched thin with major important content additions and unfortunately we do not have the staff nor systems in-place to moderate everything to our intended level of standards. We plan on improving in this regard. We hope our players understand our situation and will continue to place their faith in us, as improving these things will take time.
Most of you already know me, but my name's Jax! I've been following Mordhau since before it was called Mordhau, and throughout the years I've been helping out Triternion by spreading all the info I can possibly find about this wonderful game. I've been doing this for quite a while already, so the devs have decided to bring me into the fold as part of the team - as the community manager.
I'm not here to replace the developers from communicating directly with you all - I know that I myself have greatly appreciated them being able and willing to hop on here to answer our questions or address feedback. Instead of replacing them, my goal is to supplement; they're busy working on the game, so I'll be helping to push out some new details when they're ready, read nearly everything you all say, so on and so forth. If you have any questions, complaints, concerns, etc. feel free to tell me (it's my job)! With that being said, it's going to take me a little bit to adjust to the role, so please bear with me as I figure things out.
Two things to wrap up this post:
I want to thank Triternion - Mordhau is truly a special game and I'm honored to be given the opportunity to help in some small way. Not only are you making a stellar game, but you're awesome people. I have nothing but trust and faith in the direction you all are headed. Most importantly, I want to thank you all, the community. Mordhau isn't even out yet and yet here are some awesome people I've met, quite a few of which I consider good friends now. I don't think I would have stuck around for like 3 years if it wasn't for the countless laughs, discussions, excessively long posts, and good times I've had with you all. I'm happy to be a part of this community and I look forward to many more years to come.
This thread will be used to give periodic updates on the development of MORDHAU as we near closer to release, and show off some of our newest additions and features to the game. Keep in mind that much of what you may see is in varying stages of completion, and these work-in-progress features may be changed during development.
First off, we've been working on the back-end of Frontline, and one of the features that will help to add to the chaos and immersion of this mode is the Toolbox, which allows you to place dynamic fortifications around the battlefield. Currently, you can choose between three different items; the archer barricade, stakes, and a miniaturized ballista. These can be placed nearly anywhere, but use up the toolbox's ammo, which you can replenish at a supply crate.
The archer cover allows you to barricade areas off, to shoot out of the arrow slits. Meanwhile, the stakes cause damage to players running into them, and at certain speeds will be lethal.
All of the new items can be destroyed, but in some cases you can bypass them altogether with our newest feature - climbing! You can climb most objects in the world, but it's risky - taking damage means you will be ragdolled and fall to the ground.
Some other utility items are coming soon as well, in the form of healing items. Bandages let you quickly regen some HP, keeping you in the fight for longer. If you're more focused on teamplay, a deploying the Medic Bag will allow other players to heal from it.
Lastly, a nice quality-of-life improvement is the new pickup system; tapping E will pick up an item, but by holding it you're able to directly swap items instead.
Wrapping up, most of our development efforts are focused on map creation, and we've got a few new screenshots of Taiga to show off. Enjoy!
Hi everyone! It's been a while, but today we've just released our fourth dev blog, the Road to Release! In this blog we showcase some of the improvements and additions made to MORDHAU in the past few months during closed alpha testing. Speaking of testing, things have taken a little longer than planned and while we've had to push full release to early 2019, we've decided to activate keys for Early Bird and Release-tier Kickstarter backers, as well as Gumroad pre-orders! Check your emails registered with Kickstarter/Gumroad for more information, and enjoy the video!
Please note: currently, we have no plans for further access to closed testing - we ask that you patiently wait for full release in early 2019. Thank you for your understanding. For more information on this, check here
Summary of Patch #17
With the release of Alpha build #17 we’re excited to debut two of our most anticipated features: Archery & Voice Commands. Launching with them is the Perks system which aims to bring interesting variety to character creation and fighting styles while we shake up the meta with various combat rebalances.
Reaching these goals is an important step forward in the development of Mordhau and we look forward to bringing our next target to the alpha: Frontline.
Biggest changes and additions:
...and much much more. See the full changelog here
Look, I'm right there with you guys - I'm completely fucking over Chivalry and I want something to play super badly; I haven't played a single game for more than a handful of hours since about January, but the devs aren't the type of people to half-ass anything. They're going to release the alpha when it's ready, and they're going to work their asses off to get it shipped by the end of August. If they can't make that deadline, it's not because they don't have a good game to play, but because they're perfectionists, and they want to blow all of us away with the content.
The devs are betting their futures and careers on this game; I know for a fact that Elwebbaro and Crushed quit their jobs, and I'd assume Marox did too, among others - if this game doesn't succeed like we all want it to, they won't be able to develop the game full time. I'm confident it will do well, but I can absolutely understand that they want to get every little detail right before they let people play, and so if there's a delay, it's not out of laziness or incompetence, but out of a passion and dedication to making Mordhau the best game it could possibly be.
The alpha is closed, sure, but Kickstarter backers and the ones who backed through the web shop aren't the only ones who'll be able to play, and more importantly, won't be the only people who see or hear about Mordhau. Big streamers, youtubers, and the press are going to hop into a server, and these first impressions are critical; a handful of influential people will convince thousands of potential players on whether to buy the game or not, whether Mordhau and Triternion are just 'another bunch of indie devs with an alpha game', or that Mordhau could be the best title of 2017/2018. It's super important they make the right first impression.
This latest update includes a host of improvements and features to MORDHAU - starting with duels, we’ve now implemented our first iteration of ranked play, a variety of gameplay improvements, map balancing to Crossroads, quality-of-life improvements, new cosmetics and more!
This update is the first of multiple coming to MORDHAU within the coming weeks; we’ve decided to break up our incoming additions into smaller updates to ensure that we can release new content without excessive delays. Expect iterative patches coming in the very near future that will build upon what’s currently available, and stay tuned for even more content and features soon, such as new maps, modding support, more gameplay adjustments and improvements for weapons, shields and archers, the new Invasion game mode, ranked 3v3 mode and more!
If you’d like to read all the changes for this update, check out our changelog:
As said above, we've decided to break up the content and features we’ve been working on for the past few months into smaller, progressive updates that will gradually build upon the base game. This will allow us to release specific things when they are ready, instead of holding up progress until all of these features are complete. We expect to have a much quicker turnaround between our latest update and the next; while we don’t have a specific timeline, a reasonable estimate would be a matter of weeks between these updates.
You can look forward to (in no particular order):
Feitoria and Castello are nearing completion, and should be ready very soon! To provide a bit of insight, these two maps are in different stages of completion, with Feitoria being closer to a release. Expect these maps to come along with other updates, but it’s likely that they will come in different patches.
The Invasion game mode is an asymmetrical attack-defend mode with a heavier emphasis on teamwork, objective interaction and a more focused experience than what you’d find in Frontline. Progress has been great on this mode, and at the moment we’re currently play-testing it on Camp, so we can further refine the mode before adding it to other maps. We plan on polishing this up in the coming weeks, and implementing the mode on all maps that currently have Frontline enabled.
With our latest update, we’ve launched 1v1 duels in a “beta” state to further refine our matchmaking, Elo system and to gauge interest in the game mode. Once we’re satisfied with the state of duels, we’ll be expanding this mode to include ranked 3v3’s as well. It’s important that we ensure duels play well first, and make sure that the gameplay and “meta” is in a good state before opening up the team variant.
While making a Software Development Kit (SDK/mod tools) is a big priority for us, it’s also a major undertaking that will require quite a lot of development resources, and ultimately quite a bit of time as well. To help support our wonderful modding scene, we’re currently in the process of implementing mod auto-download features - server owners can simply select what mods they want, and players only need to join the server to download these mods!
These are just the main areas we’re currently addressing, but more progress will be coming in the future as well. Thank you for your patience, and we’ll see you on the battlefield!
You're complaining about Mordhau's combat being bad but offer no specific criticism except "movement is slow" (which it isn't - naked is faster than MAA in Chivalry:MW) and that drags aren't super powerful, which is a good thing since in other games it tended to overshadow the other mechanics. You then say that there isn't enough fun and too much balance, which is the most subjective and vague criticism I could possibly conceive.
PS: neither Mordhau nor Chivalry have physics-based combat.
So this is going to be 100% a shill self-promotion thread, getting that out of the way right now lol
I'm going to be streaming tomorrow! I know most of you guys are going to have access to the game and I won't blame you at all for playing and not watching my shit, but for those who don't have access, are looking for a key, know people who are interested in the game or whatever, please send them my way! I love you guys
This would really mean a lot - I know, once again, that most of you guys are gonna be playing the game, but if you know people who want to watch I'd love to have my key go back into the community, and while I love summit and all of the other big streamers too, I'd hope that you guys wouldn't mind supporting our slightly autistic community too.
I'll be on twitch at twitch.tv/jaxattackpc and doing a giveaway starting tomorrow!
How the giveaway will work - from tomorrow until Sunday, viewers in my channel will accumulate points for watching - on Sunday, I'll be holding the actual giveaway and the winner will receive a Knight-Tier key, including alpha, beta and full release, all for free
Touching on the point system - the more points you have, the better your odds of winning are, so good luck and I hope to see some of you guys there!
There's no ineptitude on this dev team, I can assure you that. We can release an unfinished game or we can release one that's polished - we're going with the latter. When the game is ready we will release it.
Conan Exiles: 21k avg players in feb 2017, less than 2k in the past 30 days. steam early access title.
Steam early access is a great way to make a ton of money and attract a huge audience early on, but the issue is that by doing so with an unfinished product you bleed players very quickly - there isn't enough content nor gameplay to keep most players engaged. If Mordhau was a singleplayer RPG, this would be fine; you don't need a big player base.
But Mordhau is slated to be a competitive melee game - without a large, healthy, and consistent amount of players, you won't see any sort of competition arise. You won't see a large community form of people who are interested in the game. You won't see anyone playing Mordhau come August of next year - they'll have gotten bored of a half-finished game and move onto a new game.
I don't want that, and yes I'm biased because I already have access, but just because I have access already doesn't mean that I don't want others to. I'd love for everyone to be able to enjoy the game when I can, but if that means the game releasing stillborn, no, I'd rather wait. If it came down to me getting rid of my keys to make the game succeed, I'd do it in a heartbeat. On top of that, most players won't be melee/slasher aficionados who deeply understand the game and its potential; they'll be people who just think that "Hey this looks cool, you can cut off people's heads". They won't have the patience or the attention span to stick around, and they simply won't enjoy playing Mordhau in the alpha past a couple of weeks.
SEA has been getting an increasingly negative reputation (for good reason) and it's a lot harder for a quality game to rise out of the stigma of SEA than it is to completely blow away the PC gaming community by releasing a perfectly functional and insanely fun game on launch day. Triternion has shown us that they don't half-ass anything, they're perfectionists; they're not going to kill off their game to make a few extra bucks, and release a product that isn't ready for mass consumption.
PCGamer covered us!
If you don't know me already, my name is Jax - I'm a Mordhau streamer and I fucking LOVE this game. I've been playing it since the alpha released and this community has been super kind to me, so I figured I'd give back and throw y'all a spare key I've got!
I've decided to do another giveaway for Mordhau - the winner will get access to the alpha, beta and full release of the best game ever created. It will be going down on my twitch channel and will run from March 30th until April 6th from 4PM to midnight eastern time.
How to enter and win:
1) Go to https://www.twitch.tv/jaxattackpc and follow my channel for notifications on me going live.
2) Come hang out with me and watch some Mordy - by watching, you will get points (big smaks). You will only get these points during the giveaway period.
3) Use your big smaks to buy tickets in the giveaway, 1 hour watched = 1 entry in the contest. This caps at like 30 or so entries.
5) I'll draw the winner on Friday, April 6th. It's random, so anyone can win - if you're not there at the time of the drawing that's fine, I'll PM you through Twitch. If you don't respond for a few days, you lose. Don't be that person.
With all of that being said, I'd love to show off Mordhau to some new faces - I know pretty much everything there is to know about the game, and if I can't answer one of your questions, there's usually a dev or two hanging out in chat that probably can! You can also expect to see some medium-ish tier gameplay, a tiny bit of salt, a few beers being consumed, and overall a pretty fun stream.
Hope to see ya soon,
Yo, just wanted to post some ideas of ineractible objects and things that would be fun in Frontline, plus see what you all would like to see as well. @Vesanus and @elwebbaro Not sure if it's too late to add stuff, but it can't hurt to have some extra ideas, eh?
HAYSTACKS: Haystacks would reduce fall damage, assassin's creed-style. They could be positioned near castle walls or whatever so a defender can make a quick escape if needed, or an attack would be able to clear out more remote areas (archer vantage points) and quickly get back into the fight. Plus it would be fun ofc. You could also add some more interaction by having firepots set these haystacks on fire, preventing them from having any fall damage reduction + fire damage. After a while the haystacks would magically heal.
Oil Lanterns: Oil lanterns could be smacked by melee weapons or hit with projectiles to break making a miniature version of a firepot and changing the lighting. A smack or two with a repair hammer would fix them. Would be super cool to see a missed swing set a hallway ablaze for a few seconds. Probably should do less damage, be smaller, and shorter duration than a firepot.
Door/barring mechanics: would be sweet to see doors that can be barred from the inside, requiring them to be broken to be opened. It would be super cool to be the last few defending an objective, having the attackers outside breaking down your last defenses. Remember the Alamo tbh
Placeable stakes: stake objects on the map that can be picked up similar to the lance, and placed on dirt/grass. Basic version would be one spike, but a repair hammer could upgrade it to 3 spikes wide, which would also give it more health. Players that walk into the stakes would take damage and be forced backwards with a small knockback. Cavalry hitting stakes would be unhorsed and fall over the stakes.
Church tower bells: go up into the belfry and ring a big 'ol bell. No purpose behind it but it would be fun imo.
Placeable exploding kegs: can put them on the ground and shoot them/hit them with a firepot to blow them up. Melee would take a few hits to prevent cheese.
That's all I have for now, what does everyone else want to see in Frontline?
hey boys chill out with the ad hominem attacks
Both ROH's and horizontal spin moves/reverses/turn and burn/whatever you want to call being a helicopter are gone -
On top of those 'features' being removed, weapons have a few features that tone down drags and make them much more consistent:
All weapons have constant swing velocity; this means that the beginning, middle and end of release all move at the same speed. This was a huge issue in CMW, because something like the Zwei had a very slow middle section in its release, but the beginning and end were moderately fast. If you don't manipulate the swing, it looks fine, but once you add drags to it, you can freeze the weapon in mid-air. In Mordhau, this is the opposite; weapons might look a little bit floaty if you're not dragging or doing accels, but look fine for the most part and are much more readable.
Animations are much smoother, meaning that you can more accurately read attacks and track them with parries or chambers more reliably. Once again a huge issue in Chiv, in Mordhau you won't see the beginning of release and then two frames for the rest of it.
Attacks are generally faster, meaning that there's less time for crazy drags that slow the weapon down un-intuitively. This ties back into the constant swing speed bit as well.
All of these things add up to make drags more of a tool to reposition attacks to try to get around the 'aiming' part of a parry, not the timing one, and are useful in attempting to throw off chamber/counter-chamber timings which are much stricter. A lot of people had a bad time with drags in CMW, but Mordhau will be different, and real time attack manipulation is the core foundation of the game - if you were to take that out, the game would have to be completely redesigned.
squeeze, don't pull
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