Mordhau
 Jax — Community Manager
Community Manager
  • Likes received 13284
  • Date joined 25 Oct '15
  • Last seen 19 Oct

Private Message

Duke 5558 13284
  • 19 Jul '19
 Jax — Community Manager

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Hello!

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.

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Content / Maps

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.

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Game Modes

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:

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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.

Balance & Gameplay Improvements

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.

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Quality-of-Life / Miscellaneous Improvements

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.

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Mod Tools / SDK

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.

Duke 5558 13284
  • 3 Jul '19
 Jax — Community Manager

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.

Duke 5558 13284
  • 19 Apr '18
 Jax — Community Manager

Hi everyone!

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.

Duke 5558 13284
  • 5
  • 8 Nov '18
 Jax — Community Manager

Hello!

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.

https://imgur.com/a/AYdobRr

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.

https://imgur.com/OnkHukX

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.

https://imgur.com/2eHrdIE

https://imgur.com/a/dWJIyYH

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.

https://imgur.com/a/IOKtnBn

https://imgur.com/a/ETg8Quu

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.

https://imgur.com/a/Bd0tROP

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!

https://imgur.com/a/NdpFRKZ

AGg0iUl

Duke 5558 13284
  • 1
  • 16 Sep '18
 Jax — Community Manager

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

Duke 5558 13284
  • 2
  • 1 May '18
 Jax — Community Manager

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:

  • Added ranged equipment: Recurve Bow, Longbow, Crossbow
  • Added a wide variety of Perks to spice up loadouts.
  • Added Voice Commands (default Keys C for Voice Commands and V for Battlecry), you can choose from 6 voices
  • Chambers now cost stamina, this is an attempt to shake up the Chamber and Drag heavy meta and make room for other approaches and playstyles.
  • Big quality of life improvements to Loadout Selection and the Armory including live previews of your loadouts and simplified stats to see all the important info at a glance.
  • Improvements to the crosshair: it will now display the current angle and other combat related states like recovery, flinch, riposte, etc.
  • Expanded Camp with a battlefield and trebuchets looming in the distance.
  • Added locational wounds to make the combat more visceral.
  • Improved hit feedback by adding slight camera shakes on hits as well as adding cosmetic hitstop to bladed weapons.
  • Added support equipment: Beartraps, Pavise shields and a Lute.
  • Added a spooky dungeon to Grad.
  • Added doors and other interactables to some maps.
  • Added a couple new helmets and a new waist piece.
  • Optimized character rendering

...and much much more. See the full changelog here

Duke 5558 13284
  • 1 Aug '17
 Jax — Community Manager

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.

/rant

Duke 5558 13284
  • 1
  • 30 Aug '19
 Jax — Community Manager

Welcome back!

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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:
https://mordhau.com/forum/topic/19609/patch-09-changelog-30082019/

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):

Maps

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.

Invasion

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.

Ranked

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.

Mod Support

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!

Duke 5558 13284
  • 29 Apr '19
 Jax — Community Manager

ya yeet

Duke 5558 13284
  • 6 Sep '17
 Jax — Community Manager

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Duke 5558 13284
  • 8 Mar '17
 Jax — Community Manager

This game has blown me away at every turn, and I'm excited for you to make both yours and our dreams come true. Triternion not only knows how to make a good game, but they have the transparency, willingness to listen to feedback, and overall a level of attention to detail that you simply don't see in most indie or even AAA development studios. Because of this, and the fact that I fully trust where you are headed with development, I pledged $420 to you. $420 specifically for the memes, of course.

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Good luck, Triternion!!!

Duke 5558 13284
  • 18 Aug '19
 Jax — Community Manager

At the moment we're doing heavy bugfixing for ranked and a lot of the new tweaks that are incoming.
The way it's looking is that we're most likely going to drop an update with ranked, gameplay/general improvements and quality of life features first (also probably a bit of a rebalance to xroads), and then release another update relatively soon afterwards with the new maps and anything we didn't get sorted for the first one.

Our reasoning for potentially doing it this way is that there's no good reason to hold up Ranked and general improvements for the maps. As for the maps, there's been more of the same, a lot of optimization work and now we're also setting up gameplay logic (like frontline objectives, spawn points for game modes, different playable areas for each, I'm pretty sure Horde/BR setup as well). A point to note is that Feitoria needs a lot of work for optimization, since it's such a big and visually dense map with interiors and stuff - that's not to say the map will run badly, but that it needs a lot of optimization work so it doesn't run badly. This optimization work is time consuming, but it can't really be 'sped up' by throwing the whole art team at the problem; it just takes time.

As for the SDK and Invasion, these are long term goals we want to start working on ASAP. We're focusing on the short-term stuff (maps and ranked, etc.) because we realize there is a lack of content currently, and we want to fix that before starting work on the big things that will take up the bulk of our manpower. Mod tools will be awesome as they let the community make the content they want, but if it takes us a few months or more to get an SDK working it doesn't make sense to drop everything else and work on that, while the base game is sorely lacking in content. Invasion is something that is currently in the 'on-paper' design phase, and while it will be a big task to make, it shouldn't take forever, as we're most likely using existing maps for it.

Duke 5558 13284
  • 16 Sep '18
 Jax — Community Manager

@Lincs said:
Damn Jax, over 14 minutes long? I'll never tease you with devblog wen comments ever again, that thing must have been a bitch and a half to put together and then another to edit. Really good video too!

like 60 or so total clips, each taking multiple takes. aaaaand then we redid the melee animations. aaaand then we re-did the archery animations :^)

Duke 5558 13284
  • 12 Mar '19
 Jax — Community Manager

:)

Duke 5558 13284
  • 1
  • 17 Mar
 Jax — Community Manager

Want to see what's coming in our next update? Check out our update trailer!

Duke 5558 13284
  • 15 Mar '19
 Jax — Community Manager

The focused testing event and beta build #1 are now live! For this weekend you will be able to test some of our newest and most exciting features yet - today, we’re offering Frontline on Camp, tomorrow Battle Royale on Grad, and the day following co-operative Horde on our newest addition to the map pool, Taiga. You can also try out the tutorial by clicking in the news tab on the main menu, which will give you a hefty boost in gold!

In addition, we’re introducing cosmetic progression, the first wave of Kickstarter Backer rewards and many more changes and tweaks. The official soundtrack is now available in game, more voices have been added, and more weapon and armor cosmetics as well!

Please note this update will only be available for the times specified above, as one of the main priorities is to collect specific feedback and gauge official server performance and matchmaking.

See you on the battlefield!

Duke 5558 13284
  • 11 Sep '17
 Jax — Community Manager

fuck they're gonna find out it's vaporware cgi mirage knockoff fugg

Duke 5558 13284
  • 3
  • 29 Apr '19
 Jax — Community Manager

The Official Mordhau Server Rules are as follows:

1. Hacking/Cheats:
Using 3rd-party software to gain an unfair advantage is strictly disallowed and will result in a permanent ban. Reshade and other graphical changes are permitted.

2. Exploiting:
Intentionally using exploits found within the game to gain an advantage (clipping through map objects, etc.) is disallowed and may result in a temporary/permanent ban.

3. Racism, prejudice and offensive content:
Use of derogatory, offensive terms on official servers is not allowed. Conduct yourself in a polite manner or you may be temporarily/permanently banned from official servers.

4. Griefing:
Intentional and repeated harassment such as intentional team killing, constant suiciding, blocking friendly spawn areas, stream sniping etc. is prohibited and may result in a temporary/permanent ban from official servers.

5. Abusing votekick:
Abusing the vote-kick system (random kicking of players, votekick ‘rigging’ with multiple players etc.) is not allowed. Only use the vote-kick function to remove disruptive or offensive players from the server.

Rules may be subject to change at any time.

If you would like to file a report against a disruptive player, make an appeal, or address any concerns/complaints with the official server rules, please contact moderator via DM on discord @ https://discordapp.com/invite/mordhau.

Duke 5558 13284
  • 10 Aug '18
 Jax — Community Manager

It should be out this month - it's a big content and gameplay drop incoming and we are busy ironing out some of the finer details before we're ready to ship #17.

Duke 5558 13284
  • 9 Nov '18
 Jax — Community Manager

No you're reading into that way too much