Mordhau
 PeanutButterJellyTime
  • Likes received 18
  • Date joined 4 Feb '19
  • Last seen 3 Mar

Private Message

Sellsword 6 10
90 78
  • 1
  • 19 Jul '19
 SushiFish

Its great to finally hear something from you guys.

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.

14 9

Before the patch I was level 155, and now the game thinks that I am level 99. This persists after both a game restart and a Steam restart.

Pic showing level 146, taken on 18/06/19
https://cdn.discordapp.com/attachments/332145224572731404/590429151559942145/unknown.png

Pic showing level 99. Taken today, 22/06/19
https://steamuserimages-a.akamaihd.net/ugc/784105063661988418/2DE5A9BC002FBE8372CAC1EA905F942DD55C2CD0/

Knight 2307 4188
  • 5
  • 25 May '19
 Runagate

He clearly means achievements. For him, guts (Double kill with 1 swing) is locked despite showing it is done.

42 43
  • 23 May '19
 sneakers

@PeanutButterJellyTime said:
Game playable at 80-100 for me.
And this ping is avg for Middle East.

Of course the game's "playable" at those pings but you will have a completely different experience to those with under 40.
You are out of range in the game but not on you screen and the same with enemies attacking you, they can hit you when you're out of range on your screen but not in the game.
This might acceptable for you, you probably play the game casually for fun but I want to get competitive and it's impossible like this.

Knight 941 2569
  • 1
  • 22 May '19
 Pred

Be me
Wait for this game since 2015
Donate to kickstarter
Play alpha through all the broken patches
Wait through all the radio silence and over 1 year delay
Never cheat
Get banned 3 weeks after release for no reason
LMAO

168 1700
  • 8 May '19
 elwebbaro — Art

Patch #04 Changelog: 08/05/2019

With this patch, we are rolling out the gold compensation for our rocky launch. It comes in the form of 10K gold, and you can choose to accept or decline it when you launch the game. We have no way to know who was affected, so it is extended to all current players. This is a one time thing. If you decline it, it's gone. You will be able to claim this compensation until (including) Sunday UTC.

Networking

  • Matchmaking improvements
  • Joining a server will now reserve a slot in advance, fixing the issue of being booted after loading.
    Server owners will have to make sure that the beacon port (15000) is reachable; it can be overridden on the command line with BeaconPort=<port>

Maps & Gamemodes

  • Fixed players being able to get out of bounds on Mountain Peak
  • Fixed some icicles not dropping on Mountain Peak
  • Weapons/projectiles no longer collide with bounds on certain maps

Visuals & Misc.

  • Fixed spectators being kicked for AFK even when moving
  • Fixed fire kills not being tracked
  • Fixed pyromaniac achievement not working
  • Fixed Whack A Mole achievement
  • Fixed couched head kills not being tracked
  • Potential fix for a rare(?) crash (could also crash the server)
  • Added m.ThirdPersonDeathCamera by default it is disabled, added it to settings as well. Does what it says, forces 3p camera on death. Can help for people who get motion sick.

Audio

  • Increased volume of human footsteps and horse galloping, increasing sound awareness
  • Catapult & Ballista firing sounds can now be heard from further away, increasing awareness
  • Fixed horn on camp being too loud at certain times
  • Increased volume of low stamina breathing and made it more even across voice sets, making it easier to notice in fights
  • Lute is now louder

UI

  • Added friend UI marker - can be toggled with H, in the options or m.friendlymarker console command. Has 3 states (friends & party, all teammates and off).
  • Frontline spawn screen now shows friends and party members as orange dots
  • Added “Show Killed By” toggle in the options or m.ShowKilledBy, can be used to turn off the killed by panel
  • Tutorial reward message on main menu now hidden when it is completed
1 1
  • 8 May '19
 robbob461

Hi

I can not join unofficial servers, I do not see them in the list of servers :/

168 1700
  • 2
  • 6 May '19
 elwebbaro — Art

It's been one hell of a ride thus far, and it's only been 7 days. None of us would've expected this reception in our wildest dreams.
As of today MORDHAU has sold just shy of 500.000 copies and we have reached a peak of 60.000 concurrent players yesterday. These are just mindblowing numbers to us, and we still haven't fully realized that MORDHAU is currently among the top played games on Steam.

Unfortunately the launch wasn't as smooth as we had hoped. Server performance was abysmal and reward drops such as Gold and XP, as well as unlocks were not functioning properly. We are still in the process of seting up new servers in regions that need them and as a result the Matchmaking can still be spotty. There's also some other Matchmaking related bugs that prevent parties from joining the same game, or BR lobbies to populate very slowly, but we're on top of that. All things considered, the majority of launch issues have been resolved. As for compensation of the lost Gold and XP. We have not forgotten about it and will be shipping it via the next patch.

Right now we are addressing some of the more frequent and critical issues, like the "Ghost Bug" among others, as well as some map exploits. These past few days had been very hectic for us, but things are starting to somewhat get back in order.

Looking ahead for future updates, we've got a couple new maps in mid-production: Castello and Feitoria. Here's a few impressions on the latter.

On top of that we will start looking into Ranked/Competitive modes, starting with duels. However we cannot give an exact timeframe on when you can expect these updates to be rolled out yet. We are terrible when it comes to estimating things, I'm sure our alpha players can attest to that.

Additionally we will keep adding new armor pieces and weapon skins here and there, as well as some new character customization options.
Goals further down the line would be to release Modding Tools, as a lot of you seem to be very eager to create some custom content.

We've got lots of ideas for improvements to the maps and gamemodes. There's also been some amazing feedback and suggestions coming from you guys. When it comes to balancing and tweaking of mechanics, we are pretty happy with how things are looking right now, but we will start tweaking some things soon.

In closing we'll take this opportunity to give some shout-outs.

Thank you

  • to all the Kickstarter backers and alpha testers. Without your constant feedback, suggestions and nitpicking the game would not be where it is now.
  • to G-Portal/zeuz and their amazing support. You guys were super helpful and assisted us a bunch to keep up with our launch woes.
  • to all community server hosts. You really saved our asses to provide servers for all these players while we were struggling to spin up our own.
  • to our promotional launch re-stream: You guys knocked it out of the park and delivered some sweet first impressions right on the storefront.
  • to all the content creators out there creating videos and streaming. MORDHAU spread like a wildfire, which wouldn't have been possible without you.
Knight 3153 7400
  • 29 Apr '19
 Punzybobo

im not earning anything, i demand 12k gold

2 7

I can't wait to see some old players from the good Chivalry days playing with new players. Can't wait to see pure chaos again.

Knight 5410 7408
  • 13 Apr '19
 Humble Staff

But then i intercept your pee stream with mine, shielding Frise's rear from your unholy effluent.

Knight 2307 4188
  • 13 Apr '19
 Runagate

tbh that is just gay

Baron 1647 5234
  • 13 Apr '19
 Lincs

@Frise said:
Is this really what ya'll wanted Mordhau to be? Since you're saying that combat isn't a priority and you just wanna get Frontline out.

the final state of combat is going to be the one where i pee into your butt

Knight 1388 3163
  • 6 Apr '19
 Tim_Fragmagnet

Just optimize the game 4head

1 3
  • 8 Mar '19
 itscoopeinnit

cant wait to find out the release date, i need to book time off work and play it to death \m/

120 164
  • 10 Mar '19
 Toastimus

I'm probably gonna fail my collage application tests because of this game.
It's gonna be worth it.