Mordhau
 Sir Titty Sprinkles
Duke
  • Likes received 68
  • Date joined 31 Dec '16
  • Last seen 8 May '19

Private Message

988 6974
  • 12 Sep '17
 marox — Project Lead

It's here! The purpose of this Alpha is to ensure the stability of the game and its server infrastructure, as well as testing the functionality and synergies between all the game mechanics. Balancing is not a big concern to us at the moment and will be addressed once we have finalized our proficiency and perk system, which will follow in a future update, along with other features that we're currently holding back while they're being worked on. Please keep in mind that this is an early alpha version of the game, bugs and broken things are to be expected.

To compensate for the lack of an ingame tutorial in this early stage, it's highly recommended that you read carefully through the controls menu and try things out in a local match before jumping into multiplayer -- there are some extremely skilled players with thousands of hours in melee games who are eager to fight and won't hold back.

Also, check out this great tutorial made by community member Jax:

Baron 495 1381

Thanks fer joining the Forum LiquidSnake! Great to see you here!
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Conscript 108 462
988 6974
  • 11 Sep '17
 marox — Project Lead

It's almost here folks, and yes, that's 2017, we're not delaying it by another year. We will unlock Steam keys tomorrow by the specified time, which will then appear in your forum account, and you'll then be able to activate them on Steam. If you haven't activated your purchase on our forums yet, go ahead and do that (we've sent out emails with the activation link some time ago!)

We can't wait to have you guys get your hands on what we've been working on (and what you've been waiting) for so long. See you guys tomorrow!

PS: regarding the recent outbursts on the forums.

The situation on the forums has been, well, rather tense the past few days. We made some decisions that clearly riled parts of the community up. If we were to do it again, we'd have handled it differently for sure. We've been working day and night to make sure everything in the alpha is working correctly, and that it has as much content as we can reasonably put into it at this point.

If you've been following us for a while, you know we tend to obsess over details and nothing is ever good enough. This remains true even for an alpha, and will remain true in the future. It's simply how we operate as a team. Unfortunately, everything has its downsides, and it sometimes costs us foresight when it comes to other aspects, like keeping you informed of our on-the-spot decisions, or being able to stay true to deadlines. That said, we think you'll love it. And ultimately, that's really why I think we're all here. Thanks for your patience and support, we'd never have made it without you.

Knight 65 192
Countess 1233 2912
  • 28 Aug '17
 Whisper

MFW
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988 6974
  • 28 Aug '17
 marox — Project Lead

With September just around the corner, we unfortunately have to announce a short delay in getting the alpha out to you all. This one's not going to be long, it's one to a maximum of two weeks into September. We simply couldn't get everything done in time to hit August. These weeks before launch are incredibly hectic and sometimes there's just not enough hours in a day (or week, or month). Given that there's over 3000 of you (both scary and exciting), we want to make sure things work properly.

At Alpha launch, you'll be able to play on these 4 maps: Camp, Grad, Pit and Ruins. There are more maps that will be added during the Alpha period, but these were our most polished, so we decided to include them first. Check them out below:
http://imgur.com/a/V4Xlx

More weapons and armors are being added to the game constantly, check out these two-handed maces that you'll be able to wield soon:

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Stay tuned, won't be long now!

132 1228
  • 30 Jun '17
 Maxilatorn — Art

Thanks everyone for the compliments!

988 6974
  • 30 May '17
 marox — Project Lead

We've been busy! Work is progressing towards our Alpha milestone, which means getting critical bugs sorted out, putting UI in place, and deciding which content will make the initial cut. Along with this, we're also taking care of some optimization to make sure we get rid of any nasty framerate spikes during gameplay and that we're able to hit stable framerates in battles of various sizes. Being a melee game with a reliance on timing, the input has to be really tight, and there's not much room for framerate dips. Being a graphically intensive game on top of this can make things quite challenging.

We leverage level of detail (LOD) functionality heavily to this end. The simplest of its kind is a reduction in polygons as characters move further away from the screen, like in the example below.

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This reduces some load on the GPU, but doesn't do much when the CPU is struggling, so we have to resort to many other tricks. For example, a big culprit are our characters because they are comprised of many different parts, each part requiring their own texture. If you add up all the gloves, arms, shoulders, chests, helmets, coifs, skirts, legs and boots that a character can wear at any time, you end up with a staggering number of parts. These make each character truly unique, but are also quite expensive for the CPU when it has to tell the GPU to draw them. To alleviate this, when characters are far away and when this sleight of hand is not noticeable, we switch to a different construction that is very efficient for the CPU to pass around, and it looks a bit like this:

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We're also adding other optimizations on the CPU side of things, and letting players really lower the CPU load. One drastic measure we're taking is that we allow CPU code to run at a lower FPS for content that is further away from the player. This is typically done in games for animation, which ranks among the most expensive, but we generalize this approach and use it across the board. When this setting is cranked to extreme levels, it can have the effect of watching something in the distance in stop motion, but it can help lower-end rigs run the game at a reasonable framerate, and it does wonders for when you have lots of characters on the screen fighting.

However, work continues on other aspects of the game, too. More and more wearable items are being added to the game, check out the character below and see if you can spot some never-before seen gear!

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And last, but not least, more map environments. We're trying to make some new, pleasant environments for you to murder each other in. Here's a shot of some more recent work, it's one of the larger maps containing among other things, a fort and a mine. Take a look!

4 (2).jpg

Knight 15 27
  • 30 May '17
 WoZZerZ

Runescape mode!? HYPE

Count 164 304
  • 15 Mar '17
 ColonelMustache

GODDAMMIT FINE I UPGRADED TO $200 FOR THE AWESOME FUCKING GLOVES AND THE STUPID BOT NAMING

I'll prolly name the bot Girard Hellblast after my character in the Mordhau DnD campaign. Unfortunately I have my doubts that combat pianos will be included in the extra weapons stretch goal.

Knight 5410 7408
  • 11 Mar '17
 Humble Staff

Alright, i summon the powers of capitalism to turn my worthless spic currency into burguer money!
As the backer Nº 2139 i wait patiently for my sweet sweet alpha key.
And now, enjoy some hobo tongue:

Kickstarter.jpg

Knight 1837 2232
  • 10 Mar '17
 Void

@Faffywaffy said:
I am confident, but Im just cautious. Remember CLANG? all everyone got was a prototype that didnt have very fun gameplay.

Come on now, you're not a new guy here. If you were following closely to this point, you should know by now that it's going to be awesome. The gameplay footage leaves no doubt and the team's perfectionism is visible in every little aspect. They're set to deliver the best game they can and they are mindful of the community. What else do you need?

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Just imagine the spike in plegdes when skallagrim does a video on this.