Mordhau
 EvilSuD
Baron
  • Likes received 244
  • Date joined 9 Mar '17
  • Last seen 21 Jul

Private Message

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

Welcome back!

aa3ca8554eda63b76fccde5acebd124c

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!

64 36
  • 30 Aug '19
 Odd

ah yes

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

HighresScreenshot00030.jpg

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:

rankdivisionshowcase5.png

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.

Baroness 19 88
  • 3 Jul '19
 Kreittis

Hitpiece or not, I'm disappointed in retracting the gender toggle options.

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.
Duchess 6897 9885
  • 30 Apr '19
 Sir Zombie

flesh wound op literally get double health should be 16 points

988 6974
  • 29 Apr '19
 marox — Project Lead

What a ride! The day of Mordhau's release is finally here. Our target is to go live today April 29th @ 10 AM PDT. We will be launching with a base price of $29.99 (Steam currency/regional pricing applies!) and a 10% launch discount. Besides the base game, for those who really want to go the extra mile to support us, you'll also be able to purchase the Supporter Pack containing the soundtrack, Medallion (necklace) wearable cosmetic and Mercenary banner. Those who wish to purchase the Steam key to the game on our webshop, will be able to do so here when the game is released, and a lot more money from those sales will go to the developers, as Steam won't take their cut.

Anyone who backed the game at $40 or more (Beta level, which contained the Soundtrack) will receive the Supporter Pack as part of their pledge via Steam key on the account you've registered on our website. So please keep this in mind to avoid purchasing the Supporter Pack twice! Please give us an extra couple of days to supply these Supporter Pack keys to you, as we ran into some delays there.

All backers should have received their rewards by now (except the soundtrack). For some of you, we're still waiting/adding the things that require your input (custom emblems, etc.) so make sure to fill out all forms on our website. If you have not yet received a key please do the following before contacting us. Check your emails, most of you that contact us have already activated your purchase back in 2017, but have not checked your forum account for the Steam keys. The keys have been waiting for you there for some time :) If you are sure you haven't received any activation link, and have never activated your purchase on our forum/website, then get in touch with us via a Kickstarter private message, or send an email to [email protected] from the email you used to purchase, and we will sort you out.

If you would like to purchase just the soundtrack (and it's a good one!) directly from the composers, you can do that here.

Thank you so much for supporting us and making this project possible. It's been an absolute blast to work on, and we hope you'll enjoy playing it!

See you on the battlefield!

Knight 766 3329
  • 23 Mar '19
 Mittsies

@Peacerer said:
Who gives a damn about skins, fix shields and archery instead.

excuse me sir but this thread is for 2h elitists only. you'll have to wait outside.

988 6974
  • 1
  • 12 Mar '19
 marox — Project Lead

Attention all backers!

NOTE: This is a closed test for Kickstarter backers only. Access to the game is otherwise not possible at the moment, but release is coming soon!

As we approach towards having everything ready for release, we need your help to do some stress testing and identifying any show-stopping issues. Starting on March 15th (Friday) at 5 PM CET (Central European Time), until (including) March 17th (Sunday), we will be running organized tests on the pre-release build, where you'll get a taste of what we've been working on.

This time around, we really need to hit high player counts, so we are going to be limiting the servers to guide the testing phase. We will be doing themed tests each day to focus the population, starting with Friday - Frontline on Camp, Saturday - Battle Royale on Grad, and ending with Sunday - Horde on Taiga. Outside of these dates, the new modes will not be available to play. We are doing this to ensure that all those who wish to try them out show up on the days mentioned, ensuring a high peak. During the testing we will have servers in EU, US, AUS and SA.

After the weekend testing period, we will be rolling back the game to the current test build which will remain up until closer to release. Assuming there are no major issues, we will then proceed with our preparations for release and will announce an exact date shortly after. Good times are coming.

(Sneak peak below of the new armory poses :))

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988 6974
  • 7 Feb '19
 marox — Project Lead

@elwebbaro said:

@marox said:
We're on 4.19.

Maybe you are, but the rest of us is on 4.20.3.

Well, shit

Knight 103 267
  • 5 Feb '19
 GAYFISH

I always thought all the bone breaking sounds were too high pitched.
I feel like it should be a bit deeper sounding since bones are pretty dense.
Head explosion also looks really bad too. I know it would've been harder, but a jaw joint with 2 connection points for partial and full dismemberment would be much cooler.
Just imagine seeing a dude's jaw hanging out from the bottom of their helmet after a phat ES smak or mol to the face, would be glorious.

988 6974
  • 30 Jan '19
 marox — Project Lead

Mordhau's store page is now listed on Steam!
We've been hard at work wrapping things up for release the past several months, fixing any outstanding bugs and adding the necessary polish and content where needed. This work will continue leading up to release in Q2 2019, which we estimate we will hit somewhere in April (early if all goes to plan). A glance over the Steam page should give you a hint of what to expect on release, but I will elaborate a little more here. We'll be releasing with 3 new modes that we expect to be the main attraction.

Frontline: a flag-capturing conquest-like mode played on large maps with horses, siege engines and chaos all-around. Goal is to capture the enemy's flags in linear order while defending your own, and culminates with an objective to complete in the enemy's base.

Battle Royale: start out with fists on one of our maps, haunted by a circle constantly creeping ever closer. Find loot & armor in chests (or on other players) to deck yourself out and manage your health with scavenged bandages instead of regeneration.

Horde: coop mode to play with friends against waves of AI, where you can purchase equipment & armor in your base obtained from clearing out the more and more difficult waves.

And of course, all the modes we have so far: Deathmatch, Team Deathmatch & the round-based single-life Skirmish mode. We've been working on polishing plenty of stuff such as the AI, the UI, adding unlocks and achievements, tracking skill based on kills/deaths to be able to put players into appropriate servers, improving performance, etc. We also now have a fun tutorial for new players that they can play through to familiarize themselves with the game. Throughout all this time work continued on map work, which led to various reworks and expansions of current maps like Grad and Camp and the introduction of Taiga. We have some maps still in the pipeline and close to completion, but we won't hold the release back if those are not finished, meaning they might come shortly after release.

Finally, there's some things that didn't make it for various reasons and we decided are not worth holding back a release for. Among the Kickstarter stretch goals that won't make it on release are ranked competitive 1v1 matchmaking and the SDK. We will focus on these post-launch. Another feature that won't be there are female characters, as we simply didn't have time to do these justice, so we will be looking at the introduction of the gender option after release.

There's also some Kickstarter rewards we need to wrap up, and we will be sorting these out before release as we go.

We'll be keeping in touch!

70 117
  • 15 Jan '19
 conny

Cuz then you got to make your game look like an oldschool-movie lsd tripp to avoid a disadvantage

Knight 29 155
  • 4
  • 10 Jan '19
 internetgoodboy

There are a lot of visual issues with head gore from blunt weapon damage.

  1. The gore model placed on the neck is red mush with a femur coming out of it.
    Untitled.png

  2. If the blunt weapon only causes a partial dismemberment and the head becomes detached, the lower half of the neck model shows a clean cut while the gore model on the upper half of the severed neck has that weird ham bone in it.
    Untitled 2.png

  3. If the head is destroyed by a blunt weapon, the head vaporizes and a few tiny, red nuggets spawn in its place
    Untitled 3.png

This, in my opinion, looks terrible. I'd have rather seen a broken neck and some crushed metal bump map decal on the helmet or some other alternative. If there is no helmet, there should maybe be some crushed head model or some other localized wounds on the head. I'm no game designer so I don't know exactly what's feasible, but I think nearly anything would look better than my magic hammer turning someone's head into chicken nuggets.

177 457
  • 21 Nov '18
 Koda

I've been starting to play more competitive lately and one thing that's been bothering me, is when I see an enemy is super bloody and so I try and push around someone to finish them off so they can't heal, only to get the hit for 34 damage and they survive it.

Maybe it's not such a big deal, just stop doing that I guess, but it seems unintuitive to hit someone who's bleeding from every square inch of their body and have them take that hit no big deal. I suggest only having heavy blood on someone if they are <25 health.

Baron 1647 5233
  • 8 Nov '18
 Lincs

o shit we fortn-
nevermind we battlefie-
no wait we mirror's ed-
we uhhhhhhhhhhhhh
i guess we just mordhau chief

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

Duchess 806 3550
  • 28 Sep '18
 Stouty

@Xatrian said:

BR

>not wanting melee br
>being such a boomer that optional game modes trigger you

105 685
  • 27 Aug '18
 Spook — UI

Flesh Wound + Brawler is a hilarious combo. Get your hands chopped off and DROP people with your powerful, meaty stumps.

Baron 2358 3392
  • 26 Aug '18
 Xekratos

Dude, Flesh wound is god tier. If you have a strong offense you can pick up some really easy kills. It's almost an entire htk and even if they go full turtle you can just go full REEEEEEEEEEEEEEE and kick and feint and shit.