Mordhau
 Basile de Mornebutte
Knight
  • Likes received 0
  • Date joined 29 Mar '17
  • Last seen 28 Apr

Private Message

Duke 5554 13281
  • 26 Mar
 Jax — Community Manager

Check out the update and what's changed here! Thanks for your patience and we hope you love it!

https://steamcommunity.com/games/629760/announcements/detail/2121699291601642684

Duke 5554 13281
  • 1
  • 17 Mar
 Jax — Community Manager

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

988 6972
  • 28 Oct '19
 marox — Project Lead

This content update marks the release of Feitoria, our biggest map yet, featuring all of our current game modes. In addition, we have also added more siege-oriented features, such as the ability to drop and raise ladders, chuck large two handed stones from above, tip over baskets of rocks, and even pour boiling oil from cauldrons positioned at strategic locations.

In the coming weeks and months we will be releasing more content additions and gameplay improvements: we’re adapting Mountain Peak for Invasion, finishing up work on our next new map Castello, as well as giving Horde mode some much needed attention.

Patch #13 Changelog 28/10/2019

Gameplay

  • Added new map, Feitoria with support for all existing modes: INV_Feitoria_0, FL_Feitoria, HRD_Feitoria, FFA_Feitoria, FFA_Feitoria_64, SKM_Feitoria, SKM_Feitoria_64, TDM_Feitoria, TDM_Feitoria_64, BR_Feitoria
  • Added stone basket trap interactable to existing maps
  • Added oil cauldron interactable to existing maps
  • Added boulder throwable which can be obtained from an interactable stone pile placed on existing maps. Deals more damage the faster it’s falling (gravity)
  • Ladders now have an interaction UI widget like most interactables, and can now be dropped and raised by holding interact, as long as nobody is on them
  • Invasion player respawn to 5s again
  • Fixed getting stuck on Taiga trees
  • Added 3 choppable trees to Grad
  • Widened keep entrances on Grad and removed the door on the ground floor to prevent congestion
  • Fixed exploiting NPCs in invasion/frontline by blocking them off
  • Fixed removebots command removing map NPCs

Combat

  • Crouch slowed down 25ms
  • Reverted miss combos no longer having lunge change from previous patch
  • Increased climbing speed on ladders by 15%
  • It is now possible to jump off ladders while on them, jump will go where the player aims
  • Base jump stamina cost reduced to 10
  • Cat perk fall damage reduction buffed to 90%
  • Brawler perk now also speeds up fists
  • Executioner Sword strike turncap now more strict
  • Executioner Sword stab stamina drain reduced by 1

Visuals & Misc

  • Added new flat top helmet with 5 variations: Covered flat top, Covered flat top orle, Enclosed flat top, Enclosed flat top orle, Visored flat top
  • Fall damage now has camera shake
  • Camera calculations (3p and 1p) now take into account scale, making scaled characters look natural (viewmodel animations)
  • Character scale is taken into account for interaction distance, allowing picking things up etc for bigger characters
  • Fixed crossbow 1p interact animation
  • Destroyable fence gate now has an additional state that removes the bottom board.
  • Helmets now draw fake shadows onto the face to add depth and make them seem more grounded
  • Fixed kills with torch saying “Stone” in the killfeed

Sound

  • Improved a few equipment fall sounds and added some that were missing
  • Ragdoll fall impacts now play the body thud sound while alive (previously only played when dead)
  • Fixed a few Tier 2 (open) helmets muffling voice
  • Enemy footsteps are now louder
168 1700
  • 27 Sep '19
 elwebbaro — Art

This patch mostly features combat changes for improved readability as well as some other bugfixes.

Patch #12 Changelog 27/09/2019

Gameplay

  • Fixed invasion spawn values being different from Frontline: Player spawn 5->15, Ballista 30->180, Cata 30->180, Horse 30->120
  • Added destroyable trees to taiga that act as bridges and environment traps
  • Adjusted spawns on camp to favor first objective for attackers a bit
  • Added another burnable house to the camp on taiga to make defending a bit easier
  • Updated mod.io plugin (Linux server crash fix)
  • Fix for mod downloads being skipped
  • Potential fix for auth ticket error
  • Fix for failing community server reward drops

Combat

  • Miss combos no longer have lunge
  • Ripostes can now chamber, their chamber window is the entirety of the windup (chamber restrictions/sides still apply)
  • Riposte clashes will now overpower regular strikes
  • Flesh wound now sets stamina to 0 when it triggers
  • Flesh wound point cost reduced to 2
  • Blocking horse rider couch/joust no longer ragdolls
  • Adjusted regular strike release curve - now looks better and more readable
  • Riposte strikes now have their own release curve, which is linear - this fixes the stutter in the early release transition periods and makes them more readable

Visuals & Misc

  • Fixed a spawn protection box that poked through the ceiling on INV_Grad
  • TeamFlinch is now a server variable (same place as teamdamage is set, TeamDamageFlinch = 1 to enable) which will cause team hits to flinch teammates. Disabled by default.
  • Riposte stabs no longer angle (always straight), they also no longer let you choose the side of the stab, the side chosen is inherent in the parry side, which forces stabs to use the more readable (flip-around) animation, fixing cases of "jpeg stabs"
  • Strike->stab morphs will now force the stab to use the same angle as the strike, making the action more natural looking and less snappy
  • Attack turn compensation is now enabled in all directions (previously depended on angle, e.g. horizontals had no up-down compensation, and overheads had no left-right compensation). - this will make certain cases more readable and no longer instant hit
168 1700
  • 10 Sep '19
 elwebbaro — Art

Invasion & Mod support

With this update, we are shipping the Invasion game mode on three existing maps: Grad, Taiga and Camp. Invasion is an epic, asymmetric, objective-based mode where one team defends and the other attacks. The remaining maps will be adapted for Invasion in the future, including the two new maps we’re working on - Feitoria and Castello.
Also featured in this update is automatic mod (map) download when connecting to a modded server. This is only the first step in mod support for MORDHAU, as the official SDK is not ready yet, although our resourceful community has managed to make maps regardless.

Stay tuned for more updates in the near future, Feitoria is just about ready for release!

Patch #11 Changelog 10/09/2019

Gameplay

  • Added a whole new asymmetric objective-based mode called Invasion. Currently available on Grad, Taiga and Camp. Mixed in with existing Frontline rotation on official servers.
  • Added automatic mod (map) download on connect and mod.io integration (workshop)
  • Server owners can specify their https://mordhau.mod.io/ auth token in the ServerModAuthToken field in Game.ini which they get from mod.io. Any mods subscribed by the mod.io user will be automatically downloaded & updated by the server on startup.
  • Reduced waiting for player time in duel from 120s to 90s
  • Fixed kill credits being assigned to teammates for teamdamage (e.g, even if the enemy suicided or died otherwise) causing a teamkill
  • Players on vehicles now count for pushing in push objectives (e.g. horses etc)
  • Getting auto-kickbanned for teamkilling (5 TKs) no longer applies a global matchmaking ban of 30 minutes, it now only bans you from that server for 30 minutes.

Combat

  • Adjusted axe head bonus stamina drain vs shields to be slightly weaker
  • Held block shields global stam negation increased by 1
  • Held block shields block turncap slightly less strict
  • Reverted Horde changes from last patch except for the projectile damage change
  • Horse respawn time increased to 2 minutes
  • Spinning in the opposite direction and trying to “backswing” will no longer work, now causes glancing blow

Weapons & Equipment

  • Eveningstar main mode strike combo slowed down 25ms

Visuals & Misc

  • Made thrown weapon trail a bit less squiggly
  • Fixed perma ban message showing when trying to search for a match after a temp ban expired
  • Fixed inventory not refreshing between matches when staying on the same server
  • Medium horse now gets random colors and patterns assigned on spawn, and will assume team colors when mounted in a team mode.

UI

  • Polish on objective icons look and feel
  • There’s now a fixed amount of closest objective icons that show up, preventing too much clutter
  • Objective icons now display in the map spawn screen
  • Added mute, unmute, mutelist commands for server admins; prevents players from sending chat messages; global on official servers
  • Banlist command now includes globally banned players on official servers
  • Fixed profanity filter not applying when checked (having to be re-checked)
  • Synced up duel UI countdown better with the server
  • Fixed top rank next icon breaking in duel
Duke 5554 13281
  • 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:

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.

fet3.jpg

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 5554 13281
  • 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.

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
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.
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  • 1
  • 29 Apr '19
 Vesanus — Level Design

Crazy, craazy ride!

Thank you everyone.
You are all trully magnificent!

Duke 5554 13281
  • 29 Apr '19
 Jax — Community Manager

ya yeet

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  • 1
  • 29 Apr '19
 Maxilatorn — Art

It's sure been a fun ride, big thanks to everyone who made it possible!

988 6972
  • 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!

988 6972
  • 1
  • 18 Apr '19
 marox — Project Lead

Mordhau is coming to Steam on April 29th 2019. Wishlist it now
Enjoy the trailer!

Duke 5554 13281
  • 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!

988 6972
  • 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 6972
  • 2 Feb '19
 marox — Project Lead

@Milosh_Obilic said:
Will there be any plan to get Bots sprinting enabled/integrated as a variant behaviour tree for each Bot character. Possibly a setting you can enable/disable when creating a LOCAL game? If not, will there be changes/additions to bot behaviour trees prior to SDK launch? Very happy with the current ones, however kiting them with back-peddle + repeated stab or long ranged slash is OP 1v1. Pretty well optimised for horde mode though. A sub-variant behaviour for offline games only, to accomodate players that want to practise 1v1 would be much appreciated by myself. Based on the fact sprint enabled combat for bots would be real useful in SDK modding applications, I feel this is a reasonable request/question.

Bots have had significant changes, especially basic movement. Among the changes are also things like being able to open doors, clear destroyables, climb (sometimes), use ranged weapons where appropriate including throwables, use emotes and voice commands, look for weapons when disarmed (or simply without a weapon), duck attacks and footwork, they also avoid having too many bots on single enemies (usually at most 2) and will position themselves opposite to other allies to maximize their ganking potential.

Their parrying behavior has been reduced a bit to make them more enjoyable to fight instead of being these impenetrable walls, although Seymour remains unaffected.

3 13
  • 31 Jan '19
 Pilgore

Might as well make an account here as well. Can't wait to try it out, it looks brilliant, Marox!

988 6972
  • 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!

Duke 5554 13281
  • 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