Mordhau
 Smokingbobs
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  • Likes received 3388
  • Date joined 31 Mar '16
  • Last seen 12 Nov

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529 280

@Smokingbobs said:
Was waiting for this post, Tim. :P

I'm also waiting for the two-handed fist mode to be added:

DFST.jpg

LOL yeah, and the Star trek next gen chest shove that knocked people down + KO.

7 26
  • 16 May
 SodaPop

Hi guys ! im working on a star wars mod and I create this post to show my progress for now I work on models of lightsabers while waiting for the SDK.

For now 1 screenshot of light saber !

screenshot004.png

Knight 1388 3162

@narwic said:
Top tier bait.

I don't know what you mean by bait.

This is completely genuine

Armor and weapons are unbalanced and unfair crutches used by the less skilled players.

pugilist.png

1 3
  • 15 May
 Walde

This is a spicy one!

The commander can be kicked off the castle wall. See pictures below!

unknown

unknown

A member of the blue team can kick the commander out of bounds at the start of the game. The commander stays alive until the red team captures the smithy, after which the commander will instantly die.

Duchess 6879 9845
  • 14 May
 Sir Zombie

@Runagate said:
Is it? I swear I've used that number. Either way, the steam ID works too.

The other lad is thinking of the scoreboard instead of playerlist

Knight 474 916
  • 9 May
 wierHL

Good shit.

Knight 3 21
  • 1
  • 12 May
 Senescent

Maxing your FOV in Mordhau results in a fisheye effect that distorts the edges of your screen. This can be removed using Panini Projection.

Before
Before.jpg

After
After.jpg

As you can see, Panini Projection greatly removes the fisheye effect without sacrificing horizontal FOV.

To enable this you'll need to enter two in-game console commands. These are r.upscale.panini.d and r.upscale.panini.s and I encourage you to experiment with different values. The two values below are the best I've found so far.

r.upscale.panini.d 0.1
r.upscale.panini.s 0.025

Unfortunately, Mordhau reverts these changes each time you launch your game. Luckily your recent console commands are saved so you can open the console and use your arrow keys to quickly reenter them when needed. There may be an .ini file that we can modify to get these changes to stick but I haven't found it so far.

Let me know if you find better values!

1757 1412
  • 12 May
 Rergato

they should just copy counter strike and make defuse, but with an explosive keg instead of c4.

the defuse animation could just be a frantic, goofy looking blowing of air onto the fuse lol

19 9
  • 11 May
 Gterry180

Well I realised this is actually a setting in controls, wait for input or something. Just had to uncheck it. It's on by default.

Knight 7718 14221
  • 11 May
 ToLazy4Name

yo mod me i'm a good one

2 3

Nevermind! Got it! Just so everyone knows, this is what it should look like when you open the game 20190508112014_1.jpg

168 1701
 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.
1084 6146
  • 4 May
 crushed — Art

New patch! Make sure to restart Steam so the update is downloaded.

  • Supporter Pack DLC items should now show up
  • Matchmaking improvements
  • Server browser improvements
  • Fixed a certain duping exploit on Horde
  • Added 64p variant Skirmish maps for custom servers: SKM_Taiga_64, SKM_MountainPeak_64, SKM_Grad_64, SKM_Camp_64
  • Exposed some parameters for server owners (these go into game.ini), see https://pastebin.com/raw/CbDANhzr for details (server owners only)
Knight 7718 14221

very cool I can't wait to play on the new and improved official servers!!!

2 1

I dont know what you guys did, but as off this morning all my issues with finding servers, connecting to servers, finding matches in matchmaking, have all magically vanished and the game is a blast now.

Great job!

1084 6146
  • 3 May
 crushed — Art

We've identified an issue causing the huge lag spikes on our official servers and are restarting them one-by-one to apply the fix. We're going to leave some servers as 48p, while others will be upgraded to 64p. Our next steps will be to increase the pool of official servers, and start doing improvements to the matchmaker. Thank you for your patience during our rocky launch!

2 7

Gather round young men and women, and let me tell you a tale of the mystical Shrub Knights of old, with a small request for the devs at the end.

A long time ago, when chivalry was still in its prime, there was a young man who's name is now unimportant. This man, with the help of three of his friends, made a group of knights that could not be conquered by any means. The highest ranking player couldn't even best them, together or apart. They were known only as the Shrub Knights, and their banner showed as much. A simple emblem titled "Shrubbery!" could be seen on each of their clothes as they valiantly stormed each and every battlefield.

There was the mighty knight, Butterball. His raw might was only matched by the maul he had with him at all times. In just seconds he could turn your head into a gooey paste, or act as a wall to hold the line for his fellow man. If the maul wasn't able to be used, his mace the "holy water sprinkler" could be used in a pinch. Though he was a rather simple and jovial fellow, to get on his bad side would surely end in your demise.

Then there was the man-at-arms. He didn't really have much of a name since most everyone called him the master fister. The reason? He only used his fists. Ever. This one man could take on hordes of other players, and punch your head clean off without taking so much as a scratch. He didn't need to block when he could just sidestep you and break your spine. Just in case, he would always carry a scimitar and an oil pot, mostly to break up groups.

Next was the archer, Rudy. Though weaker than most, his speed made him a foe you should be wary of. He often used spears both up close and at a distance, or pebbles when he got bored. There was even a time when he accidentally popped butterball's head off with a pebble. We don't talk about that. Or the actual butter knife he kept in his boot he used to decapitate people. Rudy was crazy. That's why they loved him.

And finally, there was the vanguard. The leader of the Shrub Knights. The vanguard used one weapon, and he used it well. The mighty zweihander - or as he called it, the "zander fusion." With the reach of that sword, his weird ability to thrive during moments when the game was rubberbanding, and his fellow compatriots, he could not be stopped by anyone. He would lead the charge, screaming a ferocious battle cry, and strike down the enemy as the others closed in on the rest. He was the first - and last - of the shrub knights.

You might be asking yourself, how did such a group come to be? Well, I'll tell you. It was that emblem. The man who created the shrub knights figured it'd be funny to slap that on a heater shield and hide. It was "medieval camouflage." What's worse is it worked.

So, what am I asking the devs? Simple. Bring back the shrubbery! Let the tale live on!

1 3

Asking for the feature that exists in horde mode to be available in other modes where appropriate, all players have a cross icon and their player name above their head. When playing in a party or with a friend on steam in the same match and team, there is no icon like the one in horde mode to indicate where they are in-game. Please add this functionality. Thanks

18 4

Solved.
Complete reinstall of the servers solved the problem2

Duke 754 1201
  • 2 May
 Stumpy

I know your whole team is stressed out now, big release and problems like this arise. We outsiders dont know how hard this actually was to fix since this is most likely a quite intricate netcode problem. But you pushed through and fixed it.
I know alot of people are disappointed and i am too, but for me, this small incident does not shake the sturdy foundation this game has made for me. Such details, gameplay, trustworthy and open devs. A truly magnificient game.
All of you are worth your weight in gold.
Many of those who quit due to these problems would probably have quit regardless since this game was either too hard for them, or not really their type of game. The true fans will play this regardless and i bet my life on it that none of the kickstarter alpha, beta players have quit the game because of this incident with the gold and xp. We see the value of this game. And i hope you devs dont loose your feeling of value either. It can be easy to be disheartened when facing such problems and mass critiques.
But i know you will survive it, i trust you.
Congratulations on the massive success which is well deserved.
(Ps most game launches i've been part of has been much much worse than this. It's just in the nature of launches.)

-Duke Stumpy