Mordhau
 Smokingbobs
Count
  • Likes received 3389
  • Date joined 31 Mar '16
  • Last seen 11 Jan

Private Message

1 3
  • 15 May '19
 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.

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  • 11 May '19
 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.

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  • 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.
1090 6149
  • 4 May '19
 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 7768 14327
  • 4 May '19
 ToLazy4Name

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

2 1
  • 4 May '19
 north_bound

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!

1090 6149
  • 3 May '19
 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!

18 4

Solved.
Complete reinstall of the servers solved the problem2

Duke 754 1201
  • 2 May '19
 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

1090 6149
  • 2 May '19
 crushed — Art

First and foremost an apology to all players from our entire team.

The current state of the game is not the one we wanted you to experience at launch. It might sound cliché, but we were not able to keep up with the rapidly growing playerbase in this short amount of time.

On the bright side we were able to locate the problems that caused Gold and XP rewards to not be distributed properly, as well as unlocks not working in the Armory. - They should work properly now. We are also currently looking into ways to compensate players for their troubles.

Make sure to restart your game so the update gets applied! We are also currently restarting the servers on our end.

Additionally we've added some improvements to the Server Browser. You can now filter for a server name or set a ping limit.

Our top priority right now is to iron out the stability problems with our Official Servers, as well as bugs with the Matchmaker.

Thank you for all your patience despite these issues!

1090 6149
  • 29 Apr '19
 crushed — Art

We know a bunch of you guys don't receive any Gold or XP rewards. It must sound like a broken record, but we're looking into those issues.
To make up for the inconvenience we will compensate all of you with a little bonus once the problems are ironed out.

The server stability problems somewhat contained and under control. However there's way more people playing than we expected so we're a little short on server space and we're working with our partners to expand with the demand.

Thanks for all your patience so far!

Duchess 806 3550
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  • 29 Apr '19
 Stouty

see you on the battlefield boys

posting in a historic thread

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  • 29 Apr '19
 Vesanus — Level Design

Crazy, craazy ride!

Thank you everyone.
You are all trully magnificent!

Duke 5559 13285
  • 29 Apr '19
 Jax — Community Manager

ya yeet

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  • 29 Apr '19
 Maxilatorn — Art

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

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 19 56
  • 31 Mar '19
 RatedMforMlady

First Impressions from a noob (600 hrs Chiv, 40ish hours Mordy)

TL;DR - Overall, FL is missing the "soul" of TO because it feels like a disconnected, endless slog of a battle that looks awesome on paper and has great cinematic ragdoll-style effects but ultimately feels like TO's sloppy seconds because it doesn't feel like there's any thread of a story running through each area/objective.

FL seems like it's missing the "soul" that TO once had. If we take everyone's favorite Dark Forest as an example, it feels like both teams are going through a sort of story as the match progresses. Sure, the lore is minimal and pushing the cart is simplistic, but little flavor elements and varied objectives like spilling the corpses into the cistern to spread plague or having two people stand on either side of a gate to lower it, combined with the final epic siege of the fort to kill the royal family, all lead to the player feeling like there's kind of a "story" as the game goes on.

Plus, you'll start to recognize the exceptional players on both teams as the match goes on. You might see a guy with a gold helmet 1v3 and go wow, I better steer clear of him. Then you remember his name and he becomes almost like a miniboss as he's defending the royal family. These mini rivalries create sort of a meta story, combined with the lore elements of the objectives, that make each match of TO memorable and enjoyable even if you occasionally die from a catapult or some nonsense firepot.

FL has almost none of this because the objectives themselves (points and carts) don't really do anything significant. Throwing fire onto blue team's camp tents is neat and a nice throwback to chiv, but the explosive carts and holding points feel sort of uninspired. Perhaps part of that is because they they dont change the terrain at all.

Even in a linear TO map like Dark Forest, you'd have plenty of unique areas to fight around during each stage of the objective. The first two sections are simple with small wooden structures and bridges, but thanks to a bit of verticality they remain interesting (think of the second wooden platform layer during the cistern stage (the one with the gate that two people have to stand on each side to lower) and the log bridge at the royal family part). Whereas FL, or at least Camp, is mostly just a big flat battlefield. Kinda boring. And maybe part of that is because it doesn't change. With TO maps, unique and interesting areas might not last more than a few minutes, so if you want to try something unique, you'll only have a few chances to do so. The experience remains novel in the player's mind because it doesn't last very long, so the fights they have there feel like they have a history and not like it's just a big battle where your last fight could've happened in this match, the previous one, or any other random moment of playing FL.

The attackers have a solid goal to push toward and they know they can make reliable progress that won't be reversed, so they can feel happy about their death if they know it helped push the cart just a few more inches. Whereas defenders can feel extra satisfied when they do finish someone off and clear the cart. They know that they just have to last a few more minutes and they'll win, whereas the attackers need to beat them back just far enough to get the next objective and add more time. Those moments are climactic and exciting because there are reasons to try extra hard during those moments.

TL;DR again

Overall, FL is missing the "soul" of TO because it feels like a disconnected, endless slog of a battle that looks awesome on paper and has great cinematic ragdoll-style effects but ultimately feels like TO's sloppy seconds because it doesn't feel like there's any thread of a story running through each area/objective.

Knight 5410 7408
  • 1
  • 15 Mar '19
 Humble Staff

I experienced his discontent first hand earlier today, he wasn't very much into frontline.

Also, me and a SA pal couldn't find any servers after some point, idk why. SmokingBobs told me the same not too long ago. The game crashes from time to time too, i sent the respective reports.

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  • 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 :))

HighresScreenshot00121.jpg

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!