Mordhau
 Void
Knight
  • Likes received 2232
  • Date joined 26 Apr '16
  • Last seen 30 Jul

Private Message

Duke 5556 13281
  • 1
  • 16 Apr
 Jax — Community Manager

Starting today, we have removed all forum sections except announcements and bug reporting.

This is to help condense our feedback down into more popular social media platforms, and also helps to assist with moderation, as we now have less to manage for our volunteer mods.

If you would still like to give feedback (and we would definitely appreciate it!) please use our Discord - discord.gg/mordhau or take a visit to the Mordhau subreddit - reddit.com/r/Mordhau. Or visit the official Mordhau steam discussions.

Thank you all for the valuable feedback that has been given on these forums, and we hope to see you on our other platforms!

Knight 627 2068
  • 28 Nov '19
 LuxCandidus

@yourenemiesfriend said:
"4 days"

Whatever happened to "we're bad with timelines."?

Pretty sure if it takes you 2 days just to post about this issue it's going to take you longer than 4 days to fix.

Careful, Chizzler. You are on your way out. Make a constructive post for a change, or save the space your unhelpful disdain for the developers takes up.

1 8
  • 28 Nov '19
 PostmasterGeneral

@Oshardt said:
Are you going to make us download something every day or what????? Three days on a row. This is starting to annoy me A LOT.
After a whole day i just wanna chill a bit and play and i find a new pacth and have to wait every day.
Its really bothering me.

Oh no everything is broko plz patchie
Oh no I have to download patchie

Devs put out fixes, you complain. Devs don't fix, you complain

Get life.

Duke 5556 13281
  • 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!

Duke 5556 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.

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  • 20 Jul '19
 JimboniusMaximus

Triterion, thank you so much for your dedication and hard work. I can't wait for these updates and to watch the evolution and future success of Mordhau. As a player more on the older side, you guys remind me of a young Blizzard/Blizzard North. You've really made a quality product and you should all be proud at what you have accomplished.

Keep it up!

1 1
  • 20 Jul '19
 Maharba

Great to hear! Love the game, keep up the good work.

Very excited to hear about horse balancing.

Knight 2 1
  • 20 Jul '19
 Vanillakilla

Nice to see devs providing REAL updates and information for their community in a timely manner. I had high hopes for this game and somehow, this small team has far exceeded my expectations! Keep it up Triternion!

Duke 5556 13281
  • 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.

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.

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
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  • 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.
1089 6148
  • 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!

1089 6148
  • 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!

Duke 5556 13281
  • 3
  • 29 Apr '19
 Jax — Community Manager

The Official Mordhau Server Rules are as follows:

1. Hacking/Cheats:
Using 3rd-party software to gain an unfair advantage is strictly disallowed and will result in a permanent ban. Reshade and other graphical changes are permitted.

2. Exploiting:
Intentionally using exploits found within the game to gain an advantage (clipping through map objects, etc.) is disallowed and may result in a temporary/permanent ban.

3. Racism, prejudice and offensive content:
Use of derogatory, offensive terms on official servers is not allowed. Conduct yourself in a polite manner or you may be temporarily/permanently banned from official servers.

4. Griefing:
Intentional and repeated harassment such as intentional team killing, constant suiciding, blocking friendly spawn areas, stream sniping etc. is prohibited and may result in a temporary/permanent ban from official servers.

5. Abusing votekick:
Abusing the vote-kick system (random kicking of players, votekick ‘rigging’ with multiple players etc.) is not allowed. Only use the vote-kick function to remove disruptive or offensive players from the server.

Rules may be subject to change at any time.

If you would like to file a report against a disruptive player, make an appeal, or address any concerns/complaints with the official server rules, please contact moderator via DM on discord @ https://discordapp.com/invite/mordhau.

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!

Knight 627 2068
  • 18 Apr '19
 LuxCandidus

Good luck, everyone. It has been an honour to follow the development of Mordhau long before the Kickstarter. I hope you win all the Game of the Year awards, because you certainly deserve it.

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 5556 13281
  • 11 Apr '19
 Jax — Community Manager

i'm g'not a g'knight

988 6972
  • 13 Apr '19
 marox — Project Lead

@SherbershLemel said:
will chamber have more AP than parry or will they be the same

Not sure about chamber AP yet, the problem with chamber AP is that it doesn't fit well into this mechanic at all visually. For example, say we give 150ms of AP on the start of riposte, then the animation still makes sense. Now doing the same on chamber makes no sense. Chamber can occur really late, at which point the AP would just be an invisible forcefield. So right now probably no AP on chamber, at least not this way. Not sure what to do about it yet.

988 6972
  • 13 Apr '19
 marox — Project Lead

@Lionheart Chevalier said:
^ By far the most frustrating scenario when dealing with 1vX is when your parry/block is flinched.

Glad to hear something will be done about it,

The game already has parry in flinch for at least the last 2 stress tests (I think), it was just 100ms (or maybe 75ms) and now it'll be extended to 150ms