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988 6973
  • 12 Apr '19
 marox — Project Lead

@wierHL said:

@男の娘 said:
i hope the reintroducing of AP wont block attacks from behind

Logically the AP "zone" should be similar to the parrybox right?

Yes, identical zone.

988 6973
  • 12 Apr '19
 marox — Project Lead

Also, I like teamfights at the moment compared to when we had HA. Still wish we got to test AP again though.

We're reintroducing a short period of AP on parries and chambers, but mostly as a consistency thing since it helps blocking that attack that's just about to hit you when you press riposte. Similar to the reason we extend parry into flinch a little bit.

However, I don't think mechanic changes will stop after release. Balancing obviously will continue too. Maybe we can get a opt in test build after release.

We'll be using this to test changes post-release, right now it's just not feasible, because everyone would go onto that branch because it has players, then complain when it's completely broken.

Duke 5538 13219
  • 12 Apr '19
 Jax — Community Manager

@Lionheart Chevalier said:

@Jax said:
Additional shield changes coming next build.

Can you go into specifics please lol so I can argue for or against them in advance?

Duke 5538 13219
  • 11 Apr '19
 Jax — Community Manager

Additional shield changes coming next build.

Duke 5538 13219
  • 11 Apr '19
 Jax — Community Manager

@Lionheart Chevalier said:
I don't like that we get scraps of what may or may not be coming from people who might be on the dev's inner circle. More specifically to deflect or play down combat complaints that have been made since day 1 of Alpha and will likely continue post-release.

Where is Jax?

I don't usually respond with specific balance changes like "oh 25ms feint nerf" or stuff like that because if it changes before a build goes live everybody gets mad at me

We're looking at 1vX improvements and some other general tweaks to improve things, but like I said I'm not going to go into specifics here.

Also Frise if you play the paxe like you do a baxe something is wrong with you lol

319 417
  • 11 Apr '19


Hello, English speakers. Here is an interview conducted by NoFrag. We are a french site dedicated to FPS.

NoFrag: Hello for the second time! The last time we talked (February 2018) you were about ten people on the team. Has the team evolved since then?
Triternion: We’re still the same team, it’s a good, manageable size for us, and we complement eachother well.

NoFrag: We are a few weeks away from the release, the development of the game started in 2015. How do you feel and how is the atmosphere? Is there a party planned with a VIP area for the press?
Triternion: Things are quite hectic as we near release, trying to fix everything that’s left, adding the last remaining things that we can squeeze in, etc. It’s very hard for us to say “this is it”, as we always want to fit something else in last minute. But we’re almost there! We don’t have any plans for a party on release, we’ll probably be all hands on deck trying to put out any fires, and deal with the PR/marketing side of things – that’s going to be a long week.

NoFrag: A test weekend has just ended, there were some server problems at the beginning. Overall, was this first full-scale test satisfactory for you? Are there still any unknown variables left?
Triternion: Yep, server problems were what we were testing for. Performance wasn’t up to par for the servers due to an oversight on our part, which we couldn’t detect without actual players filling it up. But we’ve quickly fixed the issues, and are expecting the next test to be much smoother. There’s no unknown variables at this point, and, thankfully, we’ve got everything under control.

NoFrag: From what I read, Frontline (objective game mode) was greatly appreciated. Are you going to make any changes before the final release? How many maps will be playable in this mode?
Triternion: We had a lot of positive feedback, and we’re happy folks have enjoyed it! Primarily we’re addressing issues with the mode that we’ve received complaints about, and also addressing performance issues. We’ll be adding a couple more objectives to the maps and some tasks to do at the capture points that have to do with repairing and fortifying them. In total, there will be 4 maps playable in this mode on release (Camp, Grad, Taiga and Mountain Peak), and 2 more maps will be coming post-release once we finish work on them, as we didn’t want to delay release for these two maps in progress.

NoFrag: Overall, can we expect any surprises with regard to the content of the beta?
Triternion: Polish, fixes, optimizations, and trying to squeeze more stuff in for the modes!

NoFrag: Concerning the combat system, are you satisfied with its current state or will you continue to modify/balance a few things here and there?
Triternion: We’re happy with how far we’ve come, but we will absolutely continue to work on it as we go.

NoFrag: The Battle Royale mode has made a lot of comments in its current state. Personally, I didn’t really appreciate the experience. What have you learned from the feedback and will you make any changes?
Triternion: We’re doing plenty of changes to it – rebalancing the loot, fixing the bugs that plagued the experience, etc. Ultimately, however, Battle Royale will probably not be a mode for everyone, but that’s okay.

NoFrag: What are your plans for the content after the release? Do you already have a roadmap in mind?
Triternion: Some of the things we will focus on are getting the 2 large maps that are in progress done, work towards a 1v1 ranked mode, and mod tools. Alongside the bugfixing, that should keep us occupied for a bit!

NoFrag: I imagine that any future major updates of the game will depend a lot on sales. How many Mordhau copies do you need to sell to ensure regular follow-up?
Triternion: We don’t have any concrete numbers. The better it does, the more we can do to support it.

NoFrag: If we look a little further in time, do you already have any ideas for DLCs?
Triternion: Oh, we always throw around some ideas, but don’t have concrete plans right now. We really like the idea of doing bigger expansions rather than some cosmetic items. Introducing new cultures that fit well with the game, alongside new maps, etc. It’s tricky with a multiplayer game, as we can’t split the playerbase, but I’m sure we’ll figure something out.

NoFrag: Do you have any other maps in preparation? If so, how many and in which environment/ambiance? Any other game modes in mind?
Triternion: Two right now, Feitoria which is an urban town with villages surrounding it. It’s our biggest map yet and has been worked on for a very long time, but it’s not quite ready for release yet, and it will probably come shortly after. The second one is an expansion/re-imagining of the current Contraband map into a town by the coast.

NoFrag: Are other siege weapons in preparation? I would very much like to destroy a castle with a trebuchet before sounding the charge.
Triternion: Not at the moment. We have trebuchets that fire on their own on the map Camp, but nothing you can control right now. Perhaps in the future!

NoFrag: Matchmaking and duels will not be present at the release, what were the problems that caused this delay? When can we expect its release?
Triternion: Matchmaking in the sense of automatically queuing for a match with skill being taken into account will be there on release. However it’s not super strict. We’re trying to separate beginners, medium level players, and high skill players to at least some extent. For duels, we will have a very strict matchmaking system as you might expect from a ranked mode, but this requires some additional work on our back-end servers, and isn’t something we will have ready by release. We don’t have a specific timeline for this right now, but it’s something we’ll start on post-release.

NoFrag: Seriously… who are the people behind the voices? In particular, laughter.
Triternion: Those would be the really talented voice actors we work with! They go all out, and we don’t really hold them back or guide them too much. It really makes the whole performance more organic.

NoFrag: Regarding optimization, there were ups and downs depending on the hardware (on Frontline mostly). Are you still working on it?
Triternion: We had two areas that needed optimizing, one was the client, and the other was the server. We’re now happy with the server side of things, as it can maintain a relatively stable frame rate of 60 ticks for 64 players, which wasn’t the case during the first stress test. The second one is client FPS. This one is trickier, as we’ve been optimizing it for a while, but clearly there’s more to be done. This is our top priority right now before launch.

NoFrag: Will we have the right to other musical instruments?
Triternion: We’d definitely love to do some more in the future, but for now it’s just the lute.

NoFrag: We know you plan to support the modding. Do you know when we can expect it?
Triternion: No specific timeline right now, it will come post-release.

NoFrag: As an independent developer, what is your opinion about the Epic Games Store and Steam?
Triternion: The Epic Games Store is a very welcome change in this industry, as it forces competition between the stores and lowering of the cuts that they take (which are substantial). This means making games becomes more profitable in the long run, and more of players’ money goes to developers.

Players often compare the stores for features, and they’re not alone. Developers do this, too. For us right now, Epic’s store is not an option since we rely on Steam’s backend features for things like Steam inventory, matchmaking, achievements… Support for this in the Epic Games Store is still lacking since it’s new, but is planned and is coming. This is why Mordhau will be launching as a Steam exclusive, how funny is that?

NoFrag: It’s time to tell us the release date and price!
Triternion: We’re still working on the exact date, but we’ll be launching at $29.99 with a 10% launch discount.

NoFrag: I sincerely wish you good luck for the release, at NoFrag we love the game and we hope to see it succeed. I’ll give you the last word.
Triternion: Thanks. The release of Mordhau will mark the end of a very long period of development for us, and mark the start of a new one as we embark on post-release support and additions. We’re really excited for the new influx of players and just getting the game out there for everyone to (we hope) enjoy.!

You can also read it here.

Duke 5538 13219
  • 10 Apr '19
 Jax — Community Manager

yea it's still in the works, anims are like 50% done but other things needed the dev's attention

balance wise, the buckler will probably be a good but demanding shield with lots of strengths and weaknesses, and the round shield will be an in-between of heater/kite most likely, wider/shorter than the kite and probably a little bit less cumbersome

that being said nothing is set in stone yet on them

Knight 2289 4135
  • 9 Apr '19

I recommend you watch the dev blogs.

Sellsword 792 2346
  • 2
  • 7 Apr '19

New painting I'm fiddling around with. new.jpg

Needs a background and it should be finished.

Duke 5538 13219
  • 9 Apr '19
 Jax — Community Manager

I think you're over-estimating how competitive the 3 main modes are. Frontline is chaotic as hell and some noob can get quad kills easily with a catapult, BR has tons of randomness by nature and isn't an inherently competitive mode, and Horde is PVE.

Having 1st-person only doesn't improve these modes, and 3p has been reworked significantly with the changes crush has made. If we were talking about ranked or a competitive esports kinda situation, I would agree that having 3p would be bad, and that in a competitive environment you need to have the same forced perspective. But these modes aren't a ranked playlist where it matters.

Knight 196 414

All "No" voters are fags.

319 417
  • 7 Apr '19
Are You Excited For Mordhau when it Comes?
Knight 624 2053
  • 6 Apr '19

@Christian2222 said:
Clearly I have never played REAL LIFE?! LOLL!!! I mean in real life you have 180 degree view if not way more. This community though xD, a riot.

On the internet, no one knows you are a pigeon.


988 6973
  • 5 Apr '19
 marox — Project Lead

@Ruby Rhoderick said:
An i7-8700K running at 5Ghz should not be a bottleneck for any modern game - I think what we're seeing here is poor optimization from Mordhau that depends heavily on CPU usage.

There will always be a bottleneck, even if that is simply because every bottle has a neck. The question is what FPS it's hitting and whether that's enough. From what we can tell most players were actually bottlenecked by the GPU.

1084 6148
  • 3 Apr '19
 crushed — Art

We're currently looking into some FL changes, mainly the trebuchet projectile radius will be toned down as well as the catapult projectile radius, catapult will receive a significant fire rate nerf and ballista a very small one. On top of this some changes to respawn times of vehicles and a few changes to reduce running times, to make running into the fights after spawning less tedious.

1084 6148
  • 3 Apr '19
 crushed — Art

You can punch on ladders now

Knight 2608 6919
  • 3 Apr '19

So I made this emblem but I don't have a KS tier high enough so I'm leaving it here for someone to volunteer and add it as their own. I'm assuming it would be in good demand

arker DED 3.png
arker DED 6.png
arker DED 4.png
arker DED 5.png
(I personally think the the first 1 would work in the game best)


ofc feedback is welcome

1084 6148
  • 3 Apr '19
 crushed — Art

This won't happen. Big high damaging weapons are already a big part of the meta right now, and hit trades already exist in form of the riposte, which gives you an unflinchable state in windup and release. Any more than this and it would be too much.