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

Private Message

Duke 5556 13281
  • 2
  • 10 Feb '19
 Jax — Community Manager

where in that comment does it say that they will be in by release?
plus, I say "probably" and "in the future" - no guarantees

ah I see you said you misunderstood.sorry about that

988 6972
  • 7 Feb '19
 marox — Project Lead

@elwebbaro said:

@marox said:
We're on 4.19.

Maybe you are, but the rest of us is on 4.20.3.

Well, shit

168 1700
  • 7 Feb '19
 elwebbaro — Art

@marox said:
We're on 4.19.

Maybe you are, but the rest of us is on 4.20.3.

988 6972
  • 1
  • 6 Feb '19
 marox — Project Lead

@Milosh_Obilic said:
Thank you for the all that information Marox!
I was more curious if there are any planned major changes to the bot behaviour by SDK launch as it has changed so much already from last patch, as a future modder I want to know if we can expect more drastic changes. Also will there be any plans to make it compatible with Speed tree Beta or substance plugins ? Aka will it be compatible with any content/plugins that require 4.19 on-wards? On that note I want to personally say I am very grateful for the work you have put into the group combat. It reminds me of the node system that fat shark developed for Vermintide, where there is a limit to how many attack you at once when you are surrounded. Brilliant work on whoever did that! I thank you from the bottom of my heart Most impressive has been how much more player like the bots seem to attack now. Following them on spectator I notice they are more fluid and smooth with the attack control and seem to also use more accelerations now than before! They are convincingly player like and I feel who ever set that up used input from players themselves... I could be wrong here, but it is by far the most entertaining experience than it has ever been so far. Much love from me for the work triternion have put it in as a team. Sorry for asking so many questions, but changes to behaviour trees make me have to re-do parts of my GDD that I'm working on to get some community members here interested in joining the future project I'm preparing to pitch.

Thanks! Generally the changes to bot behavior we have done were on a lower level than behavior tree, although the tree itself has had changes. Most of it is 'basic actions', etc. Regarding plugins, we have no plans to support them right now, but I've no idea what the implications of having these in a SDK would be. We're on 4.20.3

6 14
  • 4 Feb '19
 xPIxGrimShine

How about instead of gold we could have battle-tested or battle marked like scratch marks on a shield or cuts, scrapes and dents in the armor possibly chips in the weapons

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.

Duke 5556 13281
  • 31 Jan '19
 Jax — Community Manager

below the wrists

Knight 941 2568
  • 2
  • 31 Jan '19
 Pred

@EtErNaL_Tordoc said:
No duel mode? I think it would be easy to implement on existing maps.

Dammit, I was planning on spending 3 hours a day for the next 2 years farming people with shield + BS to help with my insecurities, low self esteem and inability to succeed at anything I've ever tried in life.

Duke 5556 13281
  • 31 Jan '19
 Jax — Community Manager

@Senturion, Duke of Ontheon said:
Porn mods soon

r mechanic mod

Duke 5556 13281
  • 30 Jan '19
 Jax — Community Manager

Soon™ :)

988 6972
  • 30 Jan '19
 marox — Project Lead

@Baron said:
Woooaaaw so much hyyype!
Maybe this question was asked before, but are you planning on letting us preorder the game?

We tried to originally, but Valve wouldn't let us do pre-orders because they only do those with developers that successfully released a product on Steam and have some form of relationship with Valve in that sense. So we'll just have to do it the old fashioned way.

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 5556 13281
  • 29 Jan '19
 Jax — Community Manager

We'll do another thread soon.

1089 6148
  • 1
  • 17 Jan '19
 crushed — Art

Max FOV won't be changed.

Knight 1269 3811
  • 17 Jan '19
 Frise

@yourcrippledson said:
If the nubs don't like high fov, they will move the slider to the left, and never think of it again.

I agree that the game should look good to everyone. Which is why it is important we have ample display options, so nobody is left forced to use an FoV they aren't totally comfortable with :)

It's not about them playing with high FoV, it's about them seeing videos of high-tier players playing with ridiculous FoV values and being turned away from the game. People are going to relate that to Chivalry and assume shit, like it always happens with Mordhau.

70 117
  • 16 Jan '19
 conny

I can agree with you, i can stand high fovs but any greater fov on mordhau atm will make the game too ugly. And i will feel compelled to cap it to push my potential up a notch. Even if that would look like shit.
And the fact that a limited fov makes it possible to hit people without them seeing it is a good thing i.e if they are trying over-the-top drags.

Knight 1269 3811
  • 16 Jan '19
 Frise

People that don't play the game and haven't played Chivalry are already complaining in comment sections of Youtube about the FoV being 'weird'. I do agree that the current FoV limit feels restricting, but we will have to live with that to avoid people getting scared off by awful FoV levels.

Knight 766 3329
  • 16 Jan '19
 Mittsies

Frise's reply blew OP the fuck out so hard that this thread should just be closed on principles alone.

Also we already have several FoV threads:
https://mordhau.com/forum/topic/2580/field-of-view-130-cap/
https://mordhau.com/forum/topic/13887/raise-the-fov-and-the-animations-are-bad/
https://mordhau.com/forum/topic/13122/higher-fov/

On a sidenote: yourcrippledson I must say that your average post quality on the forums is extremely low and I am going to kindly ask you to improve your shitposting game. Every time I see your posts I am reminded that there is no way to filter or hide people's zero-effort trivial ass-drippings in text form.

Knight 3313 6811
  • 2
  • 16 Jan '19
 Bodkin

That is vertical fov, where 101 is equal to 130 horozontal fov. A dev with more knowledge can go more in depth than I can.

130 fov combined with camera distance is completely sufficient to play well. Huge fov in chiv was a major advantage at a high level and a crutch at a low one that makes the game seem like a garbage jankfest to anyone attempting to watch.

396 454
  • 16 Jan '19
 JasonBourne

fov is fine stop crying