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  • Date joined 26 Apr '16
  • Last seen 30 Jul

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Duchess 6897 9885
  • 16 Jan '19
 Sir Zombie

To elaborate on what Bodkin said, 101 current fov is equal to 130 old fov on a 16:9 aspect ratio. However it gives a bigger advantage to wider aspect ratios, such as 21:9.

Don't judge the fov by the number. Judge it by how it actually looks.

Knight 1269 3811
  • 15 Jan '19


Knight 29 155
  • 4
  • 10 Jan '19

There are a lot of visual issues with head gore from blunt weapon damage.

  1. The gore model placed on the neck is red mush with a femur coming out of it.

  2. If the blunt weapon only causes a partial dismemberment and the head becomes detached, the lower half of the neck model shows a clean cut while the gore model on the upper half of the severed neck has that weird ham bone in it.
    Untitled 2.png

  3. If the head is destroyed by a blunt weapon, the head vaporizes and a few tiny, red nuggets spawn in its place
    Untitled 3.png

This, in my opinion, looks terrible. I'd have rather seen a broken neck and some crushed metal bump map decal on the helmet or some other alternative. If there is no helmet, there should maybe be some crushed head model or some other localized wounds on the head. I'm no game designer so I don't know exactly what's feasible, but I think nearly anything would look better than my magic hammer turning someone's head into chicken nuggets.

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

@Sir Zombie said:

@spoopbeats said:
Will polearm strikes do less damage at close range, since you'd only be hitting with the pole?


and the reason for this is that you simply don't have the amount of control using a mouse and keyboard to estimate the range and hit someone. IRL you could alter the way you swing, or the way you're standing to ensure that you would actually hit with the ouchy part. This simply isn't the case when you're limited to a few buttons

Duke 5556 13281
  • 1
  • 26 Dec '18
 Jax — Community Manager

Not too much to show off atm. Just a ton of backend stuff and work on maps, tutorial code etc. Nothing yet that's ready to be shown, most of the stuff in development isn't exactly "sexy" right now.

for example:


just some general tweaking stuff you probably won't even notice

Duke 5556 13281
  • 10 Dec '18
 Jax — Community Manager

There shouldn't exist a control scheme that provides advantages to its user outside of comfort and preference IMO.

general consensus is that binds are superior to 240, however 240 has more fidelity/control. it balances out imo

current animations are left attack and right attack. everything else is procedurally animated.

Duke 5556 13281
  • 1
  • 10 Dec '18
 Jax — Community Manager

Extra angles allow more precision and removing them would reduce the freedom allowed. We're not going to go in and make 6 new animations per weapon type when we already have a system that works.

I think we all want attacks to be more readable, but removing the freedom of attacks from the game isn't the way to do this.

Duke 5556 13281
  • 10 Dec '18
 Jax — Community Manager

@Mittsies said:
While we're on the subject, just remove 240 entirely.
You'll still be able to angle your attacks with the mouse, it'll just be locked to the 6 primary angles.


just because you don't want to use it doesn't mean it should be removed

why get rid of the other 234 angles when the animation tech already supports them?

76 153
  • 5
  • 28 Nov '18

I would say that it's stats are very strong, probably too strong for its point value. (can 1-2 hit everything? 8 pts? really?) But its true strength is in crap animations.

People exploit the fact that a horizontal slash looks like an overhead when you look down, so you think you're chambering an overhead, but its not one and you get hit.

It also has a very wide, violent strike that can be easily body feinted to look like a release.

The violent animation also lends itself well to starting in an accel OH position, then dragging it out to the end of release.
All around the best weapon for the body-feinting, spazzing dragger playstyle.

EDIT: I just want to add something I noticed recently - that right side feints with the bardiche are extra effective because its windup pulls quite far back from idle, which means when you feint out, the blade comes forward quickly back to idle at the speed and orientation of an actual attack; its feint return looks exactly like a release.

Knight 32 71
  • 7 Nov '18

Heya guys, Corvid here.
So about the chainmail coat. It doesn't follow the Metal Tint modifier in customization.
Just thought I'd let you guys know.


Keep up the good work, game is turning out great.

Duke 5556 13281
  • 9 Nov '18
 Jax — Community Manager

No you're reading into that way too much

Duke 5556 13281
  • 8 Nov '18
 Jax — Community Manager

hammering should speed it up. keep in mind we haven't balanced these items fully yet, so they might take longer in the public build that actually gets released

Duke 5556 13281
  • 5
  • 8 Nov '18
 Jax — Community Manager


This thread will be used to give periodic updates on the development of MORDHAU as we near closer to release, and show off some of our newest additions and features to the game. Keep in mind that much of what you may see is in varying stages of completion, and these work-in-progress features may be changed during development.

First off, we've been working on the back-end of Frontline, and one of the features that will help to add to the chaos and immersion of this mode is the Toolbox, which allows you to place dynamic fortifications around the battlefield. Currently, you can choose between three different items; the archer barricade, stakes, and a miniaturized ballista. These can be placed nearly anywhere, but use up the toolbox's ammo, which you can replenish at a supply crate.

The archer cover allows you to barricade areas off, to shoot out of the arrow slits. Meanwhile, the stakes cause damage to players running into them, and at certain speeds will be lethal.

All of the new items can be destroyed, but in some cases you can bypass them altogether with our newest feature - climbing! You can climb most objects in the world, but it's risky - taking damage means you will be ragdolled and fall to the ground.

Some other utility items are coming soon as well, in the form of healing items. Bandages let you quickly regen some HP, keeping you in the fight for longer. If you're more focused on teamplay, a deploying the Medic Bag will allow other players to heal from it.

Lastly, a nice quality-of-life improvement is the new pickup system; tapping E will pick up an item, but by holding it you're able to directly swap items instead.

Wrapping up, most of our development efforts are focused on map creation, and we've got a few new screenshots of Taiga to show off. Enjoy!


988 6972
  • 6 Nov '18
 marox — Project Lead

@ÐMontyleGueux said:
The parry doesn't need to be entirely client sided, I'm pretty sure that some lag correction can be specifically added around the one most crucial mechanic of the game. It should be expected that the parry works for any ping below 80 (higher than that is known to be less than ideal anyway, people will expect issues).

I really hope that it will be implemented at some point. Releasing the game while parry doesn't work properly above 60 ping might cause bad publicity.
I'm an alpha player, I may consistently die due to late parries, but I understand why and will patiently wait for a fix. Newcomers on release might just leave the game as soon as they die 3 times in a row to hits they should have parried.

You can use m.DebugNetworkParry 1 to see if the netcode is to blame, although that doesn't work on kills, but should give a clear indication if it's a problem with the game or a problem of git gud. Clientside parry would incur hitreg delay and generally feel awful for the attacker. For comparison, Chivalry's parry is attacker client-side (what you're asking for is defender client-side), so actually twice as bad in terms of delay compared to what Mordhau uses.

Knight 40 91
  • 3 Nov '18

Type AddBotsTeam <Number of bots> > <0 for red team, 1 for blue team>

Knight 337 777
  • 20 Oct '18



988 6972
  • 25 Sep '18
 marox — Project Lead

We've set up a shop with Mordhau-branded physical items (no keys, sorry!) that you can buy, featuring some amazing t-shirts designed by our very talented Rattsknecht. Perfect if you want to show off your love for the game, or just want to look cool. We're starting it off with a 10% discount this week -- check out the shop here!

Duke 5556 13281
  • 16 Sep '18
 Jax — Community Manager

Think it'll be around the kite shield, maybe a point less. I think the idea is more horizontal coverage, less vertical.

Duke 5556 13281
  • 16 Sep '18
 Jax — Community Manager

@Lincs said:
Damn Jax, over 14 minutes long? I'll never tease you with devblog wen comments ever again, that thing must have been a bitch and a half to put together and then another to edit. Really good video too!

like 60 or so total clips, each taking multiple takes. aaaaand then we redid the melee animations. aaaand then we re-did the archery animations :^)

Duke 5556 13281
  • 1
  • 16 Sep '18
 Jax — Community Manager

Hi everyone! It's been a while, but today we've just released our fourth dev blog, the Road to Release! In this blog we showcase some of the improvements and additions made to MORDHAU in the past few months during closed alpha testing. Speaking of testing, things have taken a little longer than planned and while we've had to push full release to early 2019, we've decided to activate keys for Early Bird and Release-tier Kickstarter backers, as well as Gumroad pre-orders! Check your emails registered with Kickstarter/Gumroad for more information, and enjoy the video!

Please note: currently, we have no plans for further access to closed testing - we ask that you patiently wait for full release in early 2019. Thank you for your understanding. For more information on this, check here