Hello Mordhau community!
First of all, I would like to introduce myself. I am Titan, the newly appointed Community Manager. I feel honoured to have been passed this torch to carry onward and I look forward to being able to participate in the growth and development of this community. I have been aware of Mordhau from its Kickstarter days and have joined the community at launch. I might not have been the most active member in the past, but I was always keeping up and following along throughout the years.
I would also like to give thanks to u/Jaaxxxxon for all his contributions over the years, the effort and passion he poured into this community and the excellent feedback he provided. I wish him all the best, and all the luck in his future endeavours. Thank you Jax.
Now it's time for some updates that I am excited to share with you!
- A small update about the porting of the game to consoles. The efforts are currently focused on party management integration and the UI surrounding it. Most of the work is quite technical and needs ample testing, but those are things that need to be carried out, and the team is tackling them at a good rate.
- The Crude armour set rework that is being made is nearing its endpoint. It is turning out to be a masterfully crafted rendition, adorned with visible deep cuts and scuffs that gives it the feeling of practicality and being an armour that has seen plenty of use in battles. We hope we'll be able to share it with you soon.
- Progress on the new map Forest, was really noticeable after a number of assets were put in place. The general outlay and flow of the map is fleshed out, structures are still being worked on and minor ones added and refined. The process of adding textures is a long and arduous task that is an ongoing process.
- There is a new game mode on the horizon. Arcade mode is an experimental mode with some radical combat changes. It’s a mode which is designed to be easier to play, a more relaxing/casual variant of regular Mordhau. The timing based parry was replaced with a directional hold block, drastically reducing emphasis on drag/accel type swing manipulation, there are no feints and there is more clashing, etc. The skill gap is smaller but the overall combat is more fluid, with a strong focus on being visually more intuitive (e.g enemies who look hittable, are hittable and can’t parry in recovery and so on). There is a strong emphasis on attacking in the right moments and punishing misses with simple attacks. It is basically Mordhau but more casual and relaxing, designed more for teamplay and fun with a smaller skill gap. It is also a sort of place to potentially test combat changes easier in the future.
And now it is your time to shine! Please let us know any thoughts or questions you might have, any ideas for improvements, critiques, grievances or just general comments. Your feedback is valued and always appreciated. Any topic goes in this feedback thread as I still need to catch up on plenty of things, so the more the merrier!
And as always, please keep the discourse civil and constructive, we are here to have a good time.
I'll wrap it up by saying thank you to all that are contributing and engaging in this community. You are the reason we are here.
I'll see you on the battlefield!
-Titan
Here is a link to the previous thread in case you wish to revisit or have missed it: https://www.reddit.com/r/Mordhau/comments/102bxtz/mordhau_bi_weekly_feedbackdiscussion_thread_132023/
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