Sorry for the late post!
As usual, let us know your thoughts and feedback for Mordhau, what you'd like to see and any questions you might have!
As for this week's meeting notes, I had some IRL obligations to get to right after the meeting - I'll be posting them tomorrow as a stickied comment down below. Crush and I are gonna talk a little about combat so we can get you a good idea of changes, as some things have been changing recently (and believe me, we know your opinions on that front).
Okay, BIG update notes (sorry for the delay):
- We are getting close to the testing phase for the next update. We'll probably end up doing an initial test this week and then some iterative bug fixes and changes, test again, so on and so forth.
- We're looking into making Horde mode for Crossroads. Not sure yet we'll do exactly, but we've seen Camp as one of the more popular maps for Horde due to it being open, so we're thinking Crossroads will be a good fit for it. We'll see how it goes, but it will probably NOT be in the upcoming update.
- SDK work is getting pretty close to being shipped off to Epic. We need to chop out some secret stuff that isn't allowed to be shared, a few bug fixes etc. and then we send it off for them to take a look out. No ETA, but progress is being made.
- Some performance work on VRAM has been done, should feel a little better once all that stuff comes in. The thing is a lot of the changes are focused on systems with low VRAM, so if you're on the bottom end of the requirements it may help, but at the higher end it might not be noticeable. Optimization is weird, you change a bunch of things and sometimes you notice it, sometimes you don't. Everybody has different systems so it's very tough to pinpoint issues.
- We've done a bit of work for switch our project to a different version control server, which doesn't mean anything for the game - just means we'll be able to work more efficiently and hopefully faster 👍
- Localization work is being started, and we should see some results come in in the near future!
- Misc. tweaks, bug fixes, and other minor improvements. :)
- We're looking into ballista placement and seeing how to fix them.
- Some armor has been worked on, needs textures but models for them are done. Snippets soon as we get closer to the update!
- Map development is going great. Some good updates for two maps - one has gotten a lot of detail work done, and other has gotten a blocked in version of the initial idea for a main structure
- More noble balancing is coming, Crossroads in particular.
- A bug on the servers which caused some server optimizations to not work has been fixed recently, improving server performance more.
Combat changes coming soon™
- Chamber removal was always very unlikely to happen and at most an experimental test level change, Crush leaked it mainly to gauge reactions for such a change. We're well aware that most of you guys like this mechanic and find it integral to mordhau
- Chamber FTP hard nerf is being worked on with a new solution, isolating the problematic chamber FTP cases without affecting anything else about chambering. The goal is to fix the high level gameplay problem chamber FTP causes while keeping the good parts of chamber
- Plenty of balance changes coming, among those slight nerfs for Axes
- Improvements to miss detector, it can now catch swings in recovery/world environment hits/team hitstop etc. fixing its inconsistency
- Other improvements such as parrying right after being hit now gives miss detector parry recovery, fixing players being combo'd to death without being able to do anything
- A new movement momentum mechanic to nerf specific "runhau" footwork abuse where players turn 180 degrees sharply to avoid swings
- New calculation for movement speed debuffs from armor pieces, the two highest armor tier pieces now determine your movement speed and legs now have the same debuff as helmets and torso pieces. The actual movement speed values for each armor set remains the same, this mainly nerfs mixing armor tiers in a way that maximizes speed and health leading to builds that are frustrating to play against. The new general rule is, if you want to very fast then you also need to be squishy/2HTK
- Updates to default loadouts that intend to make the builds a lot more viable and give new players a better chance to survive and kill other players (Looks are WIP)
- Improvements to feint and morph animations, a new attack blending system currently being tested that makes certain janky looking attacks look better, new polearm animations are being worked on
- More noble balancing is coming, Crossroads in particular
- Improvements to stabs & making them more reliable to hit with again
- A bug on the servers which caused some server optimizations to not work has been fixed recently, improving server performance more
- "Combat 2.0" is planned for the future (not next patch), which is intended to evolve Mordhau's combat to the next level
Anyways, last week's post can be found here:
https://www.reddit.com/r/Mordhau/comments/lb14aj/mordhau_weekly_feedbackdiscussion_22_28/
External link →