almost 3 years ago - /u/Jaaxxxxon - Direct link

Hey all, sorry for the late post!

As usual, we'd love to hear your thoughts on Mordhau - any comments, questions, feedback, constructive criticism, etc. are highly appreciated and very helpful for us to continue development.

As for progress notes, I wasn't able to make this meeting (other commitments today) so I can't speak as to what we've been up to. Expect things to be back to normal next week, and I'm sorry for the inconvenience!

EDIT:
Howdy - I got back to the 'office' and caught up; apologies for not getting this information out sooner.

  • This week's main news was including our private testers in our playtests of the next update, so we can deliver as polished an update as possible. Testing mainly consisted of further tests of our first Eastern Invasion map; Noria, as well as testing our newest Brawl map Cortile, which will be included in this update as well.
  • Additionally, we've been doing a once-over cosmetic additions for this update to ensure that they're not missing any textures or having weird bugs.
  • Horde, which I mentioned in the last thread, is also being tested thoroughly. As of now, it's been universally been well received. We feel that it is leaps and bounds better as a mode than the current vanilla horde, and we're very excited to see the community play it.
  • One bug we've caught is an exploit with the spawn banners that allowed players to build on otherwise normally inaccessible areas - this will be fixed for the update.
  • On the SDK front, we are more or less the same as last week; we're working with our partners and Epic to make it available for download.

Also, a here's a screenshot of the final version of Cortile!

https://preview.redd.it/tmx09ruf6g481.png?width=1920&format=png&auto=webp&s=fae7ec24946882e301a036cf40da247d30bac752

If you'd like to read last week's post, click here:
https://www.reddit.com/r/Mordhau/comments/r5s35n/mordhau_feedbackdiscussion_thread_1130_16/

External link →
almost 3 years ago - /u/Jaaxxxxon - Direct link

Hey all, sorry for the late post!

As usual, we'd love to hear your thoughts on Mordhau - any comments, questions, feedback, constructive criticism, etc. are highly appreciated and very helpful for us to continue development.

As for progress notes, I wasn't able to make this meeting (other commitments today) so I can't speak as to what we've been up to. Expect things to be back to normal next week, and I'm sorry for the inconvenience!

EDIT:
Howdy - I got back to the 'office' and caught up; apologies for not getting this information out sooner.

  • This week's main news was including our private testers in our playtests of the next update, so we can deliver as polished an update as possible. Testing mainly consisted of further tests of our first Eastern Invasion map; Noria, as well as testing our newest Brawl map Cortile, which will be included in this update as well.
  • Additionally, we've been doing a once-over cosmetic additions for this update to ensure that they're not missing any textures or having weird bugs.
  • Horde, which I mentioned in the last thread, is also being tested thoroughly. As of now, it's been universally been well received. We feel that it is leaps and bounds better as a mode than the current vanilla horde, and we're very excited to see the community play it.
  • One bug we've caught is an exploit with the spawn banners that allowed players to build on otherwise normally inaccessible areas - this will be fixed for the update.
  • On the SDK front, we are more or less the same as last week; we're working with our partners and Epic to make it available for download.

Also, a here's a screenshot of the final version of Cortile!

https://preview.redd.it/tmx09ruf6g481.png?width=1920&format=png&auto=webp&s=fae7ec24946882e301a036cf40da247d30bac752

If you'd like to read last week's post, click here:
https://www.reddit.com/r/Mordhau/comments/r5s35n/mordhau_feedbackdiscussion_thread_1130_16/

External link →
almost 3 years ago - /u/Jaaxxxxon - Direct link

Sorry folks for being late on the info, I'll do better going forwards ♥

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by LSDPETERSLD

It's totally okay that you missed a meeting, but what's weird is that nobody filled you in on any bit of stuff aaaaand you can't speak about it.

I guess you could say this is an excuse, so if you want to disregard it, go ahead - I won't stop you.

A big thing is time zones. By the time I posted last night, it was 11pm PST, which equates to early morning for most of the developers who are over in Europe. We had meeting notes, but without context I can't just post things willy-nilly; there are a lot of things that are 'maybes' and without proper confirmation on what can be public knowledge, I don't want to guarantee something and it turn out to never happen.

This being said, I did make a mistake in saying "no notes, we'll do notes next week" - that was pretty dumb of me. I should have instead said "I'll update this post with info once I clear it with the team", so that's on me. Apologies for that, and I'll do better with the next ones.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Fantastic_Zucchini48

month or two ago you said something like "I'll make a big post bout current state of SDK", so?

We've sent the SDK to Epic, they're uploading it to the store and doing whatever else is needed (idk the technical details).

As for what's left on our end dev wise - to my knowledge, literally nothing; we're done developing it for this engine version - it's completely finished.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by geach3d

This is a brawl playlist map, so it serves for FFA, TDM, SKM and yes, the ranked modes. As well as duel maps for the community. On top of that, it serves as a small-scale test for future rain maps, which I assume you wouldn't mind. It did not take long, I assure you.

To piggyback off of this - a huge bulk of dev time goes into art stuff (creating assets, ie buildings, props) as well as getting the structure of the map just right for the big modes. With Cortile, Geach already had the assets from Castello, and the structure of the map for Cortile is "rectangle". It took him like two weeks to whip this up, and then he spent a little while longer doing rain stuff (prep for future maps).

The reason it took so long to release isn't because of the actual dev time required, but the timing. It was almost ready for the Halloween patch, but we pushed it back so it wouldnt be rushed or delay the last patch.

Also, dev work on this map started a while back and IIRC Geach switched over to Noria to help out (as well as the whole Castello rework), so the time spent on this wasn't continuous.

Tldr; lil brawl maps like this have virtually no effect on big map progress

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Powerful-Payment-699

Hi Jax.
Please answer this message. We are going to conduct a tournament among RU and EU players. Around 100 people signed up for the tournament. Could you please add in-game currency to the prize pool for the first 4 places in the be tournament and, if possible, a unique skin, if you have one?

Hit me up on discord, Jax#0553 :)

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by MedicMuffin

Local controller pleb here. Any word on console progress? Honestly I'm not even sure if that's hard confirmed to be happening but I see people mentioning it in the discord sometimes like it is.

If not console progress specifically, any news about further controller improvements? It feels pretty solid right now with how VO works and general combat but I've been finding the axial deadzone is really frustrating when trying to riposte using 240 rather than keybinds on a controller since it almost always defaults to a left or right side strike/stab. Trying to do something like parry an incoming hit from your left and riposte with a right underhand is damn near impossible because of that axial deadzone. It seems like reducing deadzone generally will shorten it but then it becomes too sensitive for my taste. I'd love to see deadzone separated in the options into axial and radial so I can lower the axial alone without worrying about generally low radial deadzones being sensitive to tiny movements. Ripostes are also still sometimes annoyingly inconsistent from an input perspective where they just don't register for some reason so you just parry and then stand there like an idiot.

I'm also curious, if possible, to know a bit about how controller support is being handled generally, what the goals are and how the testing is being handled. Like, is there any intent to tie some functions to double button presses (trying to use Charge as a VO option on the very last page doesn't feel great for example) or tap/hold inputs or maybe even utilizing a controller alt key to change what inputs do? At the very least I'd love to know if it's being handled by someone/s who are very familiar with playing games on controller. I'm kinda leery of the whole thing after the way Chiv 2 handled it's controller scheme and I'd really not like to have that experience again because rebinding all my controller keys to be how I like for one specific game makes UI navigation a right pain.

Edit: also if there's like a specific dev for controller stuff I'd love to know who it is so i can make sure to watch out for any comments they may have about it on the discord since I know OP probably is not super in tune with that aspect of the game since I'm probably the only person left in this game using a controller.

I can't say that much on this front, a lot of the development has been on optimization stuff and getting it running on the devkits we have. Once we have some better info we'll be allowing some people in to test a pre-release build and we'll go from there. At the moment it's just a little too early to give tons of specifics.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by GreenGhost95

I'm just going to repeat what I said last time since it's pretty much the only thing I care about anymore:

Please fix the lag when playing the lute, it keeps skipping notes when playing very fast songs.

We can look into it, thanks for the heads-up.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Strider2126

Hi jaax

Have you seen all the ddos attack is getting the game? Could you please talk to the devs about it? You must do something or the game will be killed by this ddoser

It's pretty hard to determine whether things are DDOS attacks or issues with server stuff - we've been investigating both and while it's too early to say that we have a solution, we have made some potential progress identifying some problems.

almost 3 years ago - /u/Jaaxxxxon - Direct link

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