Hey all, sorry for the late post!
As usual, we'd love to hear any of your comments, concerns, feedback, questions, (constructive) criticism, and anything that's on your mind! You might have noticed that I didn't respond to that many comments on last week's thread - unfortunately, I'm still recovering a bit from my second COVID vaccine (that thing packs a punch), so I wasn't super active last week and wasn't able to make today's meeting. I'll still be going through last week and this week's threads and taking notes to bring to the team for next week, and commenting where I can. Luckily, we've still got some meeting notes to post for this week - read 'em below!
- One of our level artists has finalized optimizations on Mountain Peak, so we should hopefully expect to see some more FPS there. Optimizations for other maps, like Castello are still being worked on.
- We're looking to tweak some playable areas in Horde that the AI aren't fans of; currently players can enter areas that break the AI and make the mode entirely too easy. We're still working on improving AI pathfinding and combat logic as well, but some spots are just a little too busted.
- Some peasant weapons are being added to Horde, such as the frying pan.
- The Pit is getting a bit of an optimization pass, as well as environmental and ambient sound overhauls. This is a bit of a testing ground for our sound designer, if things end up working out nicely, we'll be looking to improve the soundscape on other maps.
- More work is being done on admin tools and backend work, which will help us stamp out toxicity and keep things civil in the servers.
- General optimization work is ongoing, which could result in some increase in performance. As I've said in the past, most of these changes aren't really noticeable on their own - but enough of these small optimizations combined should provide a measurable difference when playing.
- More work on combat animations; smoothing and general implementation is ongoing.
- Backend work with some UE4 stuff is ongoing.
- Some development on existing maps, such as FL_castello, and development on upcoming maps is progressing well.
- Castello is still being redesigned in some areas to increase playability, with entrances/exits being reworked, unnecessary bits being cut from the map, and of course some considerable optimizations.
- A bug relating to fleshwound (right arm being severed causing the player to not be able to do anything) has been identified and fixed internally.
- Development on the improved armory is ongoing.
- Development on another desert-themed map (not Noria) is ongoing.
- There's been some work on an overhaul to Horde AI spawn systems.
- A new flourish for 2H weapons is being looked into.
- Also, lots of cosmetics are being developed. They're pretty rad, and I'll be looking to get a few snippets of levels and cosmetics out this week :)
That's about it - once again sorry for the delay, and thanks for all of your feedback!You can find last week's thread here:https://www.reddit.com/r/Mordhau/comments/nv7s7b/weekly_feedbackdiscussion_68_614/
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