Mordhau

Mordhau Dev Tracker




01 Feb

Comment

Originally posted by UrMumGai

I and others would love VC in the game cus of the stupidness of this community. Reminds me a lot of TF2. Though, it should be turned off by default and there should be an easy way to mute / report. Is VC ever going to be considered? I know modded servers will add it sooner or later.

We're not considering VOIP, unfortunately the amount of abuse with it would be astronomical.

Comment

Originally posted by not_consistent

This game is sturdy. Ded gaem? Nah. Content drought? So? Toxic playerbase? Not really if you can hang. "Animation abuse"? Well there's a heated debate about that but here we are.

Not to mention this game carries the spirit of pre live service multiplayer gaming and its absolutely glorious.

we're the toyota hilux of games - not the prettiest, but we keep on trucking

Comment

Originally posted by Defter343

Could we please get loadout folders

Planned for next patch!

Comment

Originally posted by aquilaPUR

Can you spill some numbers on the DLC cosmetics? Are they well received and brought in some revenue? I got both and would absolutely buy more of this stuff (in reasonable quantities) to support you guys

Can't say numbers, but seems like people have been pretty cool about it. I'd like to think they're a pretty good value and seeing as they're coming alongside other free content, seems like a win-win.

Comment

Originally posted by Doom454

Do you have any plans to review the current state of engineers?

The new spawn point system is a great adjustment to the class, however it can become very powerful, especially with multiple engineers. It gets to the point where invasion matches can get locked down in simply trying to root out spawns. There's effectively no cooldown on building them other than the cost, so engineers can instantly rebuild spawns provided they're near a resupply chest or they themselves have respawned.

I say all this as someone who has been actively using them, especially on offense. They auto-build quickly, and often I can just drop one somewhere inconspicuous, rush off, die, respawn at my point, and build one a little closer each time. I'm regularly ousting top players on my team (score wise) just from the sheer # of people using my spawnpoints.

There are quite a few maps where the map spawns are distanced enough from the objective for defense (or offense) that it seems it was...

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We're aware of some balance issues with them, and we're looking at ways to make them a bit less insane :)

Comment

Originally posted by GayDadExplosion

Big fan of the emotes, in combination with the voicelines they're great for communication. Honestly I doubt the game would be as popular without them.

Is there any intent to make the emote menu consistent across loadouts? When I have a shield equipped I very often dance when I intend to cheer, as I'm used to xx1 being cheer.

Yeah, we've talked about this a few times - it's on our ever-growing list of things we gotta do :D

Comment

Originally posted by philihp

Good day to you! Please consider the perks mentioned in this thread for future perk additions. Thank you!

They sound fun, but most of them seem unbalanced or not viable due to technical reasons :(

Comment

Originally posted by Carbs_are_the_devil

scimitar nerf when

We've been monitoring feedback on the scimitar for a while now, we're aware of the community's opinion on it. We'll see what happens with the next update.

Comment

Originally posted by OnlyDerpa

UPDATE UR TUTORIAL!!!!

We plan on some tutorial rework stuff, plus training scenarios. It's not the #1 priority (next part of the EI update is) but we plan on getting some improvements at some point in the future.

Comment

Originally posted by venomtail

Hope you rework objectives on Noria. They're overwhelmingly placed in favour of the invaders.

  • The water wheels are closer to attackers spawns than defender spawns. Even worse, they can be hit from the other side of the river by attackers.
  • The shops in the marker have torch spawns right next to them. What happened to having to defend the torch carrier like on Mountain Peak and gunpowder carrier like on Camp?
  • Catapults instantly save objective progress when held down. There needs to be a windup like on the gate bash at Mountain Peak, or how payload gamemodes in other games have a short start up perdiod before payload starts moving again.
  • Defending the nobles is too far spread out for the defenders. This makes defenders not even attempt to defend the furthest 2 rooms in the corners, only defending the main one in the middle. Could at least give defenders a chance at repairing ...
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This is great feedback, thanks a ton. I'll bring it up tomorrow!

Comment

Originally posted by Sharps__

When can we load cabbage into the catapult?

ah yes the most important priority for the team to develop

Comment

Originally posted by dduem

Hi, I am an actor in NY who also loves this game on some free time. How do I audition for the voice acting? Legit, I would love to send something your way.

Shoot me a DM on discord - Jax#0553 - and I'll see if we can work something out :)


31 Jan

Comment

I don't get the tactics in a 1 v 1. If I parry, they seem to be able to queue up attacks and I never get a swing back. If I attack, they parry and somehow hit me first on the return.

Seems like you're not activating the riposte window - when you parry, you get a sped-up attack as long as you input the attack quickly enough. Once their weapon hits your parry, input and they won't be able to hit you first.

Also, chambering is kinda cool and it has some uses, but the people that tell you that chambering is the best thing ever are straight up wrong; the "optimal" defense is to have giga brain reaction times and hard read every attack to see if it's a feint or not. That's virtually impossible, so if you panic a bit you can use chambers to kind of get around reading an attack a little, but the stam drain and timing does make it a little difficult to learn.

Overall, just keep playing - don't expect to be god tier yet, but if you keep putt...

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29 Jan


26 Jan

Comment

Originally posted by VIPO777

In the UI window "Killed By" there is a display of stamina and health.

The problem is that the display of endurance shows haphazardly.

For example, when the enemy makes strikes, defense, jumps, he loses stamina and after me death, the enemy having a perk "Fury" This gives him 100% stamina and displays the same 100% stamina in the window.

Conclusion: This display of the enemy's stamina after my death does not give me any useful information. Since I wanted to know how much stamina he had after his death and not restored by a perk.

Simply put: processing the display of stamina in the window should be before next applying external sources: of perks to it, normal recovery, and so on.

Yeah, good point. I'll see if this can be fixed.
(It can be fixed, now if it's something really simple we can knock it out quick but if it's hardcoded we'll probably have to put it on the backburner until we're done with the Armory stuff)

Comment

Originally posted by ParkerLettuce

Holy cow love this. Any possibility weapon icons could be used on the kill-feed instead of the weapon name? If you give a more a cookie kind of situation here.

Not likely, they're big, square, detailed icons - more or less a very fancy screenshot of the weapon

Comment

Originally posted by dikkekankertimo9000

Will there be folders? If yes, please make it so it is easy to put all already existing builds in folders

Yes, lots of folders

Comment

We already added turds


25 Jan

Comment

Originally posted by Cold-View

Can we confirmed how many new voices? While I don't expect that much I just was curious. It sounds like more than one, especially if you're getting a whole agency involved.

Also what do you mean by weapons and armor being displayed by icons? Like a small piece of art that shows what the item is?

  1. Not yet, at least. We'll see how development goes, don't want to overpromise etc.
  2. When you're in the armory, you'll see your loadout stuff and items displayed (as well as what you're trying to select) with little pictures showing that weapon/armor in a tile list. This is way better than scrolling through ten billion helmet variations to remember which one you want.