Mordhau

Mordhau Dev Tracker




02 Sep

Comment

Originally posted by iedy2345

iirc SDK is a separate release , once it's greenlighted by Epic , it will be released separately without being tied to an actual game Patch

yep, this pretty much

edit: one other thing is that it's not really tied to the game version per se, but it does matter if there's an engine mismatch - having the SDK on UE4.25 and game on UE4.21 would cause issues.

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Originally posted by RogueOperative_

Can we get any news on SDK?

If I'm not mistaken it was one of the Kickstarter goals that was met meanwhile more than 2 years later and still nothing. I was going through few of your last feedback posts and not a single mention about SDK, another user asking about it and no answer.

What is happening with SDK???

It should be coming right after the update - we had it working pretty much with the current patch but we figured it'd be better to just release on the new update (since we'd have to update it again). Getting it 'packaged' for a build is a little time consuming, so we can save a few weeks by just preparing for this update (which is what we've been doing).

Comment

We are definitely looking to address the most disgusting cases of drags, which are done with the riposte animations, and bring them in line with neutrals. I don't think things will ever be 100% perfect, but they can be much better than they are now.

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Originally posted by HalfZvare

i always thought, that the problem lies within the fact that the core of the gameplay consists of getting around the parry window of your opponent, not the parry box itself. this places a lot of importance on timing, not on precision and outplaying the opponent.

i always imagined, that it would be better, if the parries could be held, but the parry box would only be as big as the weapon (or slightly larger) and that the parry would have a turncap and a cooldown. this without stamina loss.

right now, if an opponent parries at chest level and i attack the legs, the strike almost always still gets parried. if i try to circle around an opponent and try to hit them in the side, the parry box is still so large that i get parried most of the time.

but if an opponent could hold a parry, but the parry has a turncap, i could maybe trick them into thinking i am going for a head hit, but really trying to hit their legs. feints could be used to either bait out the parry...

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We went through various prototypes back in the day during Project Slasher. Having the defense be more location based just led to even worse looking gameplay that made no sense, i.e. everyone attacking the toes on the feet because that was the most confusing thing to catch. Usually via overheads. Whole thing just looked weird, and felt random.


01 Sep

Post

Hello everyone!

As always, we'd like to hear your feedback on Mordhau - any comments, critiques, suggestions, whatever comes to mind - your input is super helpful for us in continuing development! Like usual, please keep things on-topic and be respectful to other folks :)

As for this week, again we're gonna skip meeting notes - most of our time this week was spent testing and finalizing for the update, although we have been putting in more work on maps, animations, and other long-term goals. As for the update, we expected to be done by today - unfortunately, estimates are estimates, and sometimes we're off by a bit.

We ran into a few issues with some map geometry which have been fixed, but this requires us to rebuild the HLOD (hierarchical level of detail) for a map. This needs to be done we make any 'physical' changes to a level, since without HLOD being in place, your computer renders pretty much the entire map at once and you'd get something around si...

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30 Aug

Comment

Originally posted by Present_Cucumber_122

Nah theres literally just no button on my game. I've tried re-download and deleting all my files and nothing fixed it and since there's no keybind for it I'm sol. I'm not an achievement hunters so it's whatever. I got the rest of em accidentally anyways

you can figure it out by messing around in c/users/you/appdata/local/mordhau/saved, there's a text file in there (don't remember the name) that has keybind stuff in it

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nop

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Originally posted by Shmarrett

More action, less words please. Update your game.

ok i will hit the patchie button

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Originally posted by tobiov

Why is bloodlust being changed? It makes low armour builds viable in pubs. It doesn't affect the duel scene. It gives archers something to shoot at.

Seems like a weaker bloodlust will just push people to 3/3/3 two handers which are already the most common pub build amongst both high and low tier players. Bloodlust isn't even that popular?

bloodlust is a pubstomp noob destroyer perk, and the noobs need to be protected. also, bloodlust in its current state is kind of a point-and-click adventure, it's too easy

Comment

Originally posted by Quardener

Game backend is broken again. Will this new update address this? Iā€™m regretting paying for this game more and more every day.

The game goes down every Tuesday due to Steam maintenance. It also goes down on other days of the week because things on our end break, which is exactly why we're focusing on a boring engine update before big content drops. :)

Comment

Originally posted by Miami_Vice-Grip

One thing that continues to happen to me a lot is if I'm holding held-shield directly behind a friendly player if they do an overhead it will hit my shield and basically get cancelled immediately which really messes up both their combat and the combat of anyone who was expecting the swing to actually come out.

Could there maybe be a grace period of the early release window where during it it's impossible to interact with a friendly held shield or something similar? It just really doesn't make sense when it happens in game and it looks crazy to onlookers

There is a period of early release, but it's weird. New animations might help in this regard, but this is kind of a pretty niche suggestion - it's still an entirely valid point though, so we can take a look at it when we're able to šŸ‘

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Originally posted by storm_foam

Are there plans to get a few new voice actors for upcoming Arabic and black character creation options?? I think forgoing new voices would make the characters not feel very fresh or well integrated,just like how women require new voices. German, Italian, and French accent voices would also be excellent additions! Voice acting is one of the few things that you encounter every second of gameplay there is, and adding even a handful of new sets would make the game feel incredibly expanded upon.

It's a good idea, I'll see what we're able to do.

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Originally posted by IronLegion52

Grator mentioned multiple of these "chad" armour sets.

I'm not sure if they're the same ones you're referring to but either way I'm really excited to see them.

On that note, will we see any changes to the tint system?

The level 110 tint really isn't worth the grind it takes and majority of the others (not including the level 70 tint) look identical.

We've been messing around with tint stuff, out current system is weird though. If we increase saturation too much the armor turns lime green due to grass reflections, etc. We are probably looking at a different method of doing tints that could allow for more color variation without looking ugly as sin.

Comment

Originally posted by Fisted-Sister-

Any reason why your maps have set pathing for frontline/invasion and leave the rest of the map completely unused? A prime example would have to be feitoria where there is a whole section outside of the city walls that's more or less untouched unless you decide to get a horse and explore. Castello also has many rooms/areas that nobody would go to unless they went looking for the fun of it

TLDR: please utilise more of the maps because they are great and you could make use of the terrain already created with new objective pathways - would tide us over until new maps are created ;)

Okay, yep there is a reason for this.

The old maps were designed with BR in mind, so they needed a somewhat circular playing field, whereas frontline/invasion just need weird rectangles. This results in a lot of dead space on the maps. We are going to do more objective variations, especially on Feitoria, and we're probably gonna get some variants for existing maps too.

Also with Castello, most of those random areas are getting deleted for performance, we've been cooking up some FPS in the oven :)

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Originally posted by Jeex_Sluzz

2 questions for you this time:

I'm assuming that most effort is currently going into Eastern Invasion now, so I have a question about what we've been shown so far. How much of the cosmetics shown during streams. How much will we be receiving in the upcoming patch rather than Eastern Invasion? I think a lot of people might be expecting this update to have almost nothing and Eastern invasion to have everything so I'm just curious.

Does the engines update give us better optimization and reopen the posibility of cloaks or similar stuff, or is readability still going to stop such cosmetics from making it into the game?

There will definitely be more stuff than what's been shown in the Eastern Invasion update, but yeah this patch will be a little light on cosmetics. What we've been trying to focus on is the engine stuff and tech side of things, since there have been quite a few problems.

As for what comes with UE4.25, we'll have native DDOS protection, and more importantly whenever epic updates UE4 they tent to not only fix a ton of things, but make it easier to work on actually making games. This means that going forwards

On the tech side of things, pretty much every weekly meeting notes (you've all probably gotten bored of it) say something about optimization. Optimization rarely means that we can fix some issue and everyone gets 5 more fps, instead, it's a ton of little changes that end up resulting in like a quarter of an fps gain in performance. While that sounds lame, if you do enough of those you actually start to see some big improvements. Aside from DDOS protection, th...

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29 Aug

Comment

Originally posted by efka_v

Making it a monthly weekend thing could probably work. Not to often but still a reason to come back.

Yeah, I think scheduling around holidays/updates and having regular ones would be nice. Definitely weekends too!

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Originally posted by -Pulz

Good joke, he posts a few messages on discord every other week. Which is odd, as I would have thought a community manager would be much more involved on the primary platform the community uses.

I've been busy af recently (I'm doing full-time college+mordy things), gotta split my time up. I'll be around more though, got most of my time-intensive classes out of the way.

also discord can be a little annoying in terms of the 'value' of my time on it (nothing to do with the people, they're lovely). I answer something and it gets buried and that info doesn't spread easily, and then i end up getting repeat questions. Posting on other platforms that are a bit more easy to access old stuff tends to be a little more efficient.


25 Aug

Comment

Originally posted by Gomer-san

What's happening with double gold/xp weekends? You mentioned before that the devs had coded in an 'on/off button' for this feature but we've only seen it once since the last patch dropped 4 months ago.

Yeah, we're gonna get more fast and loose with it. Atm we're having lots of weird issues with the backend and 2X XP/Gold would probably exacerbate that. I'll definitely talk to the team and schedule some dates for it going forwards.


24 Aug

Comment

Originally posted by Skillh0nk

You promised to show ornamental armorset weeks ago. Where is it, Jax?!

The armor set is something we're figuring out - atm we could make it super expensive in terms of gold, or do some different kind of unlock system for it. We're leaning towards the latter, but we're not sure how exactly we want to do it. Once we figure that out it will be shown, but we don't want to string people along by teasing it and then not releasing it.

Post

Hey all,

Some good news - testing is going pretty well, and we're not finding any major issues! We're tentatively planning on an update by the end of this month if things keep going smoothly, and at the moment we're mostly wrapping up a few odds and ends that need addressing. Because of this I won't be doing development notes today as we're mostly just bug fixing and optimizing.

Either way, please let us know what's on your mind - any questions, comments, constructive criticism suggestions or whatever are welcome! I say this quite a bit, but we definitely read them and they're extremely helpful for us when we're looking at what to address going forwards with development.

P.S. - we'll be showing off the rework of Castello either tonight or early tomorrow - check Discord or here for that!

You can find last week's post here: ...

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