Mordhau

Mordhau Dev Tracker




06 Jul

Comment

Originally posted by prateek_tandon

What’s been with the eu servers lately? Not a lot of players there yet most of us experience some sort of lag or high packet loss.

Yeah, we've been getting reports and trying to track down the issue. No luck yet but we're working with our providers and trying some new things out on the server side.

Server issues can be a mix of the server hardware, stuff going on network wise in the server, routing issues, client network issues, client computer issues, DDoS etc. so it's not always a very obvious solution. The engine update should also have a bit of network optimization, which may or may not help as well.

tl;dr netcode is witchcraft, but we're throwing things at the wall and seeing what sticks

Comment

Originally posted by prateek_tandon

Since you mentioned in a reply in the previous thread that the engine upgrade is the priority right now, when can we roughly expect it to be available?

We're shifting from development on this update to testing it - I can't say that we'll know when we've found and fixed all of the bugs, but starting this week we should be able to get a better reference. Usually, our testing phases take a few weeks, and I'm going to take a wild guess that it's gonna be on the longer end since we're talking about a new UE4 version. Once we start getting deep into the testing we'll be able to give some more accurate estimates, though.

Comment

Originally posted by prateek_tandon

When can we roughly expect the Eastern Invasion expansion to come out?

We've got to get our current update (engine upgrades, fixes + some content) out, and then our next goal is the EI expansion!

Post

Hey again!

As always, we're eager to hear your feedback and any suggestions, critiques, etc. that you might have. Last week's feedback was great - I wasn't responding to things due to being 'away from the office' a bit, but I'll be going back and answering those as well, and I'll be making sure the team sees pertinent information from both this week and last's at our next meeting.

As for our meeting notes, a big takeaway is that we're beginning to transition from the usual development grind into testing/bug fixing, so a little bit of progress is always great. Some meeting notes are below:

  • As for testing, we're investigating crashes with DX12 on the new build. Not sure why exactly, but we're looking into it.
  • Noria (new desert map) is still being developed.
  • Some initial work on new impact/blood visual effects. Ours at the moment are a little hard to see, and we'd like to make them a bit more cinematic.
  • More tweaking to th...
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29 Jun

Post

Hey all, you know the drill - please post any feedback, suggestions, concerns etc. that come to mind! As always, please keep things civil and be respectful to one another. Thanks a ton for all the feedback you provide us, and we appreciate your patience as we work on the engine update. <3

This week was a catch-up in terms of our meeting, as we had quite a few people not able to make it last week. Feast your eyes on our meeting notes below!

  • We're switching 80 player servers to 64 player servers. This should help with client performance (your fps) and may or may not help with packet loss/network issues on the server side of things.
  • We're looking into engineer spam. We don't want to ruin the engineer playstyle, but we're looking to balance things to prevent D-Day levels of fire-ballista machinegun spam. We're looking into ways of keeping the impact of the fire pit and mounted crossbows but limiting how oppressive they can be, as right ...
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Comment

Originally posted by HuaHuzi6666

Jax, could we potentially get more musical instruments? They could even just be skins of the lute. One of the things I love about this game is the goofy moments, and having more than just the lute (even just a drum, horn, or something) would make bard mains very happy :)

It's a low priority thing, but it's something we're aware of and would like to do eventually :)

Comment

Originally posted by SpunkGargleWee

Regarding weapons falling through the ground, you should also take a look at the collisions of the frying pan. It seems like they only exist in the handle of the pan and this makes the rest of the model clip through the ground all the time

yeah, we should fix this 👍


24 Jun

Comment

Originally posted by Ernesto_Perfekto

Mappie snappie when?

we were actually going to show one off, but the artist had a lung collapse

monkaS but he's fine now

Comment

Originally posted by Jeex_Sluzz

Guess I'll ask before someone else does

eta on the patchie?

we should start testing in a few weeks, if I had to guess. once we get into testing we'll have a better idea on how ready the update is 👍

Comment

Originally posted by doreato

Holy shit I remember when someone posted that warhammer skin asking for it.

Can't wait till this is added soon. It's gonna be soon right?

yeah - we plan on releasing this w/ this patch. the only reason we hold back some cosmetics is to bundle them into specific themed updates, this stuff isn't part of one of those themes 👍


23 Jun

Comment

Originally posted by Littletweeter5

Maybe if the players were informed of how to report people before it’s too late…

This will be rectified soon - we should have in-game reporting for chat behavior, with info on how to do reports for things that require more evidence.

Comment

Originally posted by Broc_colee

Glad you are finally investigating EU servers.

We have been investigating them since we swapped NA servers, but we mostly get reports like "EU servers are bad" - we already know there's a problem, but we don't have any concrete details to go off of. This should change once we have in-game lag reports, as those will send us server stats.

Comment

Originally posted by davisao11

Does the dev team have any plans to include fidelity fx to the game?

Not currently. Things could always change, though.

Comment

Originally posted by JohhnyJ21

Balance out some of the weapons please, i’m f**king tired of being insta jpeg accel’d by weapons like long sword and eveningstar, oh and reduce the turn cap of polehammer and bardiche while you’re at it

We are making all new combat animations at the moment - this should help massively.

Comment

Originally posted by 1736382647

Is crush's changes/experiments to combat mechanics still happening? I recall on the discord being talk of a jab or quick attack as a new punish attack which I believe had the moniker 'combat 2.0'. Are massive combat changes still being iterated on or is animation polish a priority?

So our general plan right now is new animations/fixes to the existing combat first, and then we'll start looking into some ideas in the future.

Comment

Originally posted by GulagGunner

Hi Jax I hope your week is going fantastic so far, I also have a question for the team. Have you guys talked about fixing animation breaks? Last night I was playing and there was a guy just leaning back and hitting people above their heads. Like the weapon was not making contact with the model but it was registering as a hit.

We are re-doing all combat animations, yes.

Comment

Originally posted by Darren_F

Add damage for falling from height onto enemies

We've talked about adding the 'ol goomba stomp in, but it's such as random thing that wouldn't bring a huge benefit. Unfortunately, we have to focus on bigger priorities.

Comment

Originally posted by needlzor

Regarding landing from heights, it would be nice to have something more sensible than the current ragdoll. I'm copying a comment I posted last week in a discussion with /u/Coom-guy:

Please consider changing the character behaviour when falling over from height so instead of ragdolling you fall over and stand up with a custom animation and do the same for when you fall of the horse and maybe some other things.

I agree, and it should be linked to the Cat perk. Right now it's a bit random and if you jump from a height you might ragdoll or you might be just fine, and both options are a bit dumb. Instead it should be:

  • Without Cat, low height: land on feet, maybe a bit of damage

  • Without Cat, medium height: land on feet and hands, need some time to get up, medium damage

  • Without Cat, high height: splat on the floor and die (need exaggerated sound for comedic ef...

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We talked about it, at the moment our animation workload is maxing us out. We are thinking about potentially changing the ragdoll timings based on the Cat perk in the future, though.

Comment

Originally posted by sfsporic

Can we get a flat open field map with more of a pitched battle feel where two armies meet head to head? That would be epic on 80 player servers and I'm sure players could have fun drawing up in battle lines and stuff.

Having all the characters on-screen and relatively close to each other kills performance - that's why on maps like Camp for example, we try to branch out where players are fighting. I do agree that we could benefit from another open map though :)