Mordhau

Mordhau Dev Tracker




06 Sep

Comment

Originally posted by RocvaurOfDarkCrystal

Guys dungeon has been an accessible TDM map for the last 2 updates. Its accessible even now do "changemap dungeon" in a private lobby. Jax, is that the same dungeon you are refering to?

shh its a secret

Comment

Originally posted by Sanches319

Hello devs!

I've been asking for this thing for quite a while. I suggested to move pauldrons and gorgets to their seperate slots, so that would give players an option to combine both pauldrons, gorgets and scraves together.

This suggestion been receiving a bit of upvotes, which means atleast some players agree with it. But i never got an actual aknowledgment from staff. Am i wasting time asking for this?

Hey, it's not something we're looking to do - clipping issues and such, as well as the character models have been designed with these slots in mind, so a lot of combinations wouldn't work. :(

Comment

Originally posted by ACabbageMan3

I really appreciate that you are still working on it.

So at what time you are planning to fix the ping display bug of the server browser in game?

Meaning players might ignore the playable server we provides,making them quiting the game.

It has been 335 days since you given your last promise to make it fixed

and 545 days since you given your first promise

:)

(...Honestly,did you think it was only a small issue,and it had absolutely no connection with your severe player drop situation?)

IIRC it's somewhat hardcoded, we just haven't been able to look into it with other things taking priority.

Comment

Originally posted by Jael89

we do need to condense the servers a bit so the game isn't empty.

According to the steam charts, the average playercount, which held strong at 1800-1900 average for 5 months pre-patch, is now lower than 1500. In the month after the merge patch, we lost 1/6 of the remaining playerbase, which was otherwise sticking around. Please bring this up to the team!

It's hard to say that the server merge was exactly responsible - correlation doesn't always mean causation - but yeah, we know that it's not the most loved change. The team sees it as necessary, but if we can make it more palatable that's the way to go.


05 Sep

Comment

Originally posted by EnormousMedievalCock

Literally 1484.

Triternion is keeping my peasants hostage. They forced me to give away my secret turd stash.

What is Triternion going to do next?

Cancel the dung covered peasant convention?

Ban the gay knight orgies?

Impose taxes on our free turds?

we're gonna tax your capital turd gains and you're gonna like it 😈

Comment

Originally posted by FormerJackfruit2099

Is there a reason console wont have crossplay? Feel like the game could really use one big community rather than two split.

The main issues is controls disparity, KBM players would dunk on consoles. Also - from what I know, consoles don't just allow you to update the build, so we'd have to hold off on hotfixes and other patches for PC while the console versions get approved.

Comment

Originally posted by 1CombatMedic1

Hi i translated it for everyone

SO yeah guys we going to release another map it might be better than noria, or Desert *cough* sorry i mean Arid (come on arid is a darker version of Chiv 2's desert map)

we are also going to tweak the armoury that we f**ked up and made hard to quickly change your class (Which is a nice thing when you are actively trying to help your team win by any means changing class etc)

There will be female characters in 2025 but dont get your hopes up it is confirmed there will be no Bob slider .

Grator done f**ked up and people been walking around with Purple glitchy rectangles on their helmets lol also we done left in the shield switching pattern trick that can cause epileptic fits cos funny kek

Lastly we are not undoing the merge of frontline and invasion because.. well because f**k you!!!

that is all
-Trashternion

yooo first time i've seen someone add the N to trashternion, well done

edit: on a serious note, Arid had some... extenuating cirumstances to it that caused a bit of a rush on completing it, but there's been lessons learned for the new maps (which, btw are free), and female characters will be in the next patch. I also believe the shield issue has been fixed internally, and if you know what helmets are causing issues, please let me know. I can't read minds :)

Comment

Originally posted by Quardener

When you play crossroads invasion, you are offered 2 spawns. One near the objective, and one near the horsepen. Yet they both place you in the exact same spot and that spot is nowhere near where either of the icons are located. Is this intentional? It shouldn’t be if so.

It could use some love, that's for sure. For a bit of context, it was a map thrown together in the span of like two weeks, but we never fully went back to address the issues it has. All in all that's not ideal, but it's more of picking our poison - do we spend time fixing that map, or spend time on making new maps?

If we have some time in the future, it'd be great to fix it up; it's just not a massive priority at the moment, unfortunately.

Comment

Originally posted by Quardener

Has there been any talk of reversing the frontline/invasion merger? I play in US east and before this update you could reliably find 2 or more full servers or both game modes in the afternoon/evening.

Nowadays there’s typically only one server and if the wrong map is selected it’ll just instantly die. Invasion players do not want to play frontline and vice versa.

What do we have to do to get it reversed? Do you want a petition? Do we need to all play nothing but brawl for a week? What’ll it take to get you guys to see your mistake?

Yeah, so the current idea is:
1) Make FL more enjoyable by tweaking respawn timers and general pacing.
2) Make map voting more diverse so you don't get 6 frontline choices.

If that doesn't work, we'll look at other ways to fix things. The issue is with player counts not being amazing, we do need to condense the servers a bit so the game isn't empty. With the novice servers (which we've seen having some good effect), we split the player base - so we had to consolidate players somehow. Tricky situation, but we'll take care of it.

Comment

Originally posted by Deargrigh

Hi Jax. I know it’s been discussed before, but I still think that the merge of Invasion and Frontline game modes needs to be reconsidered. We’ve had the option to choose between these two game modes for three years now, and many people have become very accustomed to one or the other.

I understand that the idea behind this change was to reduce segmenting the player-base any further after the introduction of novice servers, but please, just look at the average player numbers. I don’t think it’s working. We’ve actually lost about a quarter of the usual average player count; numbers that have held steady since mid-2021. In other words we’ve lost long-term, veteran players. As a long-term player myself, I’m pretty much convinced that this is a result of these players not being able to play the game in the way they’ve become accustomed to over the last three years.

I know you said that the rationale behind these changes wa...

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Yeah, I'm definitely aware of the sentiment - we do want to try making FL actually better + having more diverse map voting choices, so we're going to try that first. If it doesn't help, I'll \strongly\** recommend to the team that we revert the split or do something different.


23 Aug

Post

Hey all,

You know the drill! We'd absolutely love to hear some feedback (provided it's constructive) on MORDHAU - any suggestions, general thoughts, ideas, whatever - we absolutely appreciate it and it helps us to develop a better game for you all. Like always, please keep it civil and be cool in the comments below - thanks!
As for our meeting notes from today:

  • Our next upcoming map - working title Dungeon - is going fairly well. The "bones" of the map are there, but some work on materials and propping as well as implementing lighting is next-up. We're mostly focused on adding detail to the level and looking more into interactivity as the core aspects of the map are finished up. We're going to hold off on screenshots until the lighting's in place, otherwise it would look a bit weird - but we plan on showing some snippets further on in development.
  • Speaking of waiting a bit on screenshots - the idea is the same for female characters, albeit for a ...
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Comment

Originally posted by Jael89

We would love to see some snippets of the female models as soon as possible.

I'm sure it's been suggested many times before, but is it possible to reuse assets from all the other maps to cut down on development time of new maps? There's so much there, it would be a shame to not use it. Textures, models, surely some of it can be repurposed, but each new cycle seems to have entirely new assets, which no doubt increases the amount of time spent on the maps.

I've gotten used to the FL/INV merge, but what I haven't gotten used to is the armory rework. I used to spend about 1/4 of my playtime in the armory making builds, and now I don't use it at all. Does the team have a plan of action to make it more user friendly? If you ignore me I'll keep making memes complaining about it :-)

Yeah so the map pieces aren't *exactly* ultra-modular, but we've made a point to try to standardize certain things to make that a possibility for sure - huge chunks of maps just aren't relevant to other ones, but some buildings here and there can fit the bill if we're smart about it.

As for female models - we're getting them ready - with how long it's been, we'd like to actually show off a finished product as opposed to WIP shots.

Armory UI issues and usability are pretty high up on our radar of things to work on. Atm since it's not functionally broken we do need to take care of some other aspects that need help, but I don't think anyone on the team is content with leaving the current armory untouched long-term.

Comment

Originally posted by Saftigerkeks

First thing that came to my mind, was how underwhelming some of the objectives are. Im thinking about Arid here, where you carry explosive barrels to the stone structures, and they explode. Thing is, the explosions dont do anything to the structures, and they look pretty cheap as well.

What I dont get is, on Camp, if the wooden towers explode it makes a cool explosion sound, and the towers actually fall, with animations an stuff. On Arid its more like a quick fart, that doesnt do anything to the surroundings...

It would be nice if the stone structures actually broke, and if the explosions looked more epic. For example when the gate explodes, that explosion could be used for the explosive barrels/structure explosions. Then maybe make the gate one more bigger or something, so it looks more epic :D

Arid is definitely a weak spot in regards to some of the 'feel' or interactivity - I won't go into the details, but some things on that map didn't go as planned, and we had a bit of an internal emergency to get the map into a playable state. It suffered as a result of that, but all of our upcoming maps are going to put more emphasis on those little details that make maps fun and replayable.

Comment

Originally posted by SirXarounTheFrenchy

Is there any plan to change the armoury rework ? It's a pain to make any merc now with how many time you have to click on menus to get to what you want.

Also, I like frontline as a concept, it can be fun pushing the objectives but being able to lose them but, like many other person, very rarely play it because of it's VERY long respawn time. Is there plans to have it be lowered or be the same as in INV ?

Armory rework - no plans currently. We are definitely aware it's annoying, at the moment we're more focused on other things. Internally, it's probably the most talked about current issue though, so it's something that's on our radar for sure.

Yeah, spawn times are one of the main issues with FL. Like I said above, we might as well make the mode more fun if it's in a combined playlist. Pacing is intentionally a bit different in FL compared to INV, but we're looking at spawn time reductions in some form.

Comment

Originally posted by retrogamerX10

The map geach is working on rn will be pretty foresty afaik

yes indeed it will be

Comment

Originally posted by storm_foam

Hey Jax you finally posted!

A few points:

Can you update the brigandine legs to have colorable leather and fix the shoe clipping/missing space problems it has?

Also we could use a flattish forest map similar to Iron Company's camp on Grad. Very easy fun idea.

Another idea I have on the weapon side of things, the game is lacking in cheap two handers. Something like a spiked club with a throwable function would work wonders at the 12-14 point range, being something like a light evening star. I think the peasant club is very fun, and this could work similarly. This could be the longsword to the Evening Star's greatsword.

I'd like some footman and lower class skins added for weapons in general. There seems to be a large trend in the newer items of making everything engraved and ornate, and the most prestigious looking item of its historical period. We are in grave need of some new multi part customizable sets for things like the halberd, spea...

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Brig legs are known, I'm pretty sure Grator is working on it actually!


09 Aug

Comment

ai generated comment:

devs bad >:( stinky devs

Comment

Originally posted by Melon-Dog

Hey Jax!

It's nice to hear that you guys are making some progress on the women models, and consider some suggestions from the past Feedback threads.

Are you also considering some changes to the whole FL/INV merge, or is the merge meant so stay as it is right now? I and many others just don't enjoy getting put into a FL match after queuing into an INV match, and vice versa. As you've probably heard by now, many INV players desperately hate the respawn timer in FL, so why not start there with lowering or entirely removing it.

At the moment, we don't plan on changing it.

The reason being is that we felt novice servers were critical to help attract and retain new players (and help grow the population of the game again), but they end up splitting the player base. Before, most people played FL/INV, so it was already split - but adding in novice servers would then divide our player base even more. We felt that this was too much, and would result in servers struggling to fill up - so we merged playlists to help prevent this.

Something that we are prioritizing, however, is making the voting screen and map voting process a lot better - less (or no) repeat maps, and a good variety of options for players to choose for the next round. Also, the FL respawn timer is something we're definitely looking into as well - why not improve the mode so that more people actually like to play on it?

Post

Hey all!

Like usual, we'd love to hear feedback on MORDHAU - any ideas, suggestions, comments, things you'd like to see tweaked, etc. are all welcome and 100% appreciated! Like always, please be civil and constructive with feedback - it definitely helps me out in being able to share your ideas with the team. Also, a little side note: please try to give specific feedback if you can - "fix Arid's last objective" doesn't really help, but "the last objective on arid is underwhelming because of x y z" is super useful to us.

Anyways, the past few weeks have been a little less intense for us, with a lot of people out of the office - but that doesn't mean we're not working! A few updates we have to share are:

  • Women character models are nearing completion. Base proportions are mostly done, with some tweaks here and there when needed. Aside from that, the female faces are wrapped-up, and now some minor aspects are being taken care of. First-person hand models a...
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Comment

Originally posted by -Helvet-

Hi Jax, could you pass this comment to Grator please? It's mostly skins & gear request thx.

- Rodela shield
Info about this shield It's in spanish but the auto-translate does the job!
In my sens, this shield could be a skin of the round shield we currently have. Right now, we only have a viking-style shield which is nice but doesn't fit well with later period weapons/builds. It was mainly used with a side-sword (which fall into the category of the rapier in-game). That said, it could also be a skin of the targe shield instead but the targe already has many skins compared to the round shield. Hell! you could have a skin for both as one Light Rodela & Heavy Rodela! It could also be a buckler skin but I think it is too small compared to the majority of the Rodela that I could find online.

- Jointed Ho...

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thanks for the suggestions!