Mordhau

Mordhau Dev Tracker




27 Sep


26 Sep

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Originally posted by Flagshipson

Are the Catholics crusading while the Nazis are invading?

that sounds like a line from a sabaton song tbh

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oh i thought the only good way was to throw it off the map :^)

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Originally posted by KG_Jedi

Alrighty, can i summon dev here instead? I don't have discord account as of yet. Lemme try /u/Jaaxxxxon

hi we're taking a look now, but we do need the steamid / steam profile

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Originally posted by bear_bear_bear_bear

geach3d the lad still somehow managed to make the stone look somewhat alright in THESE GRAPHICS

the graphics haven't really changed much at all, this is just pepega computer settings

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Originally posted by DDDDax

I feel like the devs should pick one map every like 4 months to add to the base game from the modding community. that would give us quiet the variety

would be cool, but first we should probably get the SDK out properly.

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Originally posted by Pringleson

Yes I’m on the development team with titernion. You can just cashapp me. Feel free to DM

>:|

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VAC check timeout =/= VAC ban, if that's what you're getting. Look on our discord, the tech support section has multiple fixes.


25 Sep

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soon™ indeed

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I'd go with veteran's chest, rough the armor a bit, and I think you'd be set .👍

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I remember playing on that map, it was a lot of fun!


21 Sep

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Originally posted by Warriorgrunt

I'm pretty sure this is implemented in a small way, glancing hits, but as I recall, they only come to play at the end of the swing.

The change to the start of the swing I would want; Reduced damage, but the player hit is moved a small path along the swing. This would make it so mauls wouldn't insta-gib at the start of the swing, but rather it hits, deals a bit of damage, and at the middle of the swing the enemy is kind of 'released' at the peak momentum of the swing. I wouldn't mind if the enemy would be ragdolled, but that might be a bit too strong.

This swing-start implementation would reflect momentum of the weapon. At the start there isn't enough momentum to cut, but enough to drag the opponent slightly along the swing. Blunt weapons would have a larger push-back while bladed wouldn't.

We do glancing hits and 'early release' (phases through and cannot damage but can be parried), because we generally prefer more deterministic damage states rather than a smooth curve. The biggest issue with further reducing the viability of early/late attacks is that it effectively cuts down on the ability to get around blocks, and that it would still lead to these moves being used, just to lesser effect (which won't make them any less infuriating on the receiving end)

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Originally posted by TimboQ

Have you guys considered a momental damage system like warband? where in this case his swing at the very beginning of his pull would cause little damage compared to in the center of his swing? It makes sense because you have to build the force with the swing, and obviously a swing shouldn't have much force at the beginning or very near the end. I'd like to see a spectrum of damage based on when the weapon hits: less if it was dragged and more if it was accelled, or something along those lines. I think this would naturally make the combat more believable. (I am very much an average noob in this game though)

Keep in mind that momentum is not what is usually desired here. Momentum means that spinning will do more damage, as it would in real life, because more momentum is obtained that way. The reason spinning isn't prevalent in real fights is because you'd get shanked or otherwise grappled, something that's impossible with the game's rules and initiative system, hence why we have to use different conditions/rules.

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Please keep posting these, it helps us give an idea of what players don't want to see, and fosters some discussion to this extent inside the dev team as well. We've recently included a glance calculation for this specific case, but it seems we didn't quite nail it since it's obviously still possible. It's always a battle between not intruding into the combat freedom and making sure really weird stuff is weeded out.

Another thing we're looking at is the speed of idle turning/looking animations, which many people are finding jarring despite it not being possible during an attack itself. We've specifically made the look/aim animations very snappy to aid in reading during attacks, but there's no reason why they should be so in idle, so it's definitely something we can improve in the future.

Sometimes players mention spazzing out and dancing, but we're not sure what specifically they mean, so having it pointed out specifically in video and saying "this and that" makes it...

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Originally posted by SourmanTheWise

Which is a very reasonable complaint, considering they have outright refused to expand their team, and the current speed is therefore unlikely to increase.

This is an honest question, what example game would you give that you feel meets the expected speed of updates?

I don't think you'll find that our team is much smaller than what might be expected. We're about say, half the size of some normal indie studio, but unlike them we have no other projects in the pipeline. Usually, if you had a team of 20, you might leave a skeleton crew behind to work on updates, while the rest begins work on the followup title, which might release anywhere 3-4 years from now.

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We're working on a fix.


20 Sep


19 Sep

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agent 4'7" at it again


18 Sep

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Originally posted by legenduu

why dis stickied tho

i thought it was funny and didn't want to type anything

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We're aware of the current issues with connectivity, inventory etc. - these unfortunately seem to be tied to Steam's latest update, and has appeared to have broken our backend systems. We're currently assessing the situation and are hoping to get a fix out very shortly. Thanks for your patience, and sorry for the inconvenience!

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