Mordhau

Mordhau Dev Tracker




22 Feb

Comment

Originally posted by Krauser_Kahn

  • For whatever reason this game doesn't change the audio output device to the one I select in Windows. If I plug my headphones and select them as default I have to completely disable my speakers in order for the audio to be output from the headphones.

  • Carry from last week: Please fix the issue where when you exit the game, the process UnrealCEFSubProcess.exe doesn't stop and Steam considers you are still playing the game and thus doesn't let you do anything until you kill the process manually or restart Steam. I had to make an script to run after every play session.

First one's probably on your end, I've never heard of this before. As for the second, I've also never had that happen but I'll see if this is a widespread problem.

Comment

Originally posted by Wide_Internet9512

Thank you for the update Jaaxx, we appreciate it.

I've noticed, both from my own observation as well as from other players in chat, that the invasion objectives on Castello and Noria are a bit boring.

Please bear in mind I'm not knowledgable about the dev process, so I may say something that is unrealistic or low priority.

Castello:

The initial objective of holding that spot by the staircase is a bit lacking in my opinion. Its just an empty area where people duke it out. I feel like it would be more enjoyable if it was a bit more dynamic, like maybe some barriers to go over/hide behind, a mounted ballista for the defending team, or something like stones/oil to drop from above. More often than not the attacking team breezes through that objective.

I feel the defense of the crank wheels that open the gate is great. No feedback there.

The escorting of the cart and the pillaging of the gold/burning of stuff is great, no feedback there.

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Thanks for the feedback, we can definitely work with this. Atm our map people are all busy with Arid, but we occasionally do balance passes/tweaks on other maps too :)

Comment

Originally posted by SillyOldJack

I would like to see some adjustments for AI behavior for bot games, mostly Frontline. It's probably a rare/niche way to play, but playing Mordhau in bot games actually really relaxes me. Unfortunately, the bots are getting dumber and dumber.

My biggest issues are:

  • Pathing
    • Stuck on geometry
    • Stuck on doorways
    • Stuck on each other
    • Walking into walls/objects in the way of wherever they are trying to get to
  • Targets/Objectives
    • Attacking friendly objects, such as carts, constructed walls/spikes
    • Opening/closing doors can cause two bots to end up stuck in a loop (admittedly this is pretty funny to watch)
  • Other
    • Broken bots. They simply don't do anything after spawning. About up to 15% of bots in some matches seem to just stand there, even when enemies are near.

We can look into this, atm the priority is on more of Horde for bots as opposed to the other modes - but a lot of these issues still apply.

Comment

Originally posted by JohnWickStuntDouble

Please please finally implement folders for builds. At level 200 I have to scroll a country mile.

That's part of the armory stuff for next patch!

Comment

Originally posted by Explorer_the_No-life

Give me the German Kettle and Black Sallet in T3, bevored versions!

Good to read, that there will be some changes to riposte, these damn nose-to-the-ground accels are anyoing. How is work with rest of the combat changes going? Again, I recommend removing quick parry, it is unfair mechanic for people, who use good spacing to avoid attacks and score hits. It lets people get away with missed swings way too often.

Asking again, how about more Polish-Lithuanian stuff for second part of Eastern Invasion? Joupons, fuzzy hats and scarfs, textile belts, Hussar saber and warhammer, koncerz skin for Estoc? Also, Tatar hats and Cossack hairstyle? Do you plan to add any of these?

Quick parry has always been in the game with combo feint to parry, so removing the quick parry would nerf people who don't know the mechanics. As for removing cftp, it would buff weapons like the maul, exe swords, etc that can't rely on combos to ftp since no weapon would be able to. As it stands, quick parry/cftp costs a ton of stam and it's not viable to crutch on it.

As for cosmetics, the second half will still be desert themed, not eastern european, so that kind of stuff wouldn't make sense for the update. That being said, it would be cool to have some more stuff like that in the future!

Comment

Originally posted by seannyboi

I have green ping on US West servers for the first time in MONTHS! Thank you for swapping out those servers!!

:) I'm west coast so I've been enjoying it too!

Comment

Originally posted by Attrition71

(Bear Traps) -- STILL no talk on fixing hitboxes on rag-dolled players. It is super inconsistent at hitting players who have fallen over, or ragdoll on the ground. This gives them the ability to stay in the fight all because the punish isn't registering on the hitboxes correctly. This fix is needed and desperately wanted.

At the moment ragdolls are server-side, but we can look into potential fixes.


16 Feb

Comment

Originally posted by IronLegion52

They're in the works. Assets have been finished for almost a year now, the main thing left is voice acting, but that'll take some time.

They were originally planned to release sooner but the engine upgrade slowed things down to a holt.

They could come with EI drop 2, but I doubt it.

Assets haven't been finalized, not at all. We're still working on them. Voice acting is a big thing too, but we have held off on further development to finish EI part 2. Women characters will come ideally in the next major update after EI is finished.

Comment

Originally posted by Miami_Vice-Grip

restrict team switches for the first few minutes to prevent people stacking the team that has a slight map advantage, but then allowing free swapping of teams afterwards.

  • Would parties of 4+ still be explicitly split up when forming teams initially? Having a party of six only to get split up into basically the first three fastest connections vs. the slowest three is a pretty bad experience, especially considering that there's no indication on the main menu that's what's going to happen in official servers.

  • Can we get an idea of how long the switch delay would be? A minute? Five minutes? 30 seconds? It is hard to judge without something more specific to think about

  • Are there any plans to add any kind of intelligence to initial team selection rather than just randomness + groups? Something as simple as trying to make the sum of all players' levels on each team roughly equal, or something else? In other words,...

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Large parties would still be split. The delay we're currently looking at is 2 minutes. There are no plans for further intelligence to the team selection, because it is already optimal for the goal it's trying to achieve. There's no better way to achieve a balanced team than random assignment given a large enough pool, which 48-64 players certainly is.


15 Feb

Post

Hello everyone,

As usual, we'd like to hear your thoughts on MORDHAU - we absolutely rely on your feedback to keep us on the right track when continuing support for the game. Any comments, concerns, questions, etc. are super helpful and we'd be happy to hear them! As usual, please keep things on topic and be civil to one another - thanks!

As for our meeting notes, here's what we've been working on for the past two weeks:

  • As for Arid, the art side of things is chugging along. The town area will be the hardest bit to finish, but we are knocking out the big picture stuff for the art. Once we have all the big pieces in place, the rest should come along really quickly. We're still tweaking a lot, so no screenshots just yet - that being said, we're looking to show some off in the next few weeks.
  • We are looking to start early tests of Arid for gameplay purposes. This isn't to squash bugs, but more to identify any potential issues in the map flow - ...
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Comment

Originally posted by DiscoVeridisQuo

In the last thread you said this regarding team select:

We're aware of issues with this, and we're looking to remedy the wonkiness that team select removal has caused.

can you clarify if you are reversing the change or trying to improve the implementation?

We're weighing both options currently.

Comment

Originally posted by Dramatic_Reddit_user

Any thoughts or comments on the suggestion to hold a map competition for modders with prices; where the best maps make it into the official servers?

At the moment we don't have plans for this - we're focused on putting out 1st party maps. We have certain technical requirements for our maps, so it might be pretty difficult to find community maps that meet the same requirements.

That's not to say modded maps aren't amazing - they definitely are - but there isn't much of a downside to letting both coexist in different servers.

Comment

Originally posted by Attrition71

Time tables. Can you give us a time table for the 2nd half of this update?
Please dont say next year, as we are used to...

When we're able to get the update out. Unfortunately, I can't predict when the map (which is the main thing that needs to be completed) is done. While we have some internal predictions, these definitely aren't accurate enough for us to be able say what they are - I don't want to promise something that might end up to be inaccurate. Once we have a better view of progress, we can start giving more detailed info.

Comment

Like I've said in the weekly thing, we're looking into team balance stuff. As for the 2nd part of the update, we're working on it. Believe me, I'd love to know when we'll be done with the next map, Arid - if I did, you all would be the first to know.

Comment

Originally posted by DrScienceSpaceCat

u/Jaaxxxxon pls fix

It's just a visual thing, should be better in game.

We have some server browser display issues we're trying to track down though, no ETA on a fix yet.


12 Feb

Comment

VERY pog


08 Feb

Post

Hello everyone!

As always, we'd love to hear your thoughts on MORDHAU, if you've got suggestions for how the game could be improved or changed, we'd love to hear them! Feedback, comments, concerns and anything else that comes to mind is absolutely welcome. As a reminder, please keep things on-topic and be nice to one another (and us please), so that way we can focus on getting good feedback from you all and getting changes implemented. As a side note, we're well aware of community opinion on the auto-team select stuff, and we'll most likely be making changes for the next update.

As for our meeting today - it's a national holiday in Slovenia and we've postponed our weekly meeting. This being said, I've compiled a few notes for some stuff the developers have been working on this past week.

  • Arid - the new map coming for the next major update - remains our top priority and main development effort. Our level designers and artists are hard at work p...
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Comment

Originally posted by HowlingHoncho

Can we start having more double xp/gold weekends? I feel like when we do have them they are very far and few between.

We can look into it, I'll talk with the team to get some ideas of when we can launch one!

Comment

Originally posted by DrScienceSpaceCat

u/Jaaxxxxon will you all be doing crossplay with consoles? I can't imagine that would be a fair matchup against PC lol.

Nope, not doing crossplay.

Comment

Originally posted by imgonnapost1thing

I still can't couch after 600hours and 10 reinstalls. There is no button for it so no achievement for me:(

kick button