I appreciate the effort to finally do something about team stacking but not letting people choose the team has got to be the laziest possible solution
It's the first step, now we're looking into auto balance - can't do that if people can swap teams
I appreciate the effort to finally do something about team stacking but not letting people choose the team has got to be the laziest possible solution
It's the first step, now we're looking into auto balance - can't do that if people can swap teams
Horde needs more rounds, maybe implemented by adding difficulties? Adding a endless variant for fun were players can vote to end it
thanks for the feedback - we're definitely aware that the new Horde isn't perfect, and we're looking into some options. :)
This is coming in the next hotfix
Status report?
They are in the works.
I haven't played in a while, but they removed team switching? Jesus christ what a horrible idea. I was gonna come back because of the editor, this seems extremely frustrating though. Why not just have it as a variable for hosted servers? Some can allow it and some cant.
This is only on officials.
Like the patchie, but two critiques:
(1) I wish there were more than 21 rounds in horde mode. It's a lot of fun but seems to end right when it gets good.
(2) Not being able to pick teams is silly. Now the teams get horribly imbalanced and there's nothing the players can do to fix it. I played 5-6 Invasion games where one team had nearly all of the rank 200+, and it was just a steamroll. Pre-this-patch, at least some rank 200s would switch over to balance things out. Can't do that anymore.
This was an initial measure we've taken, now that people aren't free to switch teams we can start to experiment with autobalance stuff :)
Hey all,
We're hope you're enjoying the Eastern Invasion update, and that you're having a happy holiday! Especially this week, we're very interested to hear your thoughts on the update; whether that's praise or (constructive) criticism, questions, feedback, etc. We are aware of a handful of issues such as broken spawns on Noria's horde, among others, so expect a hotfix in the coming days.
Anyways, that's all I've got - have fun and thanks for playing!
If you'd like to read last week's post, click here:https://www.reddit.com...
Read more External link →I just came, btw WTF is that goblin thing in the box at the end of the trailer???
it's xqc
Uhhh idk about that
Edit: somewhat out of context/exist was doing a soonTM
We have a few issues we're working on, more details tomorrow
edit 2: we were somewhat on the fence but things ended up being sorted out :)
Could you link the EULA? I can only seem to find one for Unreal Engine itself. Is is bound by the same rules?
Yeah, thats the one. See this bit.
Any public Distribution (i.e., intended for Engine Licensees generally) which includes Engine Tools (including as modified by you under the License) must take place either through the Marketplace (e.g., for distributing a Product’s modding tool or editor to end users) or through a fork of Epic’s GitHub UnrealEngine Network (e.g., for distributing source code).
We're thrilled to finally announce the release of the official MORDHAU Mod Editor!
The MORDHAU Editor is a powerful creation tool that allows for easy map editing, full control over game modes, customization of gameplay and more, allowing for seamless creation of user-generated content. Additionally, there are a few sample maps and game modes to help you get started. We're excited to see what you can make!
The MORDHAU Editor is available for free on the Epic Game Store: ...
From Jax in the Mordhau Discord:
@everyone
We're thrilled to finally announce the release of the official MORDHAU Mod Editor!
The MORDHAU Editor is a powerful creation tool that allows for easy map editing, full control over game modes, customization of gameplay and more, allowing for seamless creation of user-generated content. Additionally, there are a few sample maps and game modes to help you get started. We're excited to see what you can make!
The MORDHAU Editor is available for free on the Epic Game Store: https://www.epicgames.com/store/en-US/p/mordhau--editor
Also side note, why god did it have to be on epic gam...
Unreal Engine Editor (which our editor is built on) can only be released on the Epic Game Store as per engine EULA. It is, however, freely available.
Hey all,
As usual, we're always appreciative of your feedback; any comments, concerns or questions are absolutely welcome, and they help to keep us on track with improving the game. Please remember to keep things on-topic, and be civil to others.
As for progress notes this week:
[removed]
External link →Hi jaax
Have you seen all the ddos attack is getting the game? Could you please talk to the devs about it? You must do something or the game will be killed by this ddoser
It's pretty hard to determine whether things are DDOS attacks or issues with server stuff - we've been investigating both and while it's too early to say that we have a solution, we have made some potential progress identifying some problems.
I'm just going to repeat what I said last time since it's pretty much the only thing I care about anymore:
Please fix the lag when playing the lute, it keeps skipping notes when playing very fast songs.
We can look into it, thanks for the heads-up.
Read moreLocal controller pleb here. Any word on console progress? Honestly I'm not even sure if that's hard confirmed to be happening but I see people mentioning it in the discord sometimes like it is.
If not console progress specifically, any news about further controller improvements? It feels pretty solid right now with how VO works and general combat but I've been finding the axial deadzone is really frustrating when trying to riposte using 240 rather than keybinds on a controller since it almost always defaults to a left or right side strike/stab. Trying to do something like parry an incoming hit from your left and riposte with a right underhand is damn near impossible because of that axial deadzone. It seems like reducing deadzone generally will shorten it but then it becomes too sensitive for my taste. I'd love to see deadzone separated in the options into axial and radial so I can lower the axial alone without worrying about generally low radial deadzones being se...
I can't say that much on this front, a lot of the development has been on optimization stuff and getting it running on the devkits we have. Once we have some better info we'll be allowing some people in to test a pre-release build and we'll go from there. At the moment it's just a little too early to give tons of specifics.