Mordhau

Mordhau Dev Tracker




27 Jul

Comment

Originally posted by junglist123

Any news on SDK?

Not yet :(((

Comment

Originally posted by Yuiodo

Would be pretty nice if the new brawl map Geach posted had the places blocked off by spikes made accessible. Map looks kinda tight but by looks it's pretty great!

Brawl maps are meant to be very simple in terms of playable area, so that way the players are forced to fight instead of using pillars etc. to break the chase mechanic.

Comment

Originally posted by xeporia

Are there any plans to update the cosmetics that were released at launch to be "up to standard" with the newer ones? it's quite obvious that the launch cosmetics aren't as polished and refined as the newer ones, mostly texture-wise (For example, (it's quite easy to see how low res the texture on the flat templar and flat top(s) are compared to the conic facemask for example.)

We're considering it a little, but really our current idea is to leave the old ones and make new and better versions. That way there are more options for people, and those who like the old ones get to keep em.

Comment

Originally posted by Shmarrett

Why even still post these? The same copy/paste updates for months with nothing new to show. We all know these threads are pointless :/

Usually, features take longer than a week to develop. I'm not going to lie and make things up, and I think transparency is the best approach. Sometimes things take a while to make, that's all.

Comment

Originally posted by Danubinmage64

Is there a reason you guys are putting off the update and throwing a huge chunk of stuff? I think the game would be better off if you had some more minor updates because while I think you guys are gonna have some serious work done for this patch lots of people are starting to think the game is abandoned because it's been a while since patch 21.

Other than that I'm going to ask again. Is there any consideration for a form of auto balance? Has there been a discussion? Is there a reason you aren't putting it into the game?

We're not putting off the update, it's just taking a while. When you upgrade UE4 it requires quite a lot of things on the code side to be completely rebuilt, so that's taking quite a while.

As for autobalance, it's something we're looking into. There are a lot of little details that need to be decided on, such as what happens to friends who want to play together, what if someone wants to play on the attack side every time? Do we allow switching teams? Do we repeat the map twice so teams can play both attack and defense? What about FL versus Invasion? Lots of little things like that make it a bit of a pain to do, so right now we're taking our time and deciding on what's possible. In the meantime, we've been busy with other things as well 👍

Comment

Originally posted by W1ldwestern

For starters does new siege weaponry include a dwarf driven ballista on a cart, if not will it be included now? Jokes aside other than the suicide and flourish animations what are the other non-combat animations in the works, if any others? As well as how are the changes to the AI coming along? Will we be able to choose a more difficult bot to test against or will we still have to spam add and remove till we get one to our liking?

  1. No lol
  2. Yeah, I think we have a few non-combat animations coming. They're lower priority but things like laying down etc. are being worked on, most likely for NPC use or something.
  3. AI stuff is mostly focused on navigation/path finding - preventing the AI from doing a murder-conga-line and being smarter. As for their combat, it's not 100% finalized but a lot of the work Marox is doing is aimed at making them a bit more natural, so hopefully no weird pivot spin things that they do right now when they get confused.
  4. As for the last bit, AFAIK we haven't added any sort of specific bot spawning functionality, but we are looking into doing practice modes to complement the existing tutorial stuff.
Comment

Originally posted by Superphysiological

hey please add a note for the team, don’t make the women scream or shriek like battlefield V. women screams/shrieks scientifically are one of the most grating sounds since it has always been used as an alarm of threat.

https://youtu.be/GjydHR9G-C0

https://youtu.be/GPqzkA9qllk

https://youtu.be/iOUeHicZQDo

Having a frequent grating sound would subconsciously drive players away from the game.

BF1 had women death sounds that weren’t shrieks or the typical moans. The death sounds were as visceral as the male ones.

Edit: article on how screams affect the mind differently than other noises https://time.com/3956127/scream-screaming/?amp=true

When we add women characters into the game, our goal is to make them feel like they've been in Mordhau all along.

Comment

Originally posted by IronLegion52

Any chance that we could see some snippets of the new cosmetics Grator has been working on?

I know a few months ago there was mention of two "Chad" armour sets that were very ornamental and very expensive. I'm super interested as to what they look like.

I'll look into it!

Comment

Originally posted by Coom-guy

Make weapon sounds louder over distance to add natural ambiance to the battlefield because all we can hear right now is foppish screams from 1 kilometer

Edit: by weapon sounds I meant parry, chamber and clash sounds, shield blocks, maybe weapons hitting armour sounds

We're adding ambient battle noises at some point that trigger when there are people fighting at a distance. IIRC, actually doing distant sounds of each thing isn't viable due to some technical stuff about audio channels or something, but either way there's some cool stuff coming. Also, we're adding a ton of new sounds as well, re-mixing the audio levels, and adding ambient level sounds too. Having an actual sound guy on the team is amazing 😍


26 Jul

Comment

This has been reported a few times - I'm looking into a potential fix despite not being able to reproduce it in the editor (it works on my machine™).


20 Jul

Post

Hey everyone!

As usual, we'd like to hear your feedback. Please be constructive when posting, but aside from that, we'd love to hear anything that's on your mind! Any feedback, constructive criticism, etc. is always welcome, and your comments are always seen by the dev team. In any case, today was a bit short of a meeting, as we're all stuck downloading updates for the game for testing. Either way, here are our meeting notes for this week:

  • We talked to our server providers, who've said that some issues that EU players have been experiencing are a result of DDOS attacks.
  • Speaking of servers, we're looking into some other hardware related changes - we'll have some more info hopefully next week.
  • We're bringing in a project manager, environment artist and level designer over the next month or so :)
  • We've improved the .pak security a bit (always nice).
  • Some work on UI is ongoing.
  • We're tweaking the catapult, which is m...
Read more External link →
Comment

Originally posted by AustinShagwell

Can you actually take down community servers??

We can unlist them, but we only do it for offensive server names or extreme cases.

Comment

Originally posted by HPADude

Stab drags: any plans to address them? After 2k hours, I still loathe being hit by them and feel bad when I use them. They just don't make any sense and they're janky as hell to read - plus you can make several disgusting mix-ups with them in teamfights that are almost impossible to read e.g:

  • Stab at an opponent who's 1vX against you, if he doesn't parry then let it miss, if he does then stab drag it back in

  • 50/50 stab switches. Wind up stab with spear/estoc/short spear and either throw it into the first guy or drag it into the second. Extremely difficult to punish, because an early stab chamber to try and punish the switch will just make you easy to hit with a stab drag.

I would suggest significantly reducing stab release times across the board, making the weapon do damage only while it is visibly moving forward with speed

The current plan is new animations → more combat balancing/changes.

We've kind of hit a hard limit on what we can do with the current ones via blending and timing stuff, so new animations should help in this regard, as well as some longer term goals of reducing the general recovery times, which should allow for shorter releases - essentially we're looking into "tightening up" the combat in some areas.

Comment

Originally posted by death1234567889

Can you PLEASE stop friendlies from being able to eat the chicken drumsticks on Feitoria????!!!!!

IIRC we're taking a look at noble food - I think that we are just doing balance changes to it currently, but this is something to consider (although other comments are right, that it's a fun little mini-objective).

Comment

Originally posted by Kazerz

Hey Jax,

Thank you for the weekly feedback.

I talked to Geach on Discord on how to improve communication with the community as it seems to be mostly limited to Reddit and the Discord channel, having looked at other games and how developers talk to the community about how development is going - i.e. Insurgency Sandstorm devs uses Steam announcements to post monthly Community Update blogs where they show Feedback results and content produced by the community (There was a public survey a few months back for Mordhau, the results have yet to be published publicly). They also have a blog for State of production, where they talk about the current state of development, and provides a pedestal for members of their team to discuss what's going on.

With that said, here is a list of suggestions which may help with playerbase communication:

  • Weekly feedback thread visible on the main menu (Suggested by another user called Frost, website compatibility sho...

Read more

I think the most feasible thing is our current idea of doing regular developer streams pre-patch (and perhaps monthly in the future) which can then be posted on Steam as announcements. I'm the only PR guy on the team, so aside from being on social media I'm also in charge of all inboxes, I manage the moderation, organize tournaments and prizes, etc. and I'm also going to school full-time. 🙃 That being said, I agree that there could be some improvements.

As for SDK, it and any updates are mostly separate - once the SDK's approved we can pretty much release it (after a few tests and checks) - unfortunately this engine update has been pretty involved so that's set us back quite a bit with this one. Luckily, most of the content planned for the Eastern Invasion patch has been in development alongside this stuff, so fingers-crossed it shouldn't be as absurd of a wait in between 'em.

I think you've summed up the issue with Ranked pretty well - FL/INV is just more fun cur...

Read more
Comment

Originally posted by KasiFlow

Female characters was a Kickstarter goal. Something like that should be way closer than past the engine update and eastern invasion. Eastern invasion is already taking ages but it's more forgivable because it wasn't even a goal that was reached. Female characters however are 2 years LATE.

Eastern Invasion was a KS goal - we showed off women characters in a trailer, but didn't get them working in the alpha. Adding male characters is somewhat easier since we don't need extra voice lines - we're trying to be as efficient as possible.

Comment

Originally posted by mrdebelius

- Please, in order to keep up with the competitors, we need new FL/INV maps and objective ASAP. I know a lot of people are asking for this, please hurry hup! I hope more maps are in development after Noria, they are what the game needs the most.

- Some more snippets would be cool!

- Among all the bugfixes and optimizations you are doing, please remember to take a look at the cloth animation bug on gtx1070 I talked you about some time ago. (fingers crossed it gets auto-fixed with engine update.

- Can we put emblems on the back of our armors in addition to on the front? (like in the back of the tabard)

  1. That's the plan, and Noria is just the most finished map that we're comfortable showing off. We did show a Brawl map on the Discord that's heavily WIP, but those take way less time to make. There are other maps in development, but we don't want to show them off just yet - if we show a map too early, it's pretty underwhelming.
  2. Yes, more incoming.
  3. We'll see - it's really low priority since it seems to be a pretty weird graphics driver issue which would take ages to diagnose. We haven't forgotten about it though.
  4. Unlikely, it would require re-doing all the armors.

19 Jul

Comment

Originally posted by FryingSauer

I wouldn’t either. Though I do remember one time I found a bunch of people watching “the Birth of a Nation” which kinda freaked me out. Guess there could be a Mordhau to Klansman pipeline lol

if you see that again, message myself or a mod - (preferably on discord, reddit's dm system is smelly) - we'll take the server down and delete the offenders from the mordhau universe :)

Comment

Originally posted by not_consistent

At first I was like well this is stupid but it just kept on giving. Good shit. Games not going anywhere. I like to think Triternion is a company that doesn't embrace any sort of "crunch" culture or whatever it is that causes burn out in other big companies so the update frequency is a bit slow. One thing I think doesn't get enough credit is just how good the game itself actually plays net code wise and in terms of stability. It just works yanno. Get the sdk into some talented hands and the game will only not die even harder.

Big true. We are working hard but there's no point for us crunching and getting burnt out - and we've been steadily bringing in new developers for a while now. We're also getting some more structure soon, with a project manager coming onboard which should help with being more efficient.