Mordhau

Mordhau Dev Tracker




28 Mar

Post

Hello! Patch #27 Is here! New Game mode, new Voice packs, new cosmetics and more! Check the change logs for more!
https://store.steampowered.com/news/app/629760?emclan=103582791463942466&emgid=3692426690590545014

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24 Mar

Comment

Originally posted by tensed_wolfie

To anyone reading this: Patchie maybe next month hence why no updates, ps, don’t quote me on it.

*week


24 Feb

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Originally posted by Arkelutious-Corem

The core mechanic is looting dead players and dead mobs and keeping those loots if you make it out alive. You can then bring those loot to the next game and get a head start, but if you lose them they are gone. Beginning classes start with some basic loots though.

The core characteristics of the combat can be really simple, and the dark and darker combat currently is really just 2 guys swinging axe until one of them drop, so with the existing chambers and ripostes and kick, Mordhau is already light years ahead of the development (Dark and Darker is made by a former Triternion employee after all). Held block is a thing, so dragging is a no go, but the held-block hit box needs to be a lot stricter so swings can still hit players blocking if their shield or weapon aren’t properly in the direction of the attack.

Hit to Kill is increased, and heavy penalty for missing swings, walk speed is decreased and there is no chase mechanic, allowing players to run away from engage...

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I've looked into Dark and Darker a bit more and with your explanation it makes for some compelling points. Not sure if this would constitute a bit of a bigger job than what the team envisioned since there are a lot of mechanics that would still have to be implemented from scratch. I'll keep this one in mind.

Comment

Originally posted by RocvaurOfDarkCrystal

Maybe Arcade Mode could have perks akin to the reworked Horde mode or maybe "unique" weapons and power -ups? or something to make it more individualistic from standard Mordhau.

A different set of perks with some mechanical changes could be interesting, not sure about the difficulty of implementation. When it comes to new or wacky weapons the issue is always the same; either the community will want the weapon in all the other mods, it does not fit aesthetically/mechanically or it would be best implemented as a skin. The approach taken tries to arrange the existing building blocks already there in a new configuration to get a different gaming experience. If the mode is to similar to the existing one what would be the point.


20 Feb

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Originally posted by Arkelutious-Corem

I still don’t understand why Dark and Darker inspired mode isn’t in development. If the arcade game mode is already designed with a dumbed down combat, wouldn’t that be perfect since Mordhau is already much more polished than Dark and Darker, and it could really revive the game like what BR did to Fortnite.

To keep the ball rolling, what would you say are the core characteristics of such a mode? Are there things that Mordhau could offer on top of it or improve? I am not well versed in Dark and Darker so I am looking for some concrete inputs. Thank you in advance.

Comment

Originally posted by Joe6pcK_

Fix the ragdoll hitboxes. Currently, whenever someone falls onto the ground in ragdoll there is a huge invisible wall by their feet, and you have to run around to their head to hit them, especially if your weapon is short. It would be much better if there was just no invisible wall there whatsoever.

Thank you for the input. I am unsure if the issue was mentioned before so I will add it to the list and present it to the team. I'll keep you informed when I get a response.

Comment

Originally posted by TesticleTorture123

You know what time it is.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH

Also please make the devs do something. Having feedback but not using it is a little wrong.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHH back at you.

The last discussion thread was a big influence and was heavily referenced when having the debate about the Arcade mode so your feedback does have an impact. The smaller issues are also gathered and presented to the team to discuss further at the meetings. Sometimes one loses track of them and to the community it might appear that we did not listen if there is no proper feedback from our end. We are working on rectifying that. Thank you.

Comment

Originally posted by stash375

swordgame should start with best weapons and work down to worst, randomness might actually be bad tbh

Comment

Originally posted by Bodisious

If any other comment gets responded too in this post please respond to SoomRK. He and other modders have worked hard to keep this community alive and interesting.

I am not a modder myself, just a player who wants to see this game keep going as long as it can; but it needs support from its developers to continue to succeed. Many of us have bought dlc or even another copy of the game to support the developers, but many of us are losing hope that community feedback means anything anymore.

I have put well over 1000 hours into this game and hope to put in many more. There are communities banding together to keep the game alive and fun like duel servers or clans like CK doing events but many of these servers rely on mods and mod support to keep providing their fun changes to the community.

So please, even if all you say is, "give us another 6 months" just tell us one way or the other if you will keep supporting this community of players.

Thank you for the heartfelt response. I feel the same way. A healthy and thriving modding community prolongs the longevity of any game so I will try to push the SDK support to the forefront where applicable.

Comment

Originally posted by SpanishAvenger

I am very sad to read those news on the Arcade mode. I was heavily looking forward to it... :(

The Arcade mode is not really gone but is being polished and we will try to make it a new game mode with its own spin and added value.

Comment

Originally posted by SoomRK

Is there a time frame on when we will see the SDK fixed? Going on 13 months for linux users now.

Edit: Some clarifying as requested by fellow modders.

Tuesday December 2021- Patch 24 is released with update to SDK containing linux binaries as well.

December 22nd and 29th 2021, hotfix 1&2 for patch 24 is released, no update to the SDK. (This contained many path and value changes for horde and was inaccurate in the SDK for 9 months, very unfriendly to modders especially new ones)

Thu June 23rd, Mon 27th, Tue 5th of July; 2022. - Patch 25 and various hotfixes released, no update for SDK (nearly 7 months now). These patches contained Arid and the entire armory rework, causing the SDK to be nearly incompatible to mod with as far as 'main menu' HUD changes go. This is when we were told that Battlefield had quit (nearly 6 months prior) and that the SDK was not going to be updated.

Thur 27th and Fri 28th of October 2022, Patch 26 is released, SDK ...

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Thank you for the concise recap, I was not aware of the time frames on the issue.
After asking around I was told that at least the Linux binaries were taken care of and an update should be published quite soon.
When talking about the SDK support in general it is my impression that the ports took precedence, will try to bring it to the forefront in the future as I believe a healthy modding community improves the longevity of any game.

Comment

Originally posted by Beneficial_Copy_4444

Please fix the lion toes clipping with most leg armor, just tighten/shorten the chain around the ankles so it doesn't clip through, $5 cosmetics shouldn't clip with almost every other armor piece

Also fix the maximilian cuirass without faulds clipping with its skirt, there's literally only one waist option for it and that waist option only goes with that armor and it still somehow was not made to not clip

Also, I liked arcade mode, please keep the idea and add it, don't listen to sweats who are mad at the idea of people having fun in the game without spending 12 hours a day studying animation exploits, they don't care about "splitting the playerbase" they just don't want the casual players they're used to stomping to leave their servers and leave them with only other sweats to fight

Thank you for bringing the clipping issues to our attention, will pass them to the team.

In regards to the Arcade mode thank you for the encouraging words. The mode was not abandoned but it will most likely be a completely new game mode with added value. As stated that is still being brainstormed.

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Originally posted by Sanujan_

Why would you think that? We play a lot and can tell you random is pointless and will lead to unfair advantages when half the lobby gets polearms. Just generate lists of weapons so the matches have different but consistent progression throughout the match. This mode is DOA to all but like 10 lvl 200s and noobs if it’s left to RNG

It is not as if every player gets a random weapon every time, but the progression list that is the same for every player on a given match could be semi randomized at the start to give some variety. So to reiterate; every player in a match has the same progression of weapons, the method of deciding the weapon list is what we are debating here. Be it a set list (the carbon copy of the gun-game mode), a random pick from a number of set lists, or the weapon list could be semi randomized within a tier list. It is a minor difference at the end of the day that might give some variety to the mode. I hope I was able to make it sufficiently clear. Thank you.

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Originally posted by RocvaurOfDarkCrystal

Sometimes the stars align just right. I do apologize for the late thread and for not giving you a heads up.

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Originally posted by thomasAvacado

One change I personally would like is the flat out removal of the feature that makes you equip your fists after throwing a weapon or getting something knocked out of your hands. It's infuriating to get an explosive barrel knocked out of my hands and have to equip my shield again, which takes too long and I die. Thoughts?

I've encountered this proposal a couple of times by now. Will add to the list and present it to the team to see what will they say. Thank you.

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Originally posted by HalfOrcSteve

Will you be opening beta up for more people before release?

I assume you are talking about the Console Beta. Not clear at the moment. The first one was for some stress testing. There is no plan to open it any time soon.

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Originally posted by muziv

Getting to training sword level in sword game was the best part...

Should the training sword be the last weapon tho?


17 Feb

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Originally posted by currentBroccoli

I don't think sword game should be random wep, make it like COD where the weps getting harder to get a kill with, like ending with throwing knife etc. Or some interesting spin on that idea, instead of random selection.

Also bring back grad, camp skirmish PLEASE. I NEED IT IN MY LIFE. THE GAME NEEDS IT. BREATHE LIFE BACK INTO SKIRM. (Crossroads too)

I do not think it should be a predetermined weapon list that you go through; some randomness should remain. A compromise would be to have each third of needed kills be a random weapon from a pool of weapons that would be considered "easy", "medium" or "hard" to get kills with or have a higher skill requirement. Thoughts?

Post

Hello everyone!

Feedback time! Apologies for the delayed post, certain topics have been rapidly evolving and I wanted to present you a clearer picture with the updates. Please share with us any thoughts, questions, suggestions, concerns or elaborations you might have. As always, please be civil to each other in the comments and keep things constructive.

The most prominent development topics that happened since the last post:

  • The next step has been taken on our console port journey, and it can be considered a big one. We have entered the validation phase for some of the ports, to have outside feedback, more concrete testing and to garner experience for the process. It is a nerve wracking time period and a lot of effort was poured into it, to have the most meaningful feedback possible while still working on the rest of the porting processes.
  • The upcoming map Forest had no major upheavals in terms of layout and playing feel, most of the work has ...
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15 Feb