Mordhau

Mordhau Dev Tracker




31 May

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We're working on something like that, I believe. Not sure what tier - we do need more T2, but T3 is also much better and more commonly used, so we'd have to figure that out. :)

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Originally posted by streetboat

Nice to see some love for HEMA in here. That's a schlüssel guard from Joachim Meyer, right?

*cries in boring fiore guards*

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Originally posted by New_SirPuffball

So, what's this Unreal Update I keep hearing about going to mean for the game? More efficient and smooth gameplay that runs better, or just to make working on it more bearable?

AlsopleaseIdon'tfeellikefoldersarehighenoughonyourpriorities

So for the Unreal update, this is just normal procedure for us. Epic updates UE4 and brings new functionality, which can help with development and sometimes game-stuff too. Maybe they change some stuff the helps with baking lighting on maps, maybe it's general optimization, etc. We try to stay as close as we can to the latest version, as this ensures that we have the best tools to work on the game. Also, if we don't update for a while, then we end up with a super old version which essentially would lock us out of going to a newer one. Don't quote me on this, but IIRC Ark for example runs on UE4 4.5 or something, and the latest version is 4.25 - for them to update would take an insane amount of time. If we fall behind a ton, we wouldn't really be able to update.

We want to add folders as well :)


30 May

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Originally posted by RagingRipto1

Personally I think a good change would be adding a wooden mallet to the toolbox, this would give the wooden mallet an actual use, allowing engineers to have a repair tool for their buildings while not having to sacrifice 2/3 item slots (could keep mallet as a standalone weapon option for memes). I think engies are already limited enough by the cost of the toolbox.

If this were implemented I'd say when you switch to the toolbox you bring out the mallet, but instead of R throwing the mallet, pressing R with the toolbox mallet will pull out the toolbox to build like normal, and right click to cancel back to the mallet.

With this change engineers could run toolbox and mallet and still have 2 slots for a better weapon or supplies, or they could opt to use one of those other 2 slots for the HHA or BH for the better repairs over the standard toolbox mallet. Overall it would give Engineers a lot more build freedom.

We need to take a look at the repair tools. The HHA kind of invalidated everything else for pure engineers, but we'll see what we can do.

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Originally posted by BokkieDoke

It's more about this sub than the game itself, but could we get a pinned and updated post on the planned contents of the next patch once they start being teased and confirmed?

Mostly asking because planned weapon balance changes. I'm not asking for precise numbers (I know those change during testing) but knowing that X weapon is being looked at because feature Y of it is considered too strong would be nice.

Also some explanation about certain things from the devs themselves here would be nice. Like the reasoning I've heard behind the skin color options being delayed, which I find odd. Why not add the skin colors, then add the improved facial editing later?

I will be writing up a post for you guys, going over some changes that are planned for the future. Not necessarily about the next patch, and the thing with balance stuff is that it changes like 90 times before an update comes out, as it's really based on 'feel' and feedback, so it's best to go over that usually once everything is locked in, via patchnotes.

As for skin tones, we've worked a bit on them - we just tried changing the skin to be darker and it looked like we pulled the model out of some 2003 mobile game lmao. We actually have to do this properly, and it will worth it.

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Originally posted by stash375

Please experiment with 32 person Frontline and Invasion servers. The game runs far better with 32 people and the fights are far more manageable.

From what we've seen from changing the server counts, most players actually like the larger modes even if it means less performance. We'll be adding some server size options in though, most likely.

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Originally posted by KasiFlow

Whenever it's asked the usual answer is always silence or the usual "not our priority right now" It's been over a year, surely models and textures and voices shouldn't take that long? Armor doesn't even really need to be reworked, it was said that the size slider system could be used to rework armor for females

The slider wouldn't work - we would, from my current understanding, have to create a completely new model and re-skin and weight everything to work with it. This means we'd have to go and re-setup every single armor piece in the game to work with the new model, and this would be a pretty big undertaking.

Read my comment above for the current status on adding females though.

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Originally posted by Jaewok

From the Mordhau kickstarter page;

"CREATE YOUR WARRIOR. Pick your gender, choose the type of body, adjust facial features, and even sculpt a face to your liking. We want you to be recognized from how you look, as well as from how you fight."

It's been more than a year since launch. Are we getting female characters or not? I've been asking every week and haven't been answered. There are promised kickstarter features that have not been implemented.

If you're not going to do it, just come out and say it so those of us waiting for this advertised feature can move on.

We will at some point. It's just not the best bang-for-our-buck at our current state of the game to develop, but once we're done with the SDK and a few other priorities we'll take a look at what we can do.

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Originally posted by PotatoKilr

A few suggestions: Shield bash and/or charge, Slightly higher parry drain negation for shields (or some other improvement to make them less useless), Ability to hold torches for objectives in the left hand, Ability to kick regardless of what is held. Can someone explain how I make a list? I've tried many different methods but none work.

We'd like to do a bash at some point, but if we did it'd likely come with a change to some other aspects and allow for non shields to do an offhand punch or some other light interrupt kinda thing. This being said it's just a thought we've had, and nothing's set in stone on that front.

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Originally posted by mootpoint007

I like to play a short spear + targe loadout because I have a lot of fun throwing my weapons. I've noticed that while mounted you can't throw your short spear while your targe is equipped. I tried tapping and holding 'R' but threw my targe either way.

This has come up a surprise amount because I end up mounted chasing other mounted players on crossroads a lot, and sometimes I want to finish them off by throwing my spear, but can't unless I unequip my targe (which would leave me more vulnerable to their real spears).

Is this intentional? Can it be changed?

It's something we can look into. We'd like to at some point change alt modes to be done by re-pressing your weapon key (1 for primary weapon alt mode etc.) and that would free up R to be used for extra things and remove the held delay on shield wall/targe throw etc. It might happen, might not, but it's something we're interested in.

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Originally posted by TheMordhauBird

The Bird would like to request the rest of the hussar armor set.

We have received elizabethan armor to supplement the chest piece. The Burgeonet and now the legs complete the set nicely. Adding a hussar helmet and legs would be an excellent addition.

Furthermore, the community overwhelmingly wishes for a sabre of some sort, preferably the hussar variety. This would be most pleasant.

Also, The Bird would like to point out the significant clipping issue with the cloth coif lowered. With 90% of the T3 helmets with which it is compatible, it clips horrendously and ruins the appearance. It is often a great piece to add color to an otherwise "metal" loadout. This helps to prevent TK, or just cosmetically enhances a loadout.

That is all. Thank you for readin.

We're working on fleshing out some more matching sets :)

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Originally posted by DomSon1

Now I'm not sure how this could work, but some of my mates were mentioning the ability to buy perks in Horde. Could be cool, obviously not all perks but some of them would probably help. I have no idea on the pricing though, but I think they should be quite expensive than cheap.

We want to overhaul horde at some point in the future :)


28 May

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oh no i've been memed

I'd give you a concrete date if I could, but that's something you get at like AAA companies with 12 layers of management staff :( we have like 12 people total

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Originally posted by KyleTheKatarn

Every 3-5 (or maybe a higher number) enemy kills gained should remove a TK strike for instances of autokick. Allied players that have gone into flesh wound should not count as team kills given one hit from anything usually kills them, only should count if their allies put them in that state in the first place.

Yeah, I'd like us to change the way TK's work. Getting your final TK when you have 120 kills seems like a bad time.

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Originally posted by Cleyvour

Can we PLEASE get a public test client? We can help test changes before the patches are released. There are enough empty frontline servers alone to support it.

This would do multiple things.

  1. It would placate the tomatoes as they will be distracted with the public test. Think of it as a stopgap for them.

  2. It would allow the playerbase to provide, faster, efficient, and more direct feedback on changes and tweaks.

2a. It would grant the ability for balancing tweaks to be implemented and tested at a faster pace and a wider scale if desired. This would allow for weapons to be balanced faster.

WE can absolutely look into it - we will be changing the way our version control works on the development side, which will give us a lot more flexibility in releasing hotfixes, minor updates (ie cosmetic additions and balance-only changes) and running separate branches. Up until now we're had a sub-optimal system that didn't allow us to do much but work on major update cycles, as doing a hotfix or PTO would require us to pull a ton of content and 'repackage' everything into a release build. Going forwards, we'll be able to have multiple branches that can kind of be independent from each other.

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Originally posted by Krother

6-) Weapons with movement penalty

Cluttered and small fighting spaces, crowded team fights and decrease in lunge already made these weapons worse and worse, and I think the movement penalty was uncalled for. I get that its a minor nerf, but it is a nerf nonetheless. Reverting the change would make these weapons more fun and playable.

7-) Weapons with very low recovery

Talking about short spear, arming sword and so on. The problem is that when they miss, you can never punish them. They can miss all day and never get punished by good footwork. Allthough the lower recovery was a good change for small weapons, 400 ms recovery is just too short. Nerfing them to 550 ms would make it easier to punish misses.

8-) Training sword

It has a lot better turncap but slower than longsword. If the purpose is training, they should have exactly the same speed and turn...

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  1. I disagree on this, as especially in comp play you'd have a huge amount of target switching with these weapons that removed a bit of the grounded feeling. In my opinion this change is good, and helps to make using heavy armor with a zwei for example not the most optimal way for offense. This one is a bit subjective though, and I appreciate you bringing this up.

  2. Being able to punish is something that's been noted in comp and casual play, and it's something we're absolutely looking into. I don't think this is just limited to fast recovery weapons all the time either, and crush is looking into some changes that might help in this area.

  3. Yeah I agree on this.

  4. Interesting take, but I think this might be more of a collision or torso movement thing. Not too sure, but we can take a look. These types of issues can be pretty weird to diagnose because they can happen for a lot of reasons and multiple game mechanics can kind of compound...

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Originally posted by Krother

Hello, I have some suggestions and feedback on some weapons that I think you guys would agree, and possibly implement it before the next update since they are easy changes. This is gonna be a long one, so lets go:

1-) Halberd and Zweihander

https://imgur.com/a/4sjgVwn

Halberd main mode and zweihander are almost exactly the same. The only notable differences are alt modes and extra 25 ms release of the zweihander. These weapons play exactly the same, function the same. I think one of them should have a bit more pronounced role. Most weapons follow this logical tier:

Longsword < Greatsword (relatively low damage, fast two handed sword)

Bardiche < Halberd = Zweihander (relatively high damage, not sof ast polearms)

Billhook < Spear (very quick and long stabbing weapons)

Arming sword < Bastard sword

I think Zweihander should be more like LS and GS, not like...

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  1. I agree on the fact that halberd and zwei are a bit too similar, and I'll talk to crush about what can be done on this front.
  2. You have big brain energy, we've already changed maul to 65 strike damage to t3 chest for next patch.
  3. I think this should be solved, but perhaps in a different way. We might experiment with flinching, parries, speed etc. and try to find a good solution, but the idea of the poke stabs on baxe etc. is to server as a low damage 'interrupt' and slowing that down too much would make the weapons feel pretty samey when compared to the rest of the lineup. In any case, we'll look into this!
  4. Chambers are an easy way to bypass reading, and if someone lands an attack on you, you should be at a disadvantage. Making combos consistently chamberable, at least in my opinion, would not be healthy for the game. Being able to quickly kill someone is a good thing when you factor this into team fights.
  5. Greatsword can be a bit of an issue ...
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Originally posted by SerStormont

I know you're a small team so it is a big ask, especially with Castello just being so recently released, but anything to do with a new map would be amazing. I think the community needs some new maps to play. They don't need to be as detailed as Castello, just as long as it's a map that is unique in style and is fair for both teams.

We have a few in the works, but we'll show them off when they're more ready ;)
We don't want to do a repeat of Castello and show it off before it's actually good to go, and then just tease you all by doing so.

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Originally posted by Stratonable

I recognize your username. Thanks for your hard work.

The forums weren't perfect but they were a valuable part of the discussion. The steam forums are pretty toxic. The Discord chat moves too fast and doesn't have a good search function. The Private Feedback channel isn't visible to the majority of us and from what I hear it isn't all that useful even for those who have access. Crush seems to be blocking critics and turning it into an echo chamber. That aside, Discord just isn't built to be a forum. Reddit is mostly for memes and fun community stuff. Feedback and critique don't get much traction or engagement on here.

I'm not saying the forum was perfect -- it had plenty of toxicity, bait, and low effort meme-age -- but it was structured far better than any of the alternatives. It had a solid search function, clear linear discussion threads, a like button (and no dislike button), and clearly visible account profiles which displayed metrics like total published comm...

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To be honest, we didn't usually even read the threads on the forums all too often. A lot of the good ideas ended up buried by people just arguing with each other, and on reddit these things get filtered by the upvote system.

While I haven't been as active on here as I'd like to be in terms of commenting on things (and I'm working on that), myself and the team still read virtually everything on here. Just because I don't always reply doesn't mean that we're not looking at what you all have to say :)

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Originally posted by NightsOW

It's amazingly easy to 100+ kills with a maul class, but it doesn't feel fair one shotting everything. With the Rush perk, you become a 1-or-2-shotting machine.

If the enemy has taken a hit, you one shot them without needing to aim for the head. It's just so easy.

We're changing it up a bit, it's too overpowering atm. Probably something along the lines of 65ish torso damage on strike, which means you can synergize with a decent amount of two handers, but won't get easy kills for just a single hit. I think a few other things are planned, so hopefully it will be toned down quite a bit while still feeling really cronchy and unique.