Horde is way too easy now
We definitely need to look into some sort of difficulty settings, potentially more enemy scaling based on players. Thanks for the feedback!
Horde is way too easy now
We definitely need to look into some sort of difficulty settings, potentially more enemy scaling based on players. Thanks for the feedback!
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. :)
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 :)
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: ...
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:
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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.
Hi Jax.
Please answer this message. We are going to conduct a tournament among RU and EU players. Around 100 people signed up for the tournament. Could you please add in-game currency to the prize pool for the first 4 places in the be tournament and, if possible, a unique skin, if you have one?
Hit me up on discord, Jax#0553 :)
I got a chuckle out of the sh*tshow the bot created but I'll be locking the thread due to the whole politics thing
Keep being you, strange and wholesome mordhau people
This is a brawl playlist map, so it serves for FFA, TDM, SKM and yes, the ranked modes. As well as duel maps for the community. On top of that, it serves as a small-scale test for future rain maps, which I assume you wouldn't mind. It did not take long, I assure you.
To piggyback off of this - a huge bulk of dev time goes into art stuff (creating assets, ie buildings, props) as well as getting the structure of the map just right for the big modes. With Cortile, Geach already had the assets from Castello, and the structure of the map for Cortile is "rectangle". It took him like two weeks to whip this up, and then he spent a little while longer doing rain stuff (prep for future maps).
The reason it took so long to release isn't because of the actual dev time required, but the timing. It was almost ready for the Halloween patch, but we pushed it back so it wouldnt be rushed or delay the last patch.
Also, dev work on this map started a while back and IIRC Geach switched over to Noria to help out (as well as the whole Castello rework), so the time spent on this wasn't continuous.
Tldr; lil brawl maps like this have virtually no effect on big map progress
month or two ago you said something like "I'll make a big post bout current state of SDK", so?
We've sent the SDK to Epic, they're uploading it to the store and doing whatever else is needed (idk the technical details).
As for what's left on our end dev wise - to my knowledge, literally nothing; we're done developing it for this engine version - it's completely finished.
It's totally okay that you missed a meeting, but what's weird is that nobody filled you in on any bit of stuff aaaaand you can't speak about it.
I guess you could say this is an excuse, so if you want to disregard it, go ahead - I won't stop you.
A big thing is time zones. By the time I posted last night, it was 11pm PST, which equates to early morning for most of the developers who are over in Europe. We had meeting notes, but without context I can't just post things willy-nilly; there are a lot of things that are 'maybes' and without proper confirmation on what can be public knowledge, I don't want to guarantee something and it turn out to never happen.
This being said, I did make a mistake in saying "no notes, we'll do notes next week" - that was pretty dumb of me. I should have instead said "I'll update this post with info once I clear it with the team", so that's on me. Apologies for that, and I'll do better with the next ones.
Sorry folks for being late on the info, I'll do better going forwards ♥