Mordhau

Patch #11 Released

168 1701
  • 10 Sep
 elwebbaro — Art

Invasion & Mod support

With this update, we are shipping the Invasion game mode on three existing maps: Grad, Taiga and Camp. Invasion is an epic, asymmetric, objective-based mode where one team defends and the other attacks. The remaining maps will be adapted for Invasion in the future, including the two new maps we’re working on - Feitoria and Castello.
Also featured in this update is automatic mod (map) download when connecting to a modded server. This is only the first step in mod support for MORDHAU, as the official SDK is not ready yet, although our resourceful community has managed to make maps regardless.

Stay tuned for more updates in the near future, Feitoria is just about ready for release!

Patch #11 Changelog 10/09/2019

Gameplay

  • Added a whole new asymmetric objective-based mode called Invasion. Currently available on Grad, Taiga and Camp. Mixed in with existing Frontline rotation on official servers.
  • Added automatic mod (map) download on connect and mod.io integration (workshop)
  • Server owners can specify their https://mordhau.mod.io/ auth token in the ServerModAuthToken field in Game.ini which they get from mod.io. Any mods subscribed by the mod.io user will be automatically downloaded & updated by the server on startup.
  • Reduced waiting for player time in duel from 120s to 90s
  • Fixed kill credits being assigned to teammates for teamdamage (e.g, even if the enemy suicided or died otherwise) causing a teamkill
  • Players on vehicles now count for pushing in push objectives (e.g. horses etc)
  • Getting auto-kickbanned for teamkilling (5 TKs) no longer applies a global matchmaking ban of 30 minutes, it now only bans you from that server for 30 minutes.

Combat

  • Adjusted axe head bonus stamina drain vs shields to be slightly weaker
  • Held block shields global stam negation increased by 1
  • Held block shields block turncap slightly less strict
  • Reverted Horde changes from last patch except for the projectile damage change
  • Horse respawn time increased to 2 minutes
  • Spinning in the opposite direction and trying to “backswing” will no longer work, now causes glancing blow

Weapons & Equipment

  • Eveningstar main mode strike combo slowed down 25ms

Visuals & Misc

  • Made thrown weapon trail a bit less squiggly
  • Fixed perma ban message showing when trying to search for a match after a temp ban expired
  • Fixed inventory not refreshing between matches when staying on the same server
  • Medium horse now gets random colors and patterns assigned on spawn, and will assume team colors when mounted in a team mode.

UI

  • Polish on objective icons look and feel
  • There’s now a fixed amount of closest objective icons that show up, preventing too much clutter
  • Objective icons now display in the map spawn screen
  • Added mute, unmute, mutelist commands for server admins; prevents players from sending chat messages; global on official servers
  • Banlist command now includes globally banned players on official servers
  • Fixed profanity filter not applying when checked (having to be re-checked)
  • Synced up duel UI countdown better with the server
  • Fixed top rank next icon breaking in duel
21 25
  • 10 Sep
 Baron

Modding is here :D

Conscript 676 1494
  • 10 Sep
 ohshitsorry

haha second

7 17

Added automatic mod (map) download on connect and mod.io integration (workshop)
Step on the right direction boys

Sellsword 19 70
Knight 7655 14047
  • 10 Sep
 ToLazy4Name

Automatic mod downloads will go a long way to keeping the game fresh. Good patch.

now tell Vesanus or whoever is in charge to get off their fucking ass and give us Feitoria already holy shit

147 227
  • 10 Sep
 elToroGuapo

Now, get rid of horses and we good.

18 13
  • 10 Sep
 ETucc

Daddy like.

Duke 341 973

What's the map names for the config for Invasion?

20 29

Why isnt’ the lute louder?

146 69
  • 10 Sep
 NoYou

Is invasion mode 64 players or less?

985 6954
  • 10 Sep
 marox — Project Lead

@Ruby Rhoderick said:
What's the map names for the config for Invasion?

INV_Camp_1
INV_Grad_0
INV_Taiga_0

the suffix 0/1 indicates which team is attacking, currently there's only one variant per map anyway though

715 543
  • 10 Sep
 esturias

Invasion turned out to be pretty much Frontlines with an asymetrical start, so that's a bit meh. Not much difference. I expected siege engines and breaking stuff...
But good to see that modding is on its way.

Now... what about fixing the scoreboard?
And maybe the servers, too, since this all has been horribly laggy again...

35 14

Will we see modded invasion maps with siege engines and scripted events soon?

24 12
  • 10 Sep
 jebajlo

Love it! <3 Great job!118.png

32 25
  • 10 Sep
 Borschik

Woow, the amount of patches is very encouraging.

18 13
  • 10 Sep
 ETucc

@MachinePlayer said:
Will we see modded invasion maps with siege engines and scripted events soon?

Wolfenstein: Enemy Territory did it like 20 years ago so I hope so...

122 156

@esturias said:
Invasion turned out to be pretty much Frontlines with an asymetrical start, so that's a bit meh. Not much difference. I expected siege engines and breaking stuff...

Hopefully the next few Invasion maps will be more epic.

For now though Invasion is already leagues better than FL imo. A balanced FL match just revolved around losing and recapturing the same fucking stables over and over again. At least a balanced Invasion match still changes from time to time.

122 156

Minor nitpick though: some objective headers are a little nonspecific, like "Defend the mine" when really it's a simple payload objective. "Stop the cart" would've been more accurate.

Other than that, great patch!

35 14

@ETucc said:

@MachinePlayer said:
Will we see modded invasion maps with siege engines and scripted events soon?

Wolfenstein: Enemy Territory did it like 20 years ago so I hope so...

I think you mean quake. Idk why it's not on steam.