Mordhau

Patch #12 Released

168 1701
  • 27 Sep
 elwebbaro — Art

This patch mostly features combat changes for improved readability as well as some other bugfixes.

Patch #12 Changelog 27/09/2019

Gameplay

  • Fixed invasion spawn values being different from Frontline: Player spawn 5->15, Ballista 30->180, Cata 30->180, Horse 30->120
  • Added destroyable trees to taiga that act as bridges and environment traps
  • Adjusted spawns on camp to favor first objective for attackers a bit
  • Added another burnable house to the camp on taiga to make defending a bit easier
  • Updated mod.io plugin (Linux server crash fix)
  • Fix for mod downloads being skipped
  • Potential fix for auth ticket error
  • Fix for failing community server reward drops

Combat

  • Miss combos no longer have lunge
  • Ripostes can now chamber, their chamber window is the entirety of the windup (chamber restrictions/sides still apply)
  • Riposte clashes will now overpower regular strikes
  • Flesh wound now sets stamina to 0 when it triggers
  • Flesh wound point cost reduced to 2
  • Blocking horse rider couch/joust no longer ragdolls
  • Adjusted regular strike release curve - now looks better and more readable
  • Riposte strikes now have their own release curve, which is linear - this fixes the stutter in the early release transition periods and makes them more readable

Visuals & Misc

  • Fixed a spawn protection box that poked through the ceiling on INV_Grad
  • TeamFlinch is now a server variable (same place as teamdamage is set, TeamDamageFlinch = 1 to enable) which will cause team hits to flinch teammates. Disabled by default.
  • Riposte stabs no longer angle (always straight), they also no longer let you choose the side of the stab, the side chosen is inherent in the parry side, which forces stabs to use the more readable (flip-around) animation, fixing cases of "jpeg stabs"
  • Strike->stab morphs will now force the stab to use the same angle as the strike, making the action more natural looking and less snappy
  • Attack turn compensation is now enabled in all directions (previously depended on angle, e.g. horizontals had no up-down compensation, and overheads had no left-right compensation). - this will make certain cases more readable and no longer instant hit
77 83

Riposte stabs no longer angle (always straight), they also no longer let you choose the side of the stab, the side chosen is inherent in the parry side, which forces stabs to use the more readable (flip-around) animation, fixing cases of "jpeg stabs"
Strike->stab morphs will now force the stab to use the same angle as the strike, making the action more natural looking and less snappy

I just busted a fat nut. This is going to remove some ridiculous animation manipulations.

30 5
  • 27 Sep
 Geronimo426

Soooo, looks like the devs are fixing the busted animations that all these knuckleheads said didnt exist. So much for all the "git gud" idiocy. Great work devs!

93 109
146 69
  • 27 Sep
 NoYou

NO FEITORIA? NO FEITORIA? NO FEITORIA?

3 1
  • 27 Sep
 StacysMom

FILM THE COPS M8. FTC

35 14

Maps maps mappy maps

Knight 567 1922
  • 27 Sep
 LuxCandidus

I really appreciate the new model of smaller, more frequent updates. Keep up the good work.

20 6
  • 27 Sep
 Corvidae

Thank you for fixing the siege equipment respawn timing, I'm looking forward to trying it. All your efforts to making animations less nonsensical are appreciated, too!

131 53
  • 27 Sep
 CarnifeX

... its hopeless

165 98

Rear audio fixed?

Edit, nope.

2 3

^ thats windows 10, not Mordhau

165 98

@T-PosingKermit said:
^ thats windows 10, not Mordhau

But it only happens in Mordhau. Overwatch audio totally fine and so is counter strike.

Mercenary 1122 2050

Same, I have that audio bug only in Mordy as well.

24 15
  • 28 Sep
 Fleecer

No more freaking angle thrust, I love it

14 0
  • 28 Sep
 astashz

Cannot get money and level . I lost 10K+ golds and many levels.

3 2
  • 28 Sep
 randomguy

why nerf flesh wound stamina. just delete that perk already instead of updating it every patch.

Knight 925 2541
  • 1
  • 28 Sep
 Pred

@elwebbaro said:

  • Riposte clashes will now overpower regular strikes

Does this mean when I riposte and clash with someone, my stike will continue and hit them? If yes, it doesn't work, I've seen it clash and then combo as always at least 3 times.

Knight 46 55
  • 28 Sep
 Josh

@Pred said:

@elwebbaro said:

  • Riposte clashes will now overpower regular strikes

Does this mean when I riposte and clash with someone, my stike will continue and hit them? If yes, it doesn't work, I've seen it clash and then combo as always at least 3 times.

I think it just means that the opponent's weapon will stop comboing, as if it got parried essentially.

There's also currently a bug with this where this effect will carry over into recovery, so your weapon model can block attacks during your recovery phase after a riposte (this clash/block also gives you stamina, which probably also happens during the riposte release but I haven't paid enough attention to it to say for sure).

3 2

I wasted 254 hours playing with Zwei
I don't know what you did, but since this update, my weapon just goes through the opponent all the fucking time.
All this 5 damage per hit fuckery is bad enough,but when I miss the hit just because you not very good at your job - this is bullshit