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This patch mostly features combat changes for improved readability as well as some other bugfixes.
Patch #12 Changelog 27/09/2019
Gameplay
Combat
Visuals & Misc
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
Combat
Weapons & Equipment
Visuals & Misc
UI
Just a small Hotfix to fix the most glaring ranked matchmaking issues and other miscellaneous stuff.
Patch #04 Changelog: 08/05/2019
With this patch, we are rolling out the gold compensation for our rocky launch. It comes in the form of 10K gold, and you can choose to accept or decline it when you launch the game. We have no way to know who was affected, so it is extended to all current players. This is a one time thing. If you decline it, it's gone. You will be able to claim this compensation until (including) Sunday UTC.
Networking
Server owners will have to make sure that the beacon port (15000) is reachable; it can be overridden on the command line with BeaconPort=<port>
Maps & Gamemodes
Visuals & Misc.
Audio
UI
It's been one hell of a ride thus far, and it's only been 7 days. None of us would've expected this reception in our wildest dreams.
As of today MORDHAU has sold just shy of 500.000 copies and we have reached a peak of 60.000 concurrent players yesterday. These are just mindblowing numbers to us, and we still haven't fully realized that MORDHAU is currently among the top played games on Steam.
Unfortunately the launch wasn't as smooth as we had hoped. Server performance was abysmal and reward drops such as Gold and XP, as well as unlocks were not functioning properly. We are still in the process of seting up new servers in regions that need them and as a result the Matchmaking can still be spotty. There's also some other Matchmaking related bugs that prevent parties from joining the same game, or BR lobbies to populate very slowly, but we're on top of that. All things considered, the majority of launch issues have been resolved. As for compensation of the lost Gold and XP. We have not forgotten about it and will be shipping it via the next patch.
Right now we are addressing some of the more frequent and critical issues, like the "Ghost Bug" among others, as well as some map exploits. These past few days had been very hectic for us, but things are starting to somewhat get back in order.
Looking ahead for future updates, we've got a couple new maps in mid-production: Castello and Feitoria. Here's a few impressions on the latter.
On top of that we will start looking into Ranked/Competitive modes, starting with duels. However we cannot give an exact timeframe on when you can expect these updates to be rolled out yet. We are terrible when it comes to estimating things, I'm sure our alpha players can attest to that.
Additionally we will keep adding new armor pieces and weapon skins here and there, as well as some new character customization options.
Goals further down the line would be to release Modding Tools, as a lot of you seem to be very eager to create some custom content.
We've got lots of ideas for improvements to the maps and gamemodes. There's also been some amazing feedback and suggestions coming from you guys. When it comes to balancing and tweaking of mechanics, we are pretty happy with how things are looking right now, but we will start tweaking some things soon.
In closing we'll take this opportunity to give some shout-outs.
Thank you
We might add some of them as emotes in the future.
Maybe you are, but the rest of us is on 4.20.3.
This is by design to hide the first person t-rex animations of your own character.
Broken materials on Tourney fixed for next patch.
It's been a while! In fact more than two months.
A lot has happened in this draught of updates and there were various reasons why we couldn't release some of the new features right away in smaller patches.
Mordhau is a game that consists of many different small systems and they all need to run in sync like a well oiled machine. If just one of its "gears" changes a little bit, all of the others have to be tweaked as well, resulting in a lot of headaches for us.
Couple that with some deeper refactoring of some old code, this can become a lenghty but very needed process.
That said we're very happy with the current state of the melee combat, and thus will finally shift more of our focus towards content creation. Granted we will still tweak things here and there as needed, especially since there's been a lot of drastic changes in this patch.
We've also heard your pleas for more transparency and will try to adhere to it, thus we're releasing a small roadmap to give you a rough idea on where the game is headed in the next few weeks and months until beta and release. We'll also shift more of our communication back to the forums so all info can be gathered and archived in one place instead of having to catch glimpses and little tidbits on Discord or Reddit.
To sum things up, here's a list of the biggest changes and improvements in Patch #14:
Upgraded the engine, bringing a vast array of improvements in visual quality as well as optimization and significantly improved load times.
Fixed long running and infuriating bugs like getting locked out of spawning, or crashes caused by alt-tabbing during loading screens.
Polished a lot of animations and visual effects.
Tweaked mechanics, balance and timings to create a more unique feel to our arsenal as well as more defined roles.
Reworked lighting and post processing to ensure better readability while retaining a high dynamic range and fidelity.
Netcode improvements to deliver a smoother experience on a wider ping range than before.
A lot of groundwork for the main gamemode Frontline, as well as ranged weaponry, support equipment and vehicles.
Some new weapons and gear, who would've thought?
Screenshots of some of the new gear and an alternate male head:





Here's the roadmap (click to zoom in):

View the detailed changelogs.
Can you elaborate on what you did to fix it? Other users might run into similar issues.
Sorry to destroy you excitement here, but it's just a bug. Will be fixed next patch!
Gentleman's Treehouse when?
We've got plans for a dynamic crosshair with an angle indicator, it just didn't make it in time.
It actually was crushed bonking me hard. :'(
I'm still recovering.
I got shanked. :(
You heard it right! Mordhau is IndieDB's "#1 upcoming Indie in 2016".
Winning this award is a huge achievement for us and has only been possible because of you, our amazing community. It's a great feeling to see so much support for our little project and we are very grateful for all the amazing feedback, discussions and memes you share.
Once again, thanks for all your votes! We can't wait to unveil our Kickstarter campaign soon™.
Here's a little reward.
Rest in peace, Lazy.
Thanks for the kind words and support! We have no intentions of backing out of this, and at this point it's too late to do so anyway.
Welcome on board!
It's a battle axe, wielded in two hands.
We haven't shown any one handed axes yet. You might've caught a couple of stabs from the right, which are performed one handed as an easier tell for the animation.