Mordhau
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Knight
  • Likes received 262
  • Date joined 25 Oct '15
  • Last seen 1 Sep '19

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Knight 123 262
  • 26 May '19
 Vin¢

@Arctyx said:
Hi. I have an issue when hosting a server from another computer on my LAN. For some reason I cannot see or connect to it, while others outside my network can do so just fine. I followed this guide properly and have managed to set up a server as well on EC2 which is doing incredibly well:

https://www.battlemetrics.com/servers/mordhau/3601406

However since it started doing so well, EC2 got me good with the bandwidth costs (I'm bleeding $15/day on bandwidth costs, no idea why Mordhau DS is transferring so much data for a game server). That said, if I'm able to resolve my in-home hosting issues, then I can host my server free indefinitely.

For reference, here's my locally hosted duel server showing up online, but not for me:

https://www.battlemetrics.com/servers/mordhau/3626403

  • I followed exactly the same setup as my fully working AWS server.
  • I have forwarded the proper ports, and even tried using nonstandard ports to no avail.
  • I've checked and double checked the ports are open on the server machine itself (running Ubuntu Server 18.04)
  • It shows up on Internet Servers for everyone outside my network.
  • It doesn't show up on Local Servers for me.
  • open xxx.xxx.xxx.xxx:port doesn't work either. The command literally does nothing when I try to join my own local server.

Any help would be much appreciated since I do not want to stop hosting as there are only a few good ping servers in SEA.

Cheers!

Did you check that the beacon port 15000 is reachable? (see here)

Knight 123 262
Knight 123 262
  • 1
  • 21 Dec '17
 Vin¢

@June said:
Last 15% of strike release tracers now no longer deal damage
Good idea, poorly implemented.

I'm fairly sure that a dev mentioned that they were going to tone down this effect. I'm not too sure what a good animation/effect to notify of this happening would actually look like, but if a good one were found then I wouldn't object.

Now slash chambers are down to 200ms. Factor in ping plus the fact that drags don't really beat parries but rek chambers makes this the first stage of making chambering obsolete.

From what I've seen, people are still stubbornly chambering a lot, so I'd dispute that they're going to become "obselete". There seems to be a bit of a fundamental disagreement between those who think that chambers should be easy enough to reliably use on almost every attack in a high level duel, and those who think that they shouldn't. I personally prefer the latter partly since the alternative would makes 1vX totally cancerous. Chambers should have a relatively high risk. If I know you're going to try and chamber every attack, that should make the duel very easy for me. On the last patch, that was not the case at all, and chambering every hit was a legitimate strategy. I'd prefer to increase the risk, like it is now, and possibly increase the reward too - that makes the game much more varied and fun than a chamber spam war where whoever has the lowest combined reaction time and ping wins by default.

Riposte feints

Sort of agree here. One of the reasons that chamber feints arent too bad to deal with is because you already know the angle that the feint will come from, which makes counter-chambering a lot easier. With riposte feints no such counter is available. Additionally, since most of the riposte animations are totally shit (just do an alt-overhead riposte on halberd and watch the arms clip through eachother) the animations can be very difficult to read.

The fact that I can take any weapon, release a stab on the right side of someone and bring it all the way around and hit them on the left is ridiculous. Of course I'm not saying they should be removed, just toned down.

If stabs are really easy to chamber then it just sort of becomes pointless to stab or stab feint. So there should be a fair amount of room for stab dragging, IMO.

Knight 123 262
  • 4 Nov '17
 Vin¢

Peacerer, you're the biggest elitist on these forums. Next time try making an actual argument instead of bitching about the playerbase.

Knight 123 262
  • 21 Oct '17
 Vin¢

@Sumerian said:
Thank you for the guide. I'm trying this on my Amazon Lightsail Server but the OS is Amazon Linux and I'm having trouble with installing dependencies.

$ sudo apt-get install -y libfontconfig1 libpangocairo-1.0-0 libnss3 libgconf2-4 libxi6 libxcursor1 libxss1 libxcomposite1 libasound2 libxdamage1 libxtst6 libatk1.0-0 libxrandr2

Does anyone knows how to install these dependencies on Amazon Linux? (Amazon Linux uses YUM install method)

I would guess that most of the yum packages have the same name, so you should just be able to do sudo yum install x (where x is the name of the package) for each of those I listed. Some of them might have slightly different names, but you should still be able to hunt them down (you can search for them like this).

Knight 123 262
  • 7 Oct '17
 Vin¢

@Alphonse said:
The reasons you listed mostly apply to the sound playing out of sync.

Let me simplify my proposal so maybe it's easier to understand.

The grunt Im proposing is like 500ms long, roughly the length of a release phase for a 2H. It starts really high (caps) and decreases in intensity (lower case). Something like HHHAAGHHNNNNNNnnnnnnnnnggggg.

When the attack goes into release, you hear the first part of the grunt at full volume (this is what currently exists). If a set of known angle changes occur MID RELEASE, the game plays the rest of the grunt (the nnnnng lower in intensity). This would indicate a decel or weird drag.

I don't understand how this could possibly be confusing while you're fighting an opponent. If no such change in angle is detected, the grunt is kept short. Like what's already in the game.

If this is still too hard to comprehend I might edit a short video to illustrate it better.

And what use would this be? At the point when the grunt becomes useful, you are already in a position whereby you can just look at the animation to see if they are decelerating. You've probably already pressed parry or done whatever you're planning on doing by this point, so I really don't see how this would be at all useful, and probably just obnoxious and annoying to have this sound play all the time.

Knight 123 262
  • 1
  • 7 Oct '17
 Vin¢

@Alphonse said:
Also, in regards to false positives and whatnot... The game already tricks you with sound queues. You hear a grunt and the other guy misses. Maybe you panic parried cuz your muscle memory is if sound > rmb. Or you hear a grunt and get hit a long time later (via dragging).

What? That's not the same thing. Grunting indicates that the player hasn't feinted. This is 100% reliable. Grunting is not supposed to indicate that you will get hit, just that they haven't feinted. The grunt you're proposing will not be even close to 100% reliable for the reasons I mentioned. If your muscle memory is such that you hear the sound and then RMB, that's your own fault, because you're misinterpreting what the grunt is telling you.

Knight 123 262
  • 2
  • 7 Oct '17
 Vin¢

Agree with most of what's been said here.

  • There definitely needs to be some kind of queue for attacks, would help massively in chambering fast weapons. Sometimes you input the attack a tiny bit too early and get caught out because of this. Another thing with chambering is that if you get hit by a fast weapon and they combo you, you probably won't be able to chamber the second attack because you're still flinched. I wonder if flinch duration could be proportional to the speed of the weapon you got hit by - that would make things a lot less frustrating when playing against a spammy weapon.
  • Leg hits feel way too strong ATM, it just makes you very difficult to chamber and you have to put a lot more effort into parrying than you otherwise would. But more importantly it makes the game look pretty silly, what with everyone groundsniffing around the place in order to aim for the legs. The obvious solution would be to increase the vertical parry and chamber angle so that you don't have to look as far down to deal with them.
  • Whether you get a slow kick or a fast kick feels a bit stochastic (although maybe that's just me not being used to it). There are definitely situations where I feel a bit cheated by getting a slow kick.
  • Absolutely agree with the team flinch / team damage / projectile rape criticism. Nothing worse than getting smacked by a teammate in official servers who can't aim. I know these things will improve over time, but it's still worth mentioning as being annoying in the short term.
Knight 123 262
  • 7 Oct '17
 Vin¢

@Alphonse said:
Okay, to answer your question I'll have to walltext a bit and there might be a lot inaccuracies since I'm not exactly a programmer (stop reading this if this is too off-putting for some of you). Bear with me and call me out if I'm spouting nonsense though.

I couldn't find any debug command relevant to the swing and the tracers themselves, so I'm not entirely sure how this works in Mordhau. In case there's some geometric analysis done by the client (considering collisions between the tracers of 2 different people attacking already tell you if you chamber, clash or whatever), I'm sure it shouldn't be hard to tell a fast drag from a decel one through code (I also think there might be something in the game because Marox mentioned something about "internal angle changes" on one of the recent changelogs, but I'm not 100% sure what this referred to).

I don't see any way of reliably detecting decelerated drags without false positives or false negatives. What specifically do you mean by the "internal angle changes"? I'm almost certain this was not related to dragging but something like chambering or parrying. Another thing you're requiring is that the drag be detected before the release phase (so that the grunt can play). This will be even more difficult to achieve since you could simply start an attack and manipulate it while it's in the release phase and so it hits them later. Especially if the grunt noise leads you to believe that they aren't dragging, this will be very confusing.

One thing that could be possible would be to add a damage modifier to the swing so that whenever you turn against the direction of the attack it does less damage. There are a couple of issues with this, however: You can still do decelerated drags by starting your swing really wide (using footwork) and then bringing it back in to the body. This may be more obvious to see but the issue still remains. Secondly, this has severe implications for 1vX play - any change that is designed to limit your movement is going to make teamplay more difficult and unintuitive, and that's not good. Another issue is that this analysis would have to be done at the point of impact so changing the grunt sound would not be possible.

I really don't see any way of achieving what you're describing without severe side effects or other bad tradeoffs.

Knight 123 262
  • 5 Oct '17
 Vin¢

Uh, what's this whole fuss about? 99% of the time if I fail to parry a drag it's my own fault and I could have reasonably adjusted in such as a way to avoid taking the hit. You seem to be arguing that since parrying drags requires inhuman reaction time (which it doesn't, unless I'm misunderstanding you, because you can parry at the start of release and they will have a very small window in which to hit you reliably), that therefore (certain?) drags are overpowered. That's not my experience at all to be quite honest, as I explained before.

If you're telling me that drags cannot consistently be reacted to and yet I can consistently react to them, then what you're saying is false.

I do think that 'wessex' drags should probably be removed if at all possible though. They do look pretty retarded and unrealistic to the point where it breaks immersion. I think normal drags look fine, though, if a bit clunky (although that's a price I'm willing to pay).

On chambers - the big issue with chambers for me is the leg hits. If somebody leg hits you it's way too hard to reliably chamber that, and I think that needs to change. Normal decellerated drags should be the hard counter to chambers but at the moment horizontal or overhead leg hits are probably the most effective and reliable counter IMO. That doesn't mean we need to nerf drags it means we need to buff chambers. That all said, I do think some of the overhead leg drags are a bit difficult to react to and unintuitive too.

I don't think drags need any kind of fundamental reworking, maybe just number tweaks.

Knight 123 262
  • 1 Oct '17
 Vin¢

@RonPaul said:
Hello,

I've started running into an issue since A6 came out. My server seems to only play FFA_Pit. Here is my current maplist config in the .ini file:

+MapRotation=TDM_Camp
+MapRotation=FFA_Grad
+MapRotation=TDM_ThePit
+MapRotation=SKM_Camp
+MapRotation=TDM_Contraband
+MapRotation=FFA_ThePit
+MapRotation=TDM_Camp
+MapRotation=SKM_Grad
+MapRotation=TDM_Contraband
+apRotation=FFA_Camp
+MapRotation=TDM_ThePit
+MapRotation=SKM_Contraband

One of your lines is missing an 'M' in 'MapRotation'

Knight 123 262
  • 27 Sep '17
 Vin¢

MFW Windows Server

Absolutely Proprietary

Knight 123 262
  • 1
  • 17 Sep '17
 Vin¢

@nohbdy said:
Also, a defensive "fighting" style is already much more viable due to chambers, but it should really never be equally as viable as offense. You win fights by attacking, so using a style that sacrifices the initiative by default is objectively counterproductive.

Strongly disagree. Chambers are inherently aggressive because of the risk factor associated in executing them.

Knight 123 262
  • 2
  • 17 Sep '17
 Vin¢

Chiv feints aren't 25 stamina, IIRC they're about half that.

As for morphs: It's a little hard to tell whether they're balanced ATM. I think we'll have to wait and see if chamber gets changed, because the interplay between chambers and morphs is quite important. Buffing chambers would also nerf feinting, which seems to be what you want.

Knight 123 262
  • 14 Sep '17
 Vin¢

@viktae said:
Ty! Didn't find the APP ID of the server, how did you do?

Dominator told me it.

Knight 123 262
  • 13 Sep '17
 Vin¢

If you wish to set up a server manually, I have written a short guide for how to do so on Linux here.

Knight 123 262
  • 9
  • 13 Sep '17
 Vin¢

If you wish to host a dedicated server but don't want to do everything manually, I would highly recommend renting a SimRai server. However, by renting servers yourself you can achieve arguably better performance for a significantly reduced cost, plus greater flexibility for configuration options as and when they become available in the future. This guide acts as a quick tutorial and reference for anybody trying to manually set up a dedicated server for Mordhau. Specifically, I will be focusing on creating an Ubuntu Linux server, but any other distro should work too, perhaps with minor adjustments to the commands shown here.

If you're intent on using Windows for whatever reason then you can find a step-by-step guide here which explains how to do everything. Credit goes to Atropis Orbis for that.

This guide also assumes a basic understanding of how to use the command line. As a prerequisite you should have a capable server to which you have root access (e.g via SSH). If you're unsure about what hardware to choose I would suggest at least 1GB of RAM and at least 6GB of disk space (though memory usage may vary depending on how you configure your game server).

As a general overview, we need to do three things:

  • Install the game server application from steam using SteamCMD
  • Install any dependencies (i.e libraries) that the server needs
  • Configure and run the server

Installing the Game via SteamCMD

Let's start by installing SteamCMD. First, install the dependencies for SteamCMD:

$ sudo apt-get install lib32gcc1

As the root user, create a separate user as follows under which we will run the server. We do this as a security precaution: you should never run the server as root.

$ useradd -m steam

Now, we'll swap to the newly created account:

$ su - steam
# Or if you aren't currently logged in as root, use:
$ sudo -iu steam

Now, we can install SteamCMD. This installs it in the current directory:

$ curl -sqL "https://steamcdn-a.akamaihd.net/client/installer/steamcmd_linux.tar.gz" | tar zxvf -

SteamCMD allows us to download and install the server and any updates that we may need at a later date. We'll create a simple SteamCMD script that we can run whenever we want to update our server. Create a file in the current directory with the following contents; I named mine update_mordhau.txt:

@ShutdownOnFailedCommand 1
@NoPromptForPassword 1
force_install_dir ./mordhau
app_update 629800 validate
quit

As you can see, the command app_update 629800 is the one that installs the server executable, with 629800 being the Steam app ID we want to install (Mordhau Dedicated Server). We also ask SteamCMD to install Mordhau to the mordhau folder in the current directory.

Running the script for the first time will cause SteamCMD to download the contents of the server application to your computer entirely. Any subsequent runs of this script will simply check for an update and install it if available. We can run it with:

$ ./steamcmd.sh +login <your_username> <your_password> +runscript update_mordhau.txt

Make sure to replace <your_username> and <your_password> with your steam login information (you should omit the angle brackets). Here you may be asked to enter a code from the Steam Mobile Authenticator. Note that if you used a package manager to install SteamCMD, you may need to use simply steamcmd instead of ./steamcmd.sh.

This should initiate a fairly large download, so this may take a few minutes or hours depending on the network bandwidth of the server. Just remember to run the above command when you want to update your server to a new Mordhau patch.

See the SteamCMD documentation for more information on how to use SteamCMD.

Install Game Server Dependencies

At this point you should have all the required files to run the server in the mordhau folder. Unfortunately, we still need to install a few more things before we can start the server. If you try and run the server at this point, you'll get some errors relating to libraries not being found. We need to install these dependencies manually, so let's go ahead and do that. Note that the following is very distro-specific: you'll have to use your own intuition for which package is correct if you aren't using a distro that uses apt (or maybe search the comments for a list of library names for your specific package manager).

Using apt, you can run the following (you'll need root access for this, temporarily):

$ sudo apt-get install -y libfontconfig1 libpangocairo-1.0-0 libnss3 libgconf2-4 libxi6 libxcursor1 libxss1 libxcomposite1 libasound2 libxdamage1 libxtst6 libatk1.0-0 libxrandr2

Configuring and Running the Server

Finally, we can now start thinking about how we want to configure the server. First, navigate to the folder where Mordhau is installed. If you've been following along, this will mean simply running cd mordhau.

If you type ls, you will see a few folders. The server configuration files are stored in Mordhau/Saved/Config/LinuxServer. If you navigate there and see what files are there (cd Mordhau/Saved/Config/LinuxServer && ls) you will see a few .ini files. The one we will want to edit the most is Game.ini. So let's open up that file in your favourite command line text editor (you could also download the file, edit it on your host machine and upload it back - but editing it in place is much simpler). nano is one such simple text editor, so simply run: nano Game.ini.

You should see something like this:

[/Script/Mordhau.MordhauGameSession]
MaxSlots=16
ServerName=
ServerPassword=
AdminPassword=
Admins=
BannedPlayers=

[/Script/Mordhau.MordhauGameMode]
MapRotation=SKM_Contraband
...
MapRotation=FFA_ThePit

Most fields here are self explanatory, but I'll explain them anyway. MaxSlots is the maximum number of players the server can facilitate. ServerName is the name of the server as it appears to players in the server browser. ServerPassword is the password you need to enter to join the server - if left blank then no password restrictions are imposed. AdminPassword is a password that can be used by players to log in as admin and do certain things such as change the map. Although it is currently left blank I would highly suggest adding one (even if you don't use it) since if somebody wants to use your server temporarily you can just give them the admin password and not have to do everything yourself. Admins is a list of SteamIDs of players that are to be permanent administrators. You can find a user's SteamID using a website such as steamid.io - you're looking for the 'steamID64' field. For example, to add me and GIRU as admins on your server, just write:

Admins=76561198120639625
Admins=76561198005392690

And no, that's not a mistake: you need to repeat the line if you want multiple users as permanent admininstrators. Using this, the players don't have to login with the admin password, as they are logged in automatically upon joining the server.

BannedPlayers is a list of blacklisted players that cannot join your server. You can add entries manually (with a similar syntax to the way you add admins).

Next, we see the MapRotation fields. When one map ends, the server loads the next entry in the MapRotation field. For example, if I just wanted Contraband Skirmish and Camp FFA (in that order), I'd write:

MapRotation=SKM_ContraBand
MapRotation=FFA_Camp

The map prefixes should be self-explanatory: SKM is Skirmish, FFA is FFA/Deathmatch, TDM is Team Deathmatch, etc.

Note that some people have reported issues with the Admins and MapRotation fields on the Windows dedicated server, saying that they simply don't work. If this is the case for you, try putting a '+' before each line that starts with Admins= or MapRotation= - this has fixed the issue for many. If you have any more information regarding this bug and how to fix it, please contact me so I can update the information here.

If you want to change the tickrate of your server (default is 30, 60 or 120 may improve gameplay), you need to edit the Engine.ini file in the same folder. Add the following:

[/Script/OnlineSubsystemUtils.IpNetDriver]
NetServerMaxTickRate=60

Having configured everything we want to configure, we can finally run the server. In the root of the mordhau folder, there should be a file called MordhauServer.sh - this is the script that actually runs the server. We can execute it with:

./MordhauServer.sh

After 15s or so, your server should be up and running. Make sure that port 15000 is reachable (as of patch #4) otherwise you won't be able to connect.

We've just run the shell script directly, but the problem with this is that it's tied to the current command line session - as soon as you close your SSH connection, the server will close too. We need to run it in the background, using this command:

nohup ./MordhauServer.sh &

Instead of displaying the output directly to your screen, this will write the server log to a file in the current directory named nohup.out. Type man nohup for more details on this behaviour. Alternatively you can use systemd to run your server in the background. See this link for more information.

When you want to shut down the server, you'll need to type ps -a (or ps -ax if you don't see it) and look for the process ID of the game server. Then, close it with kill <pid> where you replace <pid> with the process ID you just found.


Thanks for reading this guide. If you have any questions pertaining to information in this guide, you can ask in the comments here.

Knight 123 262
  • 12 Sep '17
 Vin¢

I will also be making an (unofficial) Alpha FAQ thread and a dedicated server hosting guide in the coming days, so stay tuned for those. Everything will be posted here.

Knight 123 262
  • 3
  • 12 Sep '17
 Vin¢

This guide is intended to teach people the very basics of the Mordhau Alpha. It includes a brief mechanical overview, as well as some other information regarding customization and settings.

Note that the key bindings found here are the default ones (on a UK or US keyboard) but you can easily change the bindings through the settings menu if you wish. See Settings for further details.

Table of Contents

Movement and Combat

Standard FPS controls: WASD to move, mouse to look, space to jump, control to crouch. Press P to toggle between first and third person camera view (note that third person might be disabled on some servers). When you spawn in, your character will start with a weapon in hand.

As for executing attacks, there are two general approaches to controlling your strikes. The first and also the default way uses your mouse movement to determine the angle of your strike. Put simply, if you move your mouse to the upper left before pressing your slash button (LMB) then your character will start a slash from the upper left. The same is true for stabs, except there are only two possible stab angles that you can use - left and right. In this system, to perform a stab, you move the mouse left or right (depending on how you want to angle the stab) before pressing the stab key. This system is colloquially known as "the 240 system" since there are roughly 240 degrees of space within which you can manipulate your attacks. Here is a GIF demonstrating the 240 system:

240 System Demo

The other system is the one which may be more familiar to ex-chivalry players; namely preset binds for certain attacks. This generally involves binding the upper-right slash, right horizontal slash, lower-right slash and right stab to separate key bindings of your choice. In order to execute an attack from the left you can hold the alt key which will invert the direction.

As for which scheme you should choose, that's very much a matter of preference. You can even mix control schemes if you so wish. See this post by Monsteri for a good explanation of some of the pros and cons of using each system.

Right mouse button can be used to block incoming attacks. This causes your character to hold up your weapon for a short period of time, during which the parry is "active" and any incoming attacks will not deal damage. For fists or shields, you are able to hold up your parry for as long as you hold the button. It is very important to remember to look as far as possible into the tip of the blade as you can - this is something that catches many ex-chivalry players out, because parrying is significantly less lenient in Mordhau - for example, if somebody stabs your feet and you aren't looking down then you'll most likely take a hit. Trying to initiate an attack just before or during a successful parry will cause your player to start a quick attack known as a riposte.

Note that you can combo attacks by starting a second attack in the middle of your first attack. Another mechanic is clashing, which is similar to a chamber but both players are allowed to combo off a clash, and it only happens when the player's swords collide in mid-air.

Now onto more advanced mechanics, the first of which is the chamber. This involves starting an attack which mirrors the opponent's strike just before their weapon is about to hit you. For example, if the opponent does a lower strike to your right hand side, you must execute a lower-right attack just before the weapon hits you in order to chamber. Note that stab directions are always irrelevant while chambering - any stab can chamber any other stab (if timed and aimed correctly). Also note that the window within which a chamber is possible is very small, and as such if your opponent delays their strike slightly (i.e uses a "drag") then you are most likely going to get hit. For more information about chambering, refer to this video.

Next, onto feinting. Many players will be familiar with this from Chivalry. This simply involves pressing Q during the windup of your attack. Note that there is a point during the windup at which you can no longer feint. A feint can be used to bait your opponent's parry and then score a hit afterwards. Note that you can feint almost all types of attacks, including ripostes (unlike in Chivalry). There is also another mechanic called the "feint-to-parry" button which essentially simulates pressing feint and then parry in an instant which can be used to stop and parry an incoming attack during the middle of your own strike (this is bound to RMB by default).

The final advanced mechanic is morphing. Morphs allow the player to start winding up an attack and quickly switch into a different type of strike. Currently you can morph stabs into slashes, or slashes into stabs, but you cannot morph a slash into a slash or a stab into a stab. To execute a morph, simply press the key of the first attack and then quickly press the key of the second attack. Note that ripostes cannot be morphed; however chambers can be morphed.

Settings

Mordhau has a wide variety of settings which you can take advantage of. To access the settings tab, click the "Settings" button in the main menu, or press escape and click the "Settings" button if you're in-game. Here you should be able to see different tabs which allow you to control different aspects of your game. For example, in the Video tab, you find all the video settings that you'd usually expect from a 3D game. If you're looking to squeeze the best performance out of a slightly old computer, you should consider turning down the resolution since this greatly reduces the load on your GPU. In the Controls tab you can set key bindings and mouse sensitivities. The menu is relatively intuitive and self-explanatory. More information may be added to this section at a later date.

Customization

In Mordhau, there are no classes. Instead, you can make your own loadouts consisting of whatever equipment and armour you wish, and then select it when you play. There are four default loadouts: Heavy, Medium, Light and Templar. These are all pretty arbitrary, and like I mentioned before, you can easily change these to suit your own preferences (I will explain how to do that in a second). When you join a game you will be met with a screen asking you which loadout you want to select. You can access this panel at any time using the "B" button to change to a different loadout.

In the escape menu you can find all the options pertaining to loadout customization. You can select a loadout using the dropdown box and create a new loadout using the green button to the right. In this menu you can select your primary, secondary and tertiary weapons, change your armour, or sculpt your character's face. Note that loadouts can be shared between people fairly easily: on Windows, you can find the information for each loadout in "\AppData\Local\Mordhau\Saved\Config\WindowsClient\Game.ini" which can then be sent to your friends (just make sure to only send them the relevant parts and not the entire file).


Thanks for reading the guide. If you have any information you want to add, or any questions about the information contained within, then you should comment here.

Knight 123 262
  • 1
  • 28 Aug '17
 Vin¢

I will just quote the kickstarter terms of use here:

When a project is successfully funded, the creator must complete the project and fulfill each reward. Once a creator has done so, they’ve satisfied their obligation to their backers.

Throughout the process, creators owe their backers a high standard of effort, honest communication, and a dedication to bringing the project to life. At the same time, backers must understand that when they back a project, they’re helping to create something new — not ordering something that already exists. There may be changes or delays, and there’s a chance something could happen that prevents the creator from being able to finish the project as promised.

https://www.kickstarter.com/terms-of-use