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Thanks so much i had lost 107 classes that id made over 415 hours of gameplay
Starting today, we have removed all forum sections except announcements and bug reporting.
This is to help condense our feedback down into more popular social media platforms, and also helps to assist with moderation, as we now have less to manage for our volunteer mods.
If you would still like to give feedback (and we would definitely appreciate it!) please use our Discord - discord.gg/mordhau or take a visit to the Mordhau subreddit - reddit.com/r/Mordhau. Or visit the official Mordhau steam discussions.
Thank you all for the valuable feedback that has been given on these forums, and we hope to see you on our other platforms!
Check out the update and what's changed here! Thanks for your patience and we hope you love it!
https://steamcommunity.com/games/629760/announcements/detail/2121699291601642684
Mordhau improves over time, which bodes well.
After the excellent Feitoria map, I must say that again I was delighted to see the invasion mode on Crossroads which is very good, and especially the new skin for the Maul which I intend to unlock as soon as possible !!!
Only downside is the loss of fps since patch14, maybe with time it will get better, but in any case I always have as much fun on your game.
Happy holidays to all, thank you Triternion and I hope that the year 2020 has more surprises in store for us!
Cordially !
Patch #15 Hotfix 1 19/12/2019
Fixed burning in duels
Grad buffed for defenders slightly
Fixed a crash
Being kicked in shield held mode no longer stuns but flinches instead
Shields can now sprint in held block mode (previously limited to walk) but movement is still slowed down (same as previous held block)
Fixed a bug with shields where they could ‘store’ ripostes for later use
Fixed Horde shielder AI
Fixed a random flap sound playing when joining an Invasion game
MORDHAU Patch #15
Happy Holidays!
This patch contains a little bit of everything. Two new Invasion scenarios, one on Grad and one on Crossroads, three new skins, and a new structure for the toolbox. We’ve reworked shields to be more in line with how parrying works, and their rebalanced held blocks are now only available by holding the mode switch (default R) button. This allows held blocks to be used to hold choke points while making it less desirable in 1v1.
And of course, what better way to wish you happy holidays than by sprinkling the patch with some time-limited festive content. Happy holidays!
Mjölnir Maul Skin
Basket Hilt Arming Sword Skins
Brute Bardiche Skin
Firepit - ignites projectiles like arrows, ballista bolts and catapult rocks that are in proximity
Patch #15 Changelog 18/12/2019
Gameplay
Festivities
Added second Grad Invasion variant, with blue being the attackers
Added Crossroads Invasion map
Reverted Catapult Nerf
Split weapon bundle crates into two on and moved them closer to the attacker’s spawn on Feitoria Invasion
Added Fire pit for Toolbox, can be used to ignite arrows, catapult, ballista and deployable ballista projectiles
Mortar projectile ragdolling radius reduced slightly
Added Arming Sword basket hilt skin, 3 variations
Added Brute Bardiche skin
Added Mjolnir Maul skin
Adjusted original maul skin scale as it was stretched
Buckler/Targe can now be thrown by holding R
Combat
Kick is now 10ms faster, drains 10 stamina on hit and can be parried
Block/parry no longer forces slow kick
Switching weapon modes is now 50ms faster
Held block shields reworked - now have a longer timed parry as default. Held block can still be activated by holding R, has no knockback and very low stamina drain, but heavily slows down movement speed and greatly increases blocking turncap as well as having a raise/lowering recovery. Allows riposting, but no normal attacks.
Kicks no longer have extra ghost range vs shields
Jumping/climbing no longer cancels hp regen
Reduced Max behind parry angle slightly to fix some extreme cases of backparries
Fixed bug where ripostes would get stopped by a clash against a non riposte
Removed general shield movement slowdowns
Updated CombatTest map with some highly experimental combat changes, added SKM Variant
Weapons & Equipment
Spear can now force rearing on horses when stabbing from the front
Buffed spikes slightly
Reverted billhook movement slowdown nerf. Now 50% again
Visuals & Misc
Updated German localization
Siege tower score now ticks more frequently but awards less points on INV_Feitoria.
Improved bandage use animation
Improved lowerbody fall animation
Fixed characters jittering up/down when standing on certain surfaces
Increased score for objectives
Sounds
Blocks/parries/chambers now play a more bassy sound on top for the local player
Raised time to start screaming due to falling from 1 to 1.25
God damn that response time. We're like EA customer support.
I really appreciate the new model of smaller, more frequent updates. Keep up the good work.
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
At the moment we're doing heavy bugfixing for ranked and a lot of the new tweaks that are incoming.
The way it's looking is that we're most likely going to drop an update with ranked, gameplay/general improvements and quality of life features first (also probably a bit of a rebalance to xroads), and then release another update relatively soon afterwards with the new maps and anything we didn't get sorted for the first one.
Our reasoning for potentially doing it this way is that there's no good reason to hold up Ranked and general improvements for the maps. As for the maps, there's been more of the same, a lot of optimization work and now we're also setting up gameplay logic (like frontline objectives, spawn points for game modes, different playable areas for each, I'm pretty sure Horde/BR setup as well). A point to note is that Feitoria needs a lot of work for optimization, since it's such a big and visually dense map with interiors and stuff - that's not to say the map will run badly, but that it needs a lot of optimization work so it doesn't run badly. This optimization work is time consuming, but it can't really be 'sped up' by throwing the whole art team at the problem; it just takes time.
As for the SDK and Invasion, these are long term goals we want to start working on ASAP. We're focusing on the short-term stuff (maps and ranked, etc.) because we realize there is a lack of content currently, and we want to fix that before starting work on the big things that will take up the bulk of our manpower. Mod tools will be awesome as they let the community make the content they want, but if it takes us a few months or more to get an SDK working it doesn't make sense to drop everything else and work on that, while the base game is sorely lacking in content. Invasion is something that is currently in the 'on-paper' design phase, and while it will be a big task to make, it shouldn't take forever, as we're most likely using existing maps for it.
There is a bug that incorrectly counts your gold and experience. Your gold is still there. It will be fixed next patch.
Yup, that's it. Welp, guess I'm due for a new kb, thanks for the diagnostic doc.
Hello!
In this post I’ll be discussing some plans for the future of Mordhau, and what the team has been working on recently. Please note that most, if not all features and content covered are in varying stages of completion; everything is Work-In-Progress and may change prior to its release or be canceled. As for timelines and estimated release of these things, we focus more on ensuring they are up to our standards as opposed to setting hard deadlines, so things will come when they’re ready.
Content / Maps
Our main priority post-release has focused around bringing in additional content to help keep the game feeling fresh - while a handful of weapons, cosmetics, and the map Crossroads were added, our artists have been hard at work on fully-fledged maps that will be playable in all game modes.
Feitoria is a sprawling town and accompanying village that will alternate between crowded streets, chokepoints, and more open areas and will have an emphasis on verticality and interiors as well. Currently, progress is going well on Feitoria, and our level designer is working on optimization, interior/background polish, and configuring the map for game modes.
Castello on the other hand, is a southern-European/ Mediterranean inspired castle keep and walled courtyards. It will have a similar feel to Grad, but with a more involved castle section, including portcullis control and close-quarters fighting. At the moment, Casello has begun its final art pass, along with some fine-tuning of the lighting and post-process effects.
Existing maps aren’t being forgotten, however - while we’re prioritizing new maps over spending all of our time tweaking the existing ones, we’re aware of balance and gameplay issues on existing maps, especially Crossroads, and will be improving them.
Game Modes
Recently, we have been hard at work on implementing ranked modes into Mordhau, as we feel it is a perfect fit for the high-skill gameplay that Mordhau brings to the table. You will earn a distinct rank - here’s a quick preview of them:
In addition to Ranked, we’re also working on a 64-player attack/defend mode which will capture the feeling of a medieval battle, with sieging and progressive objectives. We’re calling this mode “Invasion” in-house, and we’re in the process of designing the mode. It’s important that we’re able to retroactively add this mode to existing maps, as our levels are designed to be usable in all game modes when possible. This mode will not come next patch, but in the future.
We’ve been listening to your feedback, and we’re aware that Frontline is a bit of a polarizing topic - some people love it, others hate it. We’ve been looking into ways to reduce stalemates and make Frontline have more of a back-and-forth “tug of war” feel to it, and increase the player’s feel of involvement with the objectives. Nothing on this front is set in stone, but we’re looking into ways to improve the game mode nonetheless.
Balance & Gameplay Improvements
We’ve been listening to your feedback on game balance and frustrations with the game, and we’ve identified some areas that need a bit of work in this regard. Horses feel a bit too powerful and unfun to fight against and we’re looking into ways to make horses fairer to fight against, adding more risk to the horse riders while keeping them deadly and powerful. These potential changes include things like momentum damage against the rider, a smaller and more accurate horse flinch hitbox, fixing the desynced horse hitboxes causing players to hit through them and making horses more fragile against bigger groups of infantry, and more.
Fire bombs can also be frustrating at the moment, and we’re working on ways to fix these as well. We’re currently re-working the way fire damage is applied - it will start out much less damaging and faster, and standing in the fire will cause the damage to ramp up, making it behave more like one would expect from a fire. This will make the fire bombs less punishing when players only “touch” the fire shortly. In addition to this, the fire will be louder in volume and generally more noticeable. Players will still have to respect the fire as an area denial, but situational awareness will be increased and avoiding them will be much easier.
At higher levels of play, especially in duels, we noticed that the buckler can be overly powerful. We’re looking into removing the 30 stamina gained when the buckler is disarmed, but increasing the usefulness of the buckler when it comes to stamina costs when blocking weapons. We’re also looking into making swing manipulation look better overall without compromising the skill of the game, and adjusting a few weapons turn caps which are a bit too extreme at the moment (For example, Spear in short grip), making the game a bit more grounded. There will be many more adjustments and improvements, including Javelins among other things, to help fine-tune the already amazing combat.
Quality-of-Life / Miscellaneous Improvements
As we’ve discussed in our statement recently, we’re taking toxicity and racism seriously. At the moment we are discussing and experimenting with ways to add more tools to the game to help curb unwanted behavior. One area of focus is on preventing griefing and vote-kick abuse; we’re interested in adding more information to vote selection screen, such as the player in question’s team kill amount and team damage ratio, as well as a reason for the kick. We’d like to add an easier user interface for starting vote kicks, as the current method via the console is functional, but not exactly the easiest or most polished method we could implement.
A client-side chat filter is also in the works; while muting players removes anything they’ve said, you can only do that after they’ve said it. We plan on adding a filter that will automatically remove inappropriate or offensive messages before you have to see them, which will help to curb toxicity quite a bit.
In terms of griefing, we’re looking into ways to easily identify placed structures and their team/owner, so it’s more apparent to see if a teammate is intentionally placing structures to disrupt gameplay, and who exactly is the one doing it. We’re also looking into other ways to prevent griefing with toolboxes and firepots, to prevent players having to rely on votekick to deal with them in the first place.
While the majority of progression/gold issues have been fixed, there are a few persistent bugs remaining with our backend system. We’re looking to switch to a more reliable backend system that will handle player inventory, purchasing items, and player progression to resolve these issues for good. Additionally, we’re looking into server improvements to help reduce ping and latency problems.
Mod Tools / SDK
We are also well aware of the high demand for modding tools, and it is not something we are ignoring. At the moment, development is focused more around our short-term goals of increasing the amount of content that the base game provides and we’ll look into an SDK and mod support in the future.
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
Thanks for making such a great game Devs!! Im so glad I backed the kickstater and was able to be apart of the stream event. To many more years of MORDHAU!!!!
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
What a ride! The day of Mordhau's release is finally here. Our target is to go live today April 29th @ 10 AM PDT. We will be launching with a base price of $29.99 (Steam currency/regional pricing applies!) and a 10% launch discount. Besides the base game, for those who really want to go the extra mile to support us, you'll also be able to purchase the Supporter Pack containing the soundtrack, Medallion (necklace) wearable cosmetic and Mercenary banner. Those who wish to purchase the Steam key to the game on our webshop, will be able to do so here when the game is released, and a lot more money from those sales will go to the developers, as Steam won't take their cut.
Anyone who backed the game at $40 or more (Beta level, which contained the Soundtrack) will receive the Supporter Pack as part of their pledge via Steam key on the account you've registered on our website. So please keep this in mind to avoid purchasing the Supporter Pack twice! Please give us an extra couple of days to supply these Supporter Pack keys to you, as we ran into some delays there.
All backers should have received their rewards by now (except the soundtrack). For some of you, we're still waiting/adding the things that require your input (custom emblems, etc.) so make sure to fill out all forms on our website. If you have not yet received a key please do the following before contacting us. Check your emails, most of you that contact us have already activated your purchase back in 2017, but have not checked your forum account for the Steam keys. The keys have been waiting for you there for some time :) If you are sure you haven't received any activation link, and have never activated your purchase on our forum/website, then get in touch with us via a Kickstarter private message, or send an email to [email protected] from the email you used to purchase, and we will sort you out.
If you would like to purchase just the soundtrack (and it's a good one!) directly from the composers, you can do that here.
Thank you so much for supporting us and making this project possible. It's been an absolute blast to work on, and we hope you'll enjoy playing it!
See you on the battlefield!
The Official Mordhau Server Rules are as follows:
1. Hacking/Cheats:
Using 3rd-party software to gain an unfair advantage is strictly disallowed and will result in a permanent ban. Reshade and other graphical changes are permitted.
2. Exploiting:
Intentionally using exploits found within the game to gain an advantage (clipping through map objects, etc.) is disallowed and may result in a temporary/permanent ban.
3. Racism, prejudice and offensive content:
Use of derogatory, offensive terms on official servers is not allowed. Conduct yourself in a polite manner or you may be temporarily/permanently banned from official servers.
4. Griefing:
Intentional and repeated harassment such as intentional team killing, constant suiciding, blocking friendly spawn areas, stream sniping etc. is prohibited and may result in a temporary/permanent ban from official servers.
5. Abusing votekick:
Abusing the vote-kick system (random kicking of players, votekick ‘rigging’ with multiple players etc.) is not allowed. Only use the vote-kick function to remove disruptive or offensive players from the server.
Rules may be subject to change at any time.
If you would like to file a report against a disruptive player, make an appeal, or address any concerns/complaints with the official server rules, please contact moderator via DM on discord @ https://discordapp.com/invite/mordhau.
Joined these forums in 2016 to show some love after their first teaser. Now I am here 2 days before release :) Never thought this day would come!
Thanks @devs for your dedication to this game <3
I spent some quality time with the FPS counter in Taiga today to determine exactly which graphics settings are causing the performance issues some of us are having, and discovered two interesting things.
Hardware: 970 GTX & i7 3770 with 16 GB of RAM.
Goal: Stable 60 FPS (vsync) with 32 bots on the map, while recording with OBS at 2500 bitrate.
I started off with all graphics options either disabled or at their lowest, and increased or enabled them one by one until I noticed an impact on performance. I ended up achieving a stable 60 FPS with all settings at maximum with the following exceptions:
Shadows reduced to High:
In normal situations, there isn't an impact on Ultra, however some areas in Taiga have particularly complicated shadows and this will drop frames to 55 FPS on their own. Ultra shadows also have trouble with Smoke Bombs, where frames drop into the 40s in some situations.
Effects reduced to High:
In normal situations there are no performance hits with effects on Ultra; however, when entering into areas that have high usage of effects, such as the campfires, frame rates drop into the 40s temporarily and then recover.
Ambient Occlusion Disabled:
In most maps, Ambient Occlusion is only used in corners of walls and such and doesn't have a big impact. However; on Taiga, Ambient Occlusion is applied to all the complex intersecting geometry of the trees, and that has a very large performance hit. I imagine the developers could solve this by disabling Ambient Occlusion on tree leaves.
can't wait to start dragging noobs and then when they get frustrated explaining it all to them