• Likes received 80
  • Date joined 4 Jun '19
  • Last seen 22 Oct '19

Private Message

988 6974
  • 10 Sep '19
 marox — Project Lead

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


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

168 1700
  • 10 Sep '19
 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


  • 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 integration (workshop)
  • Server owners can specify their auth token in the ServerModAuthToken field in Game.ini which they get from Any mods subscribed by the 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.


  • 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.


  • 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
93 109
  • 4 Sep '19

Feelings on the patch.

Netcode is fucked again. Randomly jumping between 60 and 300 ping. Was stable before. Also, I think the game lies about the ping anyways. Either that or it doesn't register my parries, but there's no way I only have 50-60 ping OR sometimes parries/ripostes/general attacks just don't get registered by the game. One of the two.

Horses shouldn't be able to cap points while moving. They can driveby neutralize a point, not even capture it, but rather just to keep people from spawning. Most noticeable on Grad and Mountain due to spawns not particularly close to the point with little incentive for red to be on their point unless they're forced onto the defense.

Horse receiving damage just doesn't work sometimes. I can hit a horseman at full gallop and they take normal damage.

Shields are so bad now it's hilarious. Just remove them if you can't balance them this "hotfix" makes them worse than just wielding a Bastard Sword in one hand.

Crossroads is a lot better now but it still feels red biased due to spawn locations for the mortar, which is ridiculously hard for blue to retake because of said mortar. But in general the two middle point system is MASSIVELY superior to the other maps in flow and fairness.

Mountain and Taiga are still imbalanced lmao why even bother maps the outcome is decided 90% of the time in both cases by the color you pick. The 10% of the time a bunch of good people decide they wanna try to carry but just end up steamrolling in the opposite direction.

Grad is still the most blue biased map that Red still wins regularly in the game. Everything about the map is Blue favored except the last point, which is still harder for Red to take out than it is for Blue to take out theirs. Blue gets two ballistae, high ground, endless chokepoints, actually usable defensive walls that block traffic unlike reds that do absolutely nothing to even slow Blue down, but the catapult is both easier for Blue to use and because they ALWAYS capture the Stables first, due to massively closer spawn distance, they even have easier access to the catapult. The Catapult is only useful for Red on taking the stables, it has no good firing angles for the castle or smithery. And yet Red still wins regularly. Funny that.

1090 6149
  • 2 Sep '19
 crushed — Art

Patch 10 has been released, check out the changelog below

Patch #10 Changelog 02/09/2019

Auto kick teamkill amount reduced to 5
Horde - players can no longer be flinched, have 15% faster melee windups, 50% less melee miss recovery and receive 50% less damage from projectiles
Horde health on kill reduced to 10
Fixed remaining server is full error
Global official server ban list is now active

Reverted experimental global timing changes (all releases, parry window and chamber windows increased 25ms) - Chamber window is still nerfed 25ms total
Stamina start regen delay increased 50ms to 1.3 (from 1.25)
Combo feint buff reduced 25ms (75ms total now)
Bound overhead angle change reduced 2.5 degrees
Reduced maximum lower stab angling
Held block shields now have 2 less stamina negation
Held block shields now have stricter blocking turncap
Held block shields can no longer riposte feint using the block - now forces a full parry window & recovery time on the block (915ms)
Certain strikes now have bonus stamina damage against shields, following weapons are affected, starting with the lowest bonus stamina damage - 1H Axe, Poleaxe, Halberd, Heavy Handaxe, Maul, War Axe, Bardiche, Battle Axe

Weapons & Equipment
Eveningstar strike turncaps slightly more strict
Slowed down stab windup by 25ms for following weapons: Bastard sword, Shortspear, Bardiche, Halberd, Poleaxe, Greatsword, Longsword main mode, Messer, Zweihander
Firepot damage adjusted to be more useful
Reverted Halberd alt mode stab turncap buff

Visuals & Misc.
Veteran’s chest color fix

Added MMR display to duel end screen, player menu, and matchmaking screen

1 1
  • 1 Sep '19

1) With poleaxe, if you morph from slash to stab, it will frequently just randomly "re-morph" back to a slash (i.e double morph?) which throws off everyone's timing and just messes up duels.

test procedure: play with poleaxe, slash into stab morph, and watch as the game tilts you back to bots.
Tested on a player owned server and in ranked mode (rip poleaxe i guess, good riddance it was broken op anyway).

2) Ranked mode OCE servers are hot shit. Sorry, no other way to put it. Red parry after red parry - game becomes nearly unplayable.

test procedure: play OCE ranked.

3) Chambering - long weapons will chamber off of attacks that would have missed anyway, so instead of letting you punish your opponent with footwork, you just chamber giving him an easy reset and taxing you 10 stam.

I dont know if this is intentional, but it's a stupid mechanic - takes a lot of skill out of footwork and makes it more reliant on very lucky windows (thanks to bad servers).

Basically your chamber procs on an attack thats far away and swung passed you.

I have this happen the most with the zweihander against shorter weapons.

168 1700
  • 31 Aug '19
 elwebbaro — Art

Just a small Hotfix to fix the most glaring ranked matchmaking issues and other miscellaneous stuff.

  • Fixed MMR/placement match count reverting
  • Fixed slot reservation for matchmaking lobby members (fixes “Server is full” message)
  • FIxed ranked duel countdown UI
  • Small fixes on Crossroads (stuckspots etc.)
  • Fixed missing font for Korean localization
  • Fix for bug sometimes causing ranked duels to be 2v1
  • Fixed votekick 10 minute ban being global, now it is only for that server
  • Veteran set colors rearranged to have proper team colors, chainmail parts now take armor tint
  • Lowered gold rewards for duels to be more in line with other modes
Duke 5558 13284
  • 1
  • 30 Aug '19
 Jax — Community Manager

Welcome back!


This latest update includes a host of improvements and features to MORDHAU - starting with duels, we’ve now implemented our first iteration of ranked play, a variety of gameplay improvements, map balancing to Crossroads, quality-of-life improvements, new cosmetics and more!

This update is the first of multiple coming to MORDHAU within the coming weeks; we’ve decided to break up our incoming additions into smaller updates to ensure that we can release new content without excessive delays. Expect iterative patches coming in the very near future that will build upon what’s currently available, and stay tuned for even more content and features soon, such as new maps, modding support, more gameplay adjustments and improvements for weapons, shields and archers, the new Invasion game mode, ranked 3v3 mode and more!

If you’d like to read all the changes for this update, check out our changelog:

As said above, we've decided to break up the content and features we’ve been working on for the past few months into smaller, progressive updates that will gradually build upon the base game. This will allow us to release specific things when they are ready, instead of holding up progress until all of these features are complete. We expect to have a much quicker turnaround between our latest update and the next; while we don’t have a specific timeline, a reasonable estimate would be a matter of weeks between these updates.

You can look forward to (in no particular order):


Feitoria and Castello are nearing completion, and should be ready very soon! To provide a bit of insight, these two maps are in different stages of completion, with Feitoria being closer to a release. Expect these maps to come along with other updates, but it’s likely that they will come in different patches.


The Invasion game mode is an asymmetrical attack-defend mode with a heavier emphasis on teamwork, objective interaction and a more focused experience than what you’d find in Frontline. Progress has been great on this mode, and at the moment we’re currently play-testing it on Camp, so we can further refine the mode before adding it to other maps. We plan on polishing this up in the coming weeks, and implementing the mode on all maps that currently have Frontline enabled.


With our latest update, we’ve launched 1v1 duels in a “beta” state to further refine our matchmaking, Elo system and to gauge interest in the game mode. Once we’re satisfied with the state of duels, we’ll be expanding this mode to include ranked 3v3’s as well. It’s important that we ensure duels play well first, and make sure that the gameplay and “meta” is in a good state before opening up the team variant.

Mod Support

While making a Software Development Kit (SDK/mod tools) is a big priority for us, it’s also a major undertaking that will require quite a lot of development resources, and ultimately quite a bit of time as well. To help support our wonderful modding scene, we’re currently in the process of implementing mod auto-download features - server owners can simply select what mods they want, and players only need to join the server to download these mods!

These are just the main areas we’re currently addressing, but more progress will be coming in the future as well. Thank you for your patience, and we’ll see you on the battlefield!

7 4
  • 1
  • 18 Aug '19

Update in case anyone else comes across this: Turns out 99% of my network issues with Mordhau occur only on my 5 GHz network. On my 2.4 GHz network, I get a steady 40-50 ms latency with only occasional lag spikes - maybe half a second in duration and occurring only 3-5 times a match at most.

I still have no idea what the underlying issue is here as I don't have issues with other games on the 5 GHz, but I'm absolutely positive it is causing issues with Mordhau.

1 2
  • 17 Aug '19

20190817200654_1.jpg when using the building tools you can move the mortar

18 24
  • 19 Aug '19

Glad they understand how important it is that ranked mode needs to be implemented asap.

It also refreshing to see a team recognising those features priority and dedicating resources to make sure they are done first and communicating how and why they are taking that design philosophy.

The main problem with the game currently is not the 12yr old kids spamming the n word in chat nor that we dont have wahmens in game. Its the already huge skill gap between season'd players of this genre and the newbies. Those that start fresh on release are now hitting that lvl of skill where they think they are semi good but then they run into the 500+ hours brick wall players which for the most point nothing can really fix other that time behind your keyboards gettin gud.

Ranked mode will go a long long way to reducing this gulf and allow players with less time and patience to feel like they are progressing rather than feeling helpless, i'm one of them, i'm getting there but still a long way to go.

Then SDK/Invasion should be a nice refresher to allow so more team based gameplay which is always good as it relies far less on individual skill and more on co-op play which can only be better for the game.

Looking forward to ranked mode.

Duke 5558 13284
  • 18 Aug '19
 Jax — Community Manager

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.

Knight 5410 7408
  • 17 Aug '19
 Humble Staff

Thing is simple, Triternion's comunication with us has always been like this, maybe it wasn't in the very early days of the forums where there were like 30 active people. The thing is, back then we were a few people devoted to this game and willing to give devs the time and patience to build such a colosal concept from the ground up. I mean there was a point where there were even less devs than there are now, game started with Marox all by himself.
But this comunication issue slowly gained traction as the game itself started to get more people to join this comunity and participate on it. What i'm trying to say here is that this has happened a hundred times already, with the dev blogs, with the snipets of information and art, with the Kickstarter, with most of the alpha patches, with release and now with regular patches. And that's not even mentioning the many shit shows that arised from this deffect like when alpha was first only tested by a select group of Mordhau groupies and when found out the comunity exploded, or when the dev team allowed someone to upgrade their kickstarter backing tier behind the scenes. And that's not even talking about how they have handled moderation.

What i'm trying to get to here, is that now that you guys have a mostly shaped up game, released, with big profits from it, a massively larger player base compared to those early days and someone with the role of comunity manager, the comunity uproar is just understandable. You no longer have excuses to not improve uppon your comunication. Not everyone will and should be expected to be as patient as some of the veterans here, and the veterans that misstreat the people that are not happy with this are being short sighted. Triternion never improved on this and now that they finally have the resources to do it they still fail at it. I have seen some previously passionate and understanding veterans start to give in, me included, and honestly, i have given this game and this dev team a LOT of chances in the 3 and a bit more years i have spent here. Now i'm starting to feel it's their turn to start moving.

I'm not saying game is dead, i'm not saying it's easy as "lol just hire more people", i'm not saying this game is hopelessly doomed to fail if this keeps going. All i'm saying is that Triternion has been postponing this side of game developement throughout all of its existence and if they don't do anything about it this will keep going and will happen again and again like has already happened a hundred times over, and maybe, some day everyone but a few hardcore people will say "that's fucking it" and will turn away to other games with a similar promise. Or the SDK will completely replace the dev team lol.

Duke 5558 13284
  • 14 Aug '19
 Jax — Community Manager

@PC_Principal said:

@PC_Principal said:
update when?


I'll let you all know when we start wrapping up

Knight 2608 6921
Count 887 3301
  • 20 Jul '19

This development update pleases me.

Jax has earned himself another 80% off any single entree item.

Knight 7768 14327
  • 19 Jul '19

hey jax cool post now keep doing this or else

Duchess 806 3550
  • 3 Jul '19

If only the players themselves had access to hide the posts from other players..


1 1
  • 20 May '19

The solution for me was to put Ragdollquality to Ultra.
I had freezes every 10~15 seconds in online matches (tutorial was fine) and after setting Ragdollquality to Ultra every freez and stutter was gone. I play 5 hours now without any stutter or freezes and as soon as I set Ragdollquality on medium or low, I got this freezes:

My rig:
GTX 1080 (430.39)
Windows 10 (1804)