Basile de Mornebutte
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  • Date joined 29 Mar '17
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Knight 264 702
  • 29 Dec '19

Inspiring to see new players being motivated by their struggles like this. Way too many people just give up before they achieve any actual skill.

5 17
  • 29 Dec '19

Figured out part of (1);

After I get hit there's a longer than normal delay before I can attack back so defence should be my primary concern, not gambling an attack.

Also if I miss, and don't combo, there's a longer delay for the recovery.

5 17
  • 29 Dec '19

So I've been getting my shit pushed in for a week now, and I've never had more fun sucking so bad.

I'm getting some basics down, but I still panic parry any half-assed feint or morph. I really need to work on my reads. I've seen comments about watching the weapon so I'll give that a try.

Two big shortcomings that I wish I could understand is (1) everyone seems to swing faster than I do regardless of the weapon they're using, and (2) everyone seems to have better range than I do even though I'm using a Billhook.

With regards to range I'll stab at someone, and whiff because I'm out of range. After whiffing I'll start to back up, but my opponent will be all over me with a weapon as small as a dagger. I try the same thing, but I can't cover the distance. The range game is really tough to understand what's happening.

I don't know if there's something I'm missing, or if I just don't react fast enough.

Anywho... Awesome game, and I'll keep pushing to improve. Having a blast.

988 6971
  • 28 Oct '19
 marox — Project Lead

This content update marks the release of Feitoria, our biggest map yet, featuring all of our current game modes. In addition, we have also added more siege-oriented features, such as the ability to drop and raise ladders, chuck large two handed stones from above, tip over baskets of rocks, and even pour boiling oil from cauldrons positioned at strategic locations.

In the coming weeks and months we will be releasing more content additions and gameplay improvements: we’re adapting Mountain Peak for Invasion, finishing up work on our next new map Castello, as well as giving Horde mode some much needed attention.

Patch #13 Changelog 28/10/2019


  • Added new map, Feitoria with support for all existing modes: INV_Feitoria_0, FL_Feitoria, HRD_Feitoria, FFA_Feitoria, FFA_Feitoria_64, SKM_Feitoria, SKM_Feitoria_64, TDM_Feitoria, TDM_Feitoria_64, BR_Feitoria
  • Added stone basket trap interactable to existing maps
  • Added oil cauldron interactable to existing maps
  • Added boulder throwable which can be obtained from an interactable stone pile placed on existing maps. Deals more damage the faster it’s falling (gravity)
  • Ladders now have an interaction UI widget like most interactables, and can now be dropped and raised by holding interact, as long as nobody is on them
  • Invasion player respawn to 5s again
  • Fixed getting stuck on Taiga trees
  • Added 3 choppable trees to Grad
  • Widened keep entrances on Grad and removed the door on the ground floor to prevent congestion
  • Fixed exploiting NPCs in invasion/frontline by blocking them off
  • Fixed removebots command removing map NPCs


  • Crouch slowed down 25ms
  • Reverted miss combos no longer having lunge change from previous patch
  • Increased climbing speed on ladders by 15%
  • It is now possible to jump off ladders while on them, jump will go where the player aims
  • Base jump stamina cost reduced to 10
  • Cat perk fall damage reduction buffed to 90%
  • Brawler perk now also speeds up fists
  • Executioner Sword strike turncap now more strict
  • Executioner Sword stab stamina drain reduced by 1

Visuals & Misc

  • Added new flat top helmet with 5 variations: Covered flat top, Covered flat top orle, Enclosed flat top, Enclosed flat top orle, Visored flat top
  • Fall damage now has camera shake
  • Camera calculations (3p and 1p) now take into account scale, making scaled characters look natural (viewmodel animations)
  • Character scale is taken into account for interaction distance, allowing picking things up etc for bigger characters
  • Fixed crossbow 1p interact animation
  • Destroyable fence gate now has an additional state that removes the bottom board.
  • Helmets now draw fake shadows onto the face to add depth and make them seem more grounded
  • Fixed kills with torch saying “Stone” in the killfeed


  • Improved a few equipment fall sounds and added some that were missing
  • Ragdoll fall impacts now play the body thud sound while alive (previously only played when dead)
  • Fixed a few Tier 2 (open) helmets muffling voice
  • Enemy footsteps are now louder
Baron 130 314
  • 7 Oct '19

What is the uSDK ?

This is a set of modding tools created by the community that opens a lot of possibilities. To get you an idea, this video showcases a small part of what you can do !

Join the Modding discord to get more info :

Knight 210 759
  • 29 Sep '19
 Anal Error

Chivalry 2 is coming, i hope they will not be so ignorant about community suggestions.
Add double KO chance ffs, i just can't enjoy this game without this logic, fun and realistic feature !
I don't know how the fak irefrained from cursing you until now...
And add flail ffs,

168 1701
  • 27 Sep '19
 elwebbaro — Art

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

Patch #12 Changelog 27/09/2019


  • 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 plugin (Linux server crash fix)
  • Fix for mod downloads being skipped
  • Potential fix for auth ticket error
  • Fix for failing community server reward drops


  • 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
Mercenary 3 11
  • 2
  • 25 Sep '19

These are some awesome story based videos with epic cinematic music. It was all done with thanks to the Mordhau theater mode!

168 1701
  • 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
Duke 5526 13171
  • 30 Aug '19
 Jax — Community Manager

Patch #09 Changelog 30/08/2019

Added ranked Duel mode
Added Crossroads extension - now with two points, hopefully better balance and a new ruined tower
Added Veteran’s set - full armor set with 31 variations
Team damage in Frontline now disabled for 5 seconds after spawning
Friendly toolbox spikes now deal a maximum of 25 damage to teammates, fixing the griefing done by placing spikes in front of spawns. Enemy knockback is not affected by this, meaning you can still kick an enemy into spikes built by his teammate
Added autoban of 30 minutes for having 7 teamkills in a match. Currently only for melee and projectile weapons, excludes some things like catapult etc.
Added team damage % display on votekick
Raised votekick ban duration to 10 minutes
40% of people now need to partake in votekicks for it to have effect (50% previously)
Horse desync and hitboxes are now fixed
Horse riders no longer get a damage boost on the slower horse speeds, now only from gear 3 and onwards
Horse rider momentum damage now works both ways, so that infantry can one shot horse riders when hit at high speeds
Horse acceleration slowed down slightly
Horse bump knockback reduced slightly
Horse bump hitbox reduced significantly & fixed desync on horse turning
Horse bump slowdown reduced
Horse now slows down slightly when hit by a melee weapon, the unarmored horses more than the armored one
Riders on horses can now capture points
Horse respawn time reduced to 30 seconds
Firepots adjusted - fire starts much less damaging but faster - the fire is louder and generally easier to notice and react to
Toolbox destroyable walls now start with a foundation instead of a half wall
Battle royale minimum players to start reduced to 6
Removed walk debuff on Explosive Keg deliverables
Siege tower objectives now take two trips to complete
Damageable world collision will no longer ignore the weapon tip (non-damageable will do so still), which means things like destroyables won't ignore it, making it easier to hit

Fixed crouch hitbox “iframe” bug
All armory weapons strike and stab releases reduced 25ms - this will make attack releases slightly faster and more grounded/less floaty looking
Parry window reduced 25ms (this is mainly compensation for the new releases)
Chamber window for strike and stab reduced 50ms
Stab early release increased slightly (0.325 -> 0.35) - this will make stabs hit slightly slower out of the early release animation, making them slightly easier to read
Stabs now have 25ms smaller feint and morph windows than strikes
Combo feint window increased 100ms
Hitstop recovery is now 50ms faster (hitstop followup attacks can be started 50ms faster)
Added new dynamic feint lockout distribution based on feint time - this will make early feints slightly more punishable while making late feint followup attacks more reliable to hit and less prone to get double parried. Currently has only a very small effect, adds 25ms at the earliest feint and shaves off 25ms at the latest.
Morph to kick is now 25ms faster
Kick feint now costs 5 stamina
Kick range vs held block shields increased very slightly
Kicks now ragdoll people on ladders
Kick now drains 15 stamina instead of 20
Kick now gives 15 stamina instead of 10
Kick miss recovery increased 50ms (0.6 -> 0.65)
Parry turncap is now significantly less strict
Hand hitboxes are now disabled in parry window, this will fix some inconsistent hits trough parry
Bound upper attacks (overheads) are now 5 degrees more diagonal to make them easier to hit
Fixed active parry draining stamina - now gives stamina
Chamber disarm will now give stamina to the person who did the disarming too (same as parry disarm)
Stamina start regen delay raised to 1.25 (from 1.0)
Fury now gives full stamina on kill
Flesh wound now costs 3 points
Chase mechanic range increased slightly (4.5m -> 5m)
Chase mechanic activation time reduced to 500ms (from 1s)
180 Turn sprint momentum mechanic is now very slightly stronger, making it a bit harder to turn 180 and run in an instant

Weapons & Equipment
Buckler stamina negation increased by 1
Targe stamina negation increased by 1
Timed block shields no longer give stamina on disarm
Kite and Heater shield now have slightly stricter blocking turncap
Held block shields now always have a movement slowdown of 3/3/3 armor when equipped in hand, ignoring armor values (does not stack) - this does not change much for armored shield loadouts, but significantly nerfs light armor with held block shield combinations.
Longsword main mode strike release increased 25ms
Longsword strike turncaps slightly more strict
Longsword main mode strike raw damage increased slightly, this will greatly improve HTK against armored legs
Longsword main mode strike combo speed 25ms faster
Messer strike stamina drain increased by 1
Waraxe strike combo speed slowed down by 25ms
Waraxe strike turncap slightly more strict
Waraxe strike stamina drain reduced to 20 (from 21)
Executioner sword damage against armored legs buffed very slightly
Estoc strike turncaps slightly more strict
Greatsword main mode strike headshot damage vs plate armor to 48 (reduced from 50)
Greatsword alt mode strike releases reduced 25ms
Zweihander strike turncaps slightly more strict
Zweihander main mode strike combo 25ms faster
Shortspear strike & stab turncaps slightly more strict
Shortspear strike & stab releases reduced 25ms
Bastard sword strike turncaps slightly more strict
Halberd alt mode stab turncap slightly less strict
Spear alt mode turncaps more strict
Javelin damage vs plate torso reduced to 45 (from 50)
Removed flourish emote from pavise
Toolbox now starts with 6 ammo
Fixed some leg damage values being wrong (1H axe, Greatsword & Zweihander halfswording)
Poleaxe now has stricter turncaps
Poleaxe now has 5cm more range
Poleaxe alt mode is now the same range as the main mode
Poleaxe main mode strike combo 25ms faster
Poleaxe strikes now have better damage vs armored legs
Poleaxe stab headshot damage vs plate helmet reduced to 45 (from 50)
Heavy Handaxe now has stricter turncaps and faster windups, making it less floaty
Bardiche main mode strike turncap slightly more strict
Bardiche main mode strike combo 25ms faster
Battle Axe main & alt mode strike turncap slightly more strict
Battle Axe main mode strike combo 25ms faster
Billhook strike turncaps slightly more strict
Eveningstar strike combo 25ms faster
Added new experimental longbow sway
Crossbow sway now stable for longer before it starts swaying, making it more reliable to use

Maps & Gamemodes
Lowered pillar on Contraband
Fixed out of bounds exploit on Contraband
Fixed all reported map exploits on Taiga

Visuals & Misc.
Added new Emblems: Carcosa, Melee Slasher, Purgatory, Raptor Rider, Royal Pug, Tempest Knights
Fixed missing gold & XP bug
Fixed a bug where loadouts could be written over when in face customization and going back to mercenary list
Fixed a bug with firepots that caused performance issues and damage against wooden structures higher than it should be
Fixed buckler passive projectile box being too big
Fixed fist falling animations in first person
Fixed a bug where the catapult could be turned faster than intended
Fixed the spawning naked bug in Skirmish
Certain buildables will no longer perform depenetration, fixing cases where players would be teleported around and could break certain maps. Can cause players to get stuck as a result if they stay in the spot while it's building
Adjusted hitstop attack blending for new recovery
Fixed characters bouncing around on ammoboxes
Removed flying horse from FFA camp

Improved Footstep & human awareness sounds volume and distance - they are now louder and can be heard further without the sounds being LODed
Sound occlusion is now less extreme, meaning you can hear sounds behind walls or around corners louder and clearer

Added rudimentary chat filter toggle (Disabled by default)
Added tabs to post match screen on Duel mode (this setup will later be applied to other modes)
Added and/or updated the following languages: Chinese traditional and simplified, Italian, Korean, Spanish, French, Russian, German
Added new translators to credits
Split matchmaking modes into Ranked and Casual tabs
Players leaving and rejoining the server will now also have their kills/deaths/assists restored, not just score
Updated Bot and Credits backer attributions

Baron 130 314
  • 1
  • 19 Aug '19

We're releasing 9 new maps today!

Here is the trailer for those maps :

This update also features :

  • An SKM mode for WarArena
  • An update of bob's SKM comp map

If you don't have the Community Map Installer yet, download it here (Click on MCMI1.1.0.3.exe):

Join us on discord to get help, chat with the map creators, or test and vote new maps before their release :

The maps are available on this server : Community Maps Only ( and more to come when server owners will have updated their servers. We'll organise an event soon !

Congrats to the map creators and the ones who provide game modes and workarounds for current limitations, every week new progress is done thanks to you, keep up the good work !

Knight 766 3314
  • 19 Aug '19

The last patchie was June 22nd; 58 days ago.

The longer something in Mordhau stays unchanged, the more the frustration it builds up for players. It would be unrealistic to expect a brand new map or big content patch every week, but it's NOT unreasonable to want a few tweaks every now and then to keep things in line. Everyone knows there's a big patch on the way with new maps, ranking, balance changes, fixes, and all sorts of goodies, but it's easy to lose interest altogether in the meantime. It's very unhealthy for the community to let the game go without a patch for so long, it makes players feel like nobody is listening. The consistent negativity and chanting of "dead game" that follows going without a patch for several months at a time scares off potential new players and makes current players just quit and move on.

I said last year during the alpha:

Is releasing a quick patch important?
The main issue with such long periods between patches is that it temporarily nukes the playerbase, turning the game into a ghost town until the next patch. For the small pool of alpha players, it's not a big deal, but if this continues after the game is released it could be a real problem. It would be disastrous to allow the post-release playerbase sit on a broken patch for several months, things like that could really hurt the game's future. If the patch itself doesn't do it, the negativity from the community will. I've already seen it happen: the veterans whining and complaining in chat about how the current patch is shitty and broken, and it really gives the newer players (beta/earlybird wave) a bad impression of the game. Combine that negativity with a long wait for the next patch, and you've got an uninstall.


This is an on-going issue with the development of Mordhau. Something needs to change, or the game's concurrent playerbase will be damaged beyond repair, and somewhere down the line even a huge patchie could fail to bring back more than a few thousand players. 4~5 weeks is the absolute maximum we should go without a patchie, even just a handful of quick tweaks and fixes, and 2~3 weeks is the absolute maximum we should go without some kind of development update / communication from the developers.

Baron 130 314
  • 1
  • 19 Jul '19

Greetings gamers,

SDK (mod tools) for Mordhau isn't out yet, but one of my teamates managed to create a playable map already !

Plouplou did a sick job to achieve this and bypass the lack of SDK.

He contacted the devs to make sure this would not lead us to a ban or something, they actually enjoyed his work and allowed us to use & share the map, and even more, the knowledge about creating maps without modding tools.

This means that everyone is now virtually able to create playable maps !

Here is a video to showcase the first community map, the Berzerker Arena (a duelyard, WIP) :

A discord has been created (Mordhau Community Content), in which you will find :

  • Tutorial & files to help you create new maps. Plou is ok to share a working basis, so you won't have to repeat all the work he previously did to be able to integrate an Unreal project into Mordhau.
  • The Berzerker Arena map, downloadable.
  • Mappers will be able to share their work with players on this discord.
  • Servers with community maps will be listed there.
  • Modding will also be discussed here.
  • Everyone is welcomed !

Link to discord :

Thanks & congrats Plou !

Duke 5526 13171
  • 19 Jul '19
 Jax — Community Manager



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.

61 39
  • 6
  • 16 Jul '19

Greetings all,

My name is Ethan ( obviously ), and I am the founder of a new platform After seeing the effects websites like and mobafire had on the League of Legends community, and being a huge fan of Mordhau, I decided that I wanted to develop a platform that can help newcomers and veteran players alike connect with others in the community,elevate their game, and get solid information regarding Mordhau Mercenary builds and overall gameplay.

That being said, allow me to introduce

MordhauGGBanner.gif is a web application that allows you to do the following...

  1. Login with your account and Create Mordhau Mercenary Loadouts
  2. Link and Share your (or other player's) Mercenary Loadouts.
  3. View detailed Weapon Statistics without having them unlocked in the game, or just on the go ( including alt modes, gold cost, etc ).
  4. Search for specific Loadouts by searching Loadout Name, Weapons Used, "Class" ( Fighter, Archer, etc ), and even usernames.
  5. Up/Downvote builds...Downvote the trolls, Upvote the builds that lead you to victory.
  6. Add short descriptions to your builds to let users know how the build should be played and used.

A few use cases...

  1. Share builds with your friends without taking screenshots.
  2. Twitch and YouTube content creators can share links to their Loadouts, or use the chat bot commands to allow users to find links in your Twitch Chat. No more pausing your game to show off your builds or linking to twitch clips.
  3. Link Mercenary Loadouts of players in your tournaments so your viewers know the weapons and armor being used by each player.
  4. Ask for feedback on a build from other players before testing your luck in upcoming ranked and Frontline, or see what other users are upvoting after the latest patch.
  5. Easily find a specific build for "Archers" or "Fighters", adding a defacto "class" system to make it easier to find specific builds, and filter out unwanted weapons.
  6. Easily search Loadouts for weapons directly, allowing you Rapier shield one-tricks to have the burden of looking through real builds removed.

Please understand that this is a BETA build of and I am one person and...

  1. is NOT run by a clan and is not officially related to, thus, both financial and technical support is limited.
  2. Because this is basically a solo project, There WILL BE BUGS THAT WILL TAKE TIME TO FIX.
  3. Web Servers cost money, but I will do my best to make ad free, cost free, and self funded, as long as I can.

Some of the known bugs including things such as weapon cost being off on some weapons, typos when inputting stats and names, and showing damage tables for shields and non-damaged items...These bugs will be fixed in the near future, but I must remind everyone that without community feedback and support, I will not be able to make the changes that are needed to provide a solid platform for a cool community.

I plan on adding a few features in the future such as...

  1. Ability to edit and delete builds. In the Works currently ( HIGH PRIORITY).
  2. Ability to upload YouTube videos and Twitch Clips to your builds, Added formatting options for the description panel, and screenshot upload, allowing for a more engaging user experience ( MEDIUM PRIORITY ).
  3. User Forums ( MEDIUM PRIORITY; Awaiting user feedback ).
  4. Some Secret Stuff :)

If you are interested in helping with or just wish to leave me feedback on the platform, please feel free to PM me here and I'll get back to you ASAP. I hope to get some good feedback and show me where I can improve. Thanks for taking the time to read.

Knight 159 971
  • 4 Jul '19

I've come across a bob the builder type of guy in my team today and I was wondering about how usefull that would be to display the name of the engineer if you put your crosshair on his masterpiece.


Any thoughts ?

Knight 610 2035
  • 14 Jul '19

You are making the same mistake as everyone else dignifying the tripe in that article. Because you are displeased with the state of the community, you are letting it slide that the article is dripping with misinformation, dishonesty, political agenda that goes beyond simply decrying racists, and a complete lack of compassion for a tiny team of first-time developers who are overworked and underprepared for the booming success of their game. If all the article was saying is that the community is toxic, and that it needs to be improved, I would be on board.

Look at the claim it is actually making. It is saying the community got this bad not because moderation was not strict enough, not because there were no official measures against it such as a chat filter, but because the developers picked Medieval Europe as the (very loose) setting for the game, and apparently such a setting is evil and a breeding ground for supremacists, because it is often 'falsely' depicted as being predominantly white and male... even though the developers personally want to include females and darker skin tones, and are still standing by it despite the enormous backlash they have gotten. But let's suppose they didn't include those things, would that make it racist? If so, then I guess Chivalry is a vile, racist game too. I know your views Vanguard, but even you must see how preposterous that statement is.

I would ignore the historical revisionism they are pushing by claiming Medieval battlefields were teeming with women and black people, because it is a separate discussion entirely, but I would be remiss not to point out journalism is supposed to be unbiased, while clearly the entire article is using Mordhau as an excuse for the writer to push their revisionist political agenda when they are paid to write about video games. In fact, he went out of his way to lie about Mordhau being advertised as historically accurate despite the developers never missing an opportunity to correct that misconception by saying the game is not meant to be a historical simulator at all. He did this so he can compare it to Kingdom Come: Deliverance, and treat them as the same thing, because the developers of that game have already garnered some notoriety by making statements people considered racist or bigoted. Everyone should condemn such cheap dishonesty, regardless of what their views are.

And since people are so quick to point the finger at the developers and accuse them of being complicit with the racism, let me point the finger at that journalist and ask where all his outrage at Mordhau's setting was when he was writing his previous article on the game, in which he said he was having a lot of fun. Was he having so much fun he did not notice the characters are male? Or could it be that he liked the game, but as soon as he saw the bandwagon of people writing accusatory articles about the game, he hopped right on to get those clicks?

Duke 5526 13171
  • 3 Jul '19
 Jax — Community Manager

In light of recent publicity on the state of MORDHAU’s community, we would like to discuss our stance on toxicity and the topic of gender and race in our game.

First and foremost, Triternion does not, nor have we ever, had plans to add a customization option that would force a white male default. This is an absurd idea that stems from a misunderstanding in a recent interview by PC Gamer with two of our artists. These artists, both uninvolved with character development went into a verbal interview with minimal PR experience and ended up answering some of the questions in a misleading way, which combined with a lack of context, led to some very controversial statements. Again, we at Triternion do not, nor have we ever had any plans to implement any kind of ethnicity toggle on potential future character ethnicity customization additions.

The responses given were referring to the gender part of the questions, which were based off an old controversial "gender toggle" idea, with the intention being to give the player options to play the game with only female characters, only male characters, or both. This concept was brought forth by one of our developers and posted prior to the game’s release as a response to a large number of heated debates regarding the topic of realism. The idea to give players this ability was simply a theoretical solution to a difficult problem and was never intended to be the official stance of Triternion on this topic. This is a lesson for us that we must be excessively prudent with the wording we use in the future as it can be easy to misconstrue an individual’s opinions and ideas as officially sanctioned.

Shortly after launch and in internal discussions, the concept of a gender option toggle was dismissed as it would undermine the customization players work hard to create. The two artists featured in the interview were ill-informed of this decision, which was a major mistake and miscommunication on the side of Triternion; and in combination with a question on a sensitive issue of which they were underprepared to answer, strongly contributed to this misunderstanding. Our official stance is that these toggle options are out of the question.

In regards to community toxicity, we do not have prior experience managing communities of this size, nor the manpower or resources that established studious can leverage. Our team consists of 11 first-time developers working remotely and volunteer moderators who try their best to curb this toxicity and behavior across all platforms, including in-game. At the moment we are stretched thin with major important content additions and unfortunately we do not have the staff nor systems in-place to moderate everything to our intended level of standards. We plan on improving in this regard. We hope our players understand our situation and will continue to place their faith in us, as improving these things will take time.

Knight 610 2035
  • 16 Jun '19

@TombstoneJack said:
its a fucking stick anything beyond meme tier is silly

A stick capable of fracturing skulls through plate helmets, one of the most dangerous sparring weapons even with protection.

Yet the carrot is a more powerful weapon. How about we make it more dignified than it is in its current state? Chivalry represented the quarterstaff much better.

988 6971
  • 12 Jun '19
 marox — Project Lead

@Pred said:
This much of Chivalry lore was enough tbh:

There is a kingdom
One side is loyal to the king of that kingdom
The other party wants to topple the old system. Malric is in this one.

It was Team Objective which gave fighting in Chiv a structure. You were fighting to accomplish things, they were kinda-sorta sometimes related to lore, but nobody really cared, because accomplishing these things was fun in itself. You needed to do a thing and to do it you had to beat motherfuckers up along the way. If you weren't beating motherfuckers up hard enough, you lost. Simple. Fun.

You can't even call Frontline a TDM because racking up kills means absolutely nothing if you don't control more points. The mode is just waiting for one of two countdowns to run down and you are free to run around and kill some enemies in huge clusterfucks in the meantime.

This comment is in line with the issues we believe are the root of the problem/dissatisfaction. It's no surprise we spent a long time on the combat and other things around it, that we ended up being a bit short on time when it came to giving the game modes the same treatment. In the end, we did what we could to salvage things by adding some objective support to Frontline under some heavy crunch and shipped it. We thought it'd do well and also we simply couldn't afford for it to not to. Thankfully, it wasn't as bad as it could've been and the game still sold extremely well. But we hear you, and are going to be working to introduce the type of objective-focused mode the community is looking forward to as we go on with development. Sometimes it's hard to hear criticism late in the dev cycle when you're powerless to do anything to fix it, and this was definitely the case leading up to release.