Mordhau
 Racemate
Mercenary
  • Likes received 315
  • Date joined 17 Apr '17
  • Last seen 22 Mar

Private Message

Knight 247 637
  • 23 Oct '19
 Mr_Obliviousness

Kraken2.jpg
Drawn by hand, scanned with phone, messed around a bit in gimp (not ps cuz im poor)

988 6973
  • 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

Gameplay

  • 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

Combat

  • 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

Sound

  • 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
Knight 237 1156
  • 12 Sep '19
 renaissance

the best 3/3/3 loadouts should be 0% fat, 50% skinny and between 50-75% strong
and speaking of emaciated knights, here's john de argentine whom i made as an excuse to use brigandine legs in a historical manner

20190912171020_1.jpgjohn_de_argentine_s24_r149.png

3 7
  • 1
  • 9 Sep '19
 Saint

Very bland color wise, but looks good with red or blue colors in team modes.
2019-09-07 (4).png

13 42
  • 4 Sep '19
 TheWhargoul

SiegeKnigga.JPG

muh Siege guy
2/3/3 H-axe/Kite w/ Wrecker & Smith
Shame that shields are in such a gimped spot in frontline it becomes a pain to use this man in a group fight.

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

Gameplay

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

Combat

  • 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
Count 1475 965

Here is the first 6 hours of it being put together
https://www.youtube.com/embed/x7FHZA3m6Yo

Knight 258 696

After the recent backend incident it got me thinking, why can't we play mordhau offline. This incident exposed a weakness with the game in the sense that players are unable to play even the most basic local play modes without the connection to the internet to ensure that your character level remains the same. After some testing during the incident, I found that even if players were able to open a map through console commands that they are in fact unable to spawn in the map even with the default classes as a result of the internet connectivity required to play the game. This seems unreasonable especially for those who ddont have the best of internet and train with offline bots. Especially the custom mod community because they are unable to access maps and access their mercenary loadout that is saved on the client local files because the internet connection isn't made to the backend servers. You can't play the game you paid for such a simple error. With the recent patch players are unable to utilize certain menu's to primarily prevent players from losing their loadouts. This is great and all but it doesn't address the problem.

After testing with the most recent patch, players are unable to access any menu in the mordhau main menus which might seem like an oversight. In addition to this waffle, players are still unable to spawn in-game without internet connectivity for Local Play. This is nonsense and shouldn't have been an issue since day one. This isn't a BR type game that needs you to have online access to play its mode. What's the point of local play if you can play locally. This oversight is a problem and I highly encourage the developers since they were willing to "amend" the backend issue with a simple patch that disables menus for players. The problem isn't even fixed all it does is disable menu's and further prevents players from doing anything because the game requires an internet connection to play locally

I would recommend the developers to obviously disable certain menu's that involve online play only as without internet connection the servers are unable to track progression. Inaddition, I would allow the player to play offline with their loadouts as normal while disabling the system that tracks players loadouts and allow the player to spawn in game. Should the player comeback online, the system would then check if the player has those items unlocked the loadout would remain the same. Should the player have added any item onto their mercenary that they haven't unlock then it would be removed replacing it with an empty slot. I love the game but it pains me to see such an oversight continue to exists at the detriment of the players that keep the game alive and have invested time and money into a game they think is great aswell

Sincerely,

The Flying Flail

3 40
  • 12 Aug '19
 Gottard

Sexy catholic nun. Who said there weren't females in the game?

Nun.png

1084 6150
  • 2 Sep '19
 crushed — Art

Patch #10 Changelog 02/09/2019

Gameplay
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

Combat
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

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

1084 6150
  • 2 Sep '19
 crushed — Art

Patch 10 has been released, check out the changelog below

Patch #10 Changelog 02/09/2019

Gameplay
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

Combat
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

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

Recruit 87 134
  • 6 Jul '19
 FlameHeart

Some new Kniggas, Along with some Crusaders for the upcoming crusade

20190705214133_1.jpg20190705214137_1.jpg20190705214140_1.jpg20190705214144_1.jpg20190705214148_1.jpg20190705214154_1.jpg

Knight 237 1156
  • 21 Jun '19
 renaissance

edward plantagenet of woodstock

blackprince2.jpg

20 38
15 89
  • 7
  • 14 Jun '19
 XLINE

20190615004336_1_waifu2x_photo_noise3_tta_1.png!
20190615095547_1_waifu2x_photo_noise3_tta_1.png

Faaram knight

Well, i tried
this guy is so hard to cosplay :(

Duke 5545 13265
  • 1
  • 30 Aug '19
 Jax — Community Manager

Welcome back!

aa3ca8554eda63b76fccde5acebd124c

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:
https://mordhau.com/forum/topic/19609/patch-09-changelog-30082019/

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):

Maps

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.

Invasion

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.

Ranked

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!

34 65

Let's try not to argue about whether or not female characters should be in the game. But here's some screenshots of what they might end up looking like.
The model you get from the INI edit is pretty janky but you can make it look nice with the right slider settings and armor.

0e79588d567cf7037965eca92fc672d8.jpg
3737896215d7883426fcd4961717ea61.jpg

If anyone has female characters they made with the ini edit you should show them here.

Count 879 3288
Count 4205 9822
  • 23 Aug '19
 DerFurst

MMhmm yesssss... I would like to—uhmm... preview some fffeeemalessss... mmm yes...

Do you—uhh... perhaps know what kind of—uh... armour they'll be wearing if I—uh... don't select anything for their ummm... chessst slot?

Knight 590 690
  • 27 Aug '17
 Garou

When da alpha hits.
IMG_20170827_160543033.jpg