Mordhau
 LuxCandidus
Knight
  • Likes received 2068
  • Date joined 30 Apr '17
  • Last seen 18 Jun

Private Message

Duke 5558 13284
  • 1
  • 16 Apr
 Jax — Community Manager

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!

Countess 1233 2912
  • 25 Jan
 Whisper

Died as soon as I spawned as a noble, gave me my normal loadout, perks included, no team colours and just taller. Made me feel like a chad.20200124222444_1.jpg

Duke 5558 13284
  • 10 Jan
 Jax — Community Manager

This patch contains various bug fixes, improvements and balance changes, including things such as the ability to jump kick, use kicks with more equipment, adjustments for held shield mode and the ability to bind the console key in options.
Please remember to rebind your console key in options, since a lot of you have used .ini edits before to bind it!

Changelog

Gameplay

Removed Christmas stuff
Added fortifications to Grad commander part
Enabled texture streaming amortization options by default to improve performance. Will significantly reduce stutters on some (older) computers

Combat

Reverted backparry change from previous patch fixing the attacks going through parry in cases where enemies were 90 degrees to the side from the player
Fixed attacks going through parry on active parry and chambers where enemies were 90 degrees to the side from the player (same as above, but was in place since release)
Improved stab windup animations to see transition to release easier (does not show up for self)
Third person Feint animations are now slightly more snappy/responsive
Global feint lockout increased 25ms, this will make feint punishing easier
Parry recovery increased 25ms
Chambering will now disarm like a parry when on low stamina, meaning you can no longer chamber at 1 stamina without being disarmed
Disabled team hitstop for strikes (Experimental)
Morph to kick 15ms faster
Added jump kicks
Throwables and ranged equipment can now kick
Throwables can now be used on ladders
Shield wall now has a longer raising/lowering delay to prevent abuse in duels
Players can now riposte out of the shield wall at any time, even without blocking
Shield wall stab riposte animation now comes from the same side, making it a bit harder to read
Shield wall shields now have 1 less stamina negation, but 25ms more parry window (50ms more total compared to regular parry)
Shield model now acts as blocking collider during ripostes, buffing their ability to 1vX
Shield wall turncap more lax
Shield wall movement speed increased to 66% (from 50%)
Couch no longer disarms
Removed previous CombatTest changes, CombatTest now has experimental movement on it. Added SKM variant.

Weapons & Equipment

Executioner sword turncaps nerfed. Now more strict
Zweihander main mode stab windup slowed down 25ms
Bastard Sword 1H strike release reduced 25ms
Greatsword main mode stab release reduced 25ms
Bardiche main mode now 15cm longer
Maul stamina drain on strike increased by 1
Estoc main mode stab combo 50ms faster
Poleaxe all windups 25ms faster
Shortspear stab windup 25ms faster
Shortspear miss recoveries reduced to 400ms
Shortspear throw now 250ms faster
Increased blunt slowdown on hit slightly (Tier 1 12.5 -> 15%, Tier 2 25% -> 30%)
Increased Recurve Bow damage against Tier 2 and Tier 3 chest (4HTK instead of 5HTK)
Improved Bow 1p firing animations, making it more snappy/satisfying to shoot
Adjusted longbow sway slightly
Buffed Crossbow and Longbow projectile speed very slightly
Throwing knifes now throw faster
Throwing knife can now be equipped slightly faster
Throwing Axe can now be thrown twice in a row faster
Throwing Axe proj speed slightly faster
Tier 2 Chest now has the same speed as Tier 1 Chest, making it a straight upgrade
Slowed down shield throws and reduced their damage
Deliverable despawn time from 20s to 30s
Throwable two handed rock now throws faster
Throwable shields now get thrown with LMB if nothing is in the right hand.
Fixed pavise planting not working on LMB anymore
Toolbox structures now build faster across the board

Visuals & Misc

Fixed a bug where invasion actually counted 'tickets' for deaths and could cause loss if a team died more than 1000 times
Fixed the case where ladders would be climbed while holding because someone got onto it
Tightened collision on footsoldier wagon and king wagon
Fixed wonky skinning on splinted arms
Improved fall damage camera shake
Console key can now be bound in options
Feitoria gate can’t interrupt open but can interrupt closing

Duke 5558 13284
  • 1
  • 19 Dec '19
 Jax — Community Manager

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

7225f0bcb3a106b305bf961226da4c3053e7b1c1

Basket Hilt Arming Sword Skins

6f183cce17cf55e83aeb0aefa466c5fbb1a57e8c

Brute Bardiche Skin

45cd0e5d762c430017bdcfc7124be78d0ad4377a

Firepit - ignites projectiles like arrows, ballista bolts and catapult rocks that are in proximity

a73629d40336f9a7485247177f5a000f62ecade3

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

Duke 5558 13284
  • 28 Nov '19
 Jax — Community Manager

@123mop said:
Any word on the dodge bug preventing you from dodging after being parried? I'm really hoping to see that resolved in a hotfix. Waiting a month or whatnot for a full patch just for dodge to be fixed would be quite annoying.

Yeah we're aware, marox is working on it.

Duke 5558 13284
  • 28 Nov '19
 Jax — Community Manager

Hi everyone! This latest patch has added quite a bit to the game, but unfortunately we've run into some problems that weren't apparent in our internal testing. Please be patient as we roll out additional updates to fix performance, blurry textures and other issues. These require a rebuild of each map, and take up to 4 days or so per level - the team is busy rebuilding these maps, and we'll be rolling out hotfixes as each map is ready. If you haven't seen the changelogs, read below to see what's new, and once again thank you for your patience!

MORDHAU Patch #14


Combat changes & Optimizations

This patch includes a large number of optimizations intended to improve overall FPS and reduce stuttering, especially during combat and on large player counts, as well as reduce load times. Also included are combat changes aimed at differentiating existing weapons more and at addressing overall balance. Finally, Feitoria has had its layout revised to make the ending more climactic.

Gameplay

Substantial CPU optimizations across the board to improve overall FPS and remove stutters and hitches during gameplay, especially on larger player counts
Optimized and improved loading times
Workaround for server information update error
Reworked Feitoria Invasion layout
Disabled dodging with barrels
Changed how deliverables work, it is now possible to drop them and pick them up (for attackers), and defenders can hold interact to destroy them
Disabled climbing on oil cauldron, ammobox, rock spawn, rock basket
Time to decline objective participation from 6s to 4s
Fixed a case where dying on ladder in Horde wouldn’t remember your equipment
BR/HRD Ladders on Grad now raise-/droppable
King-type objectives (Invasion) are now invulnerable until the first player could've possessed them (prevents rushing to take advantage of AI)
Traps and pavises no longer allowed to be placed on destroyables (which when destroyed would cause them to float)

Combat

Parry/Chamber box is now bigger - now significantly wider horizontally, fixing cases of attacks going through parries. Now always covers the legs and feet vertically, this fixes the broken toe stabs and makes it much easier to deal with overhead drags to the legs. - also affects shields, although less. Parry knockback reduced slightly
Parry turncap slightly more strict
Global attack turncaps 5% more strict
Trying to change attack direction during a strike release too many times will now get compensated by the game - this fixes (or attempts) the broken drags such as sky drags, waterfalls/wessex etc and promotes playing more “normal”
Attack lunge now decreases gradually after 105cm weapon range (Longsword) - this means that the longest weapons now have the least amount lunge
Miss recovery is now based on weapon length and speed or “weight” - this means that short one handed weapons now have significantly less miss recovery, making them much more nimble and lighter in use. Longer weapons have more, making misses more punishing.
Blunt weapons now have crippling effect - this means that being hit by a blunt weapon now slows you down more when being flinched and causes more camera shake/stun effect - comes in two tiers, strength depending on the attack and weapon. Tier 1 slows down 12.5%, Tier 2 slows down 25%
Billhook now has immobilize on the attacks that pull. This heavily slows down enemies and allows you to control them much easier
Stab knockback is now straight and more predictable
Huntsman now works differently and is no longer based on quiver, now only applies to enemies with a bow/crossbow in hand. This means that when switching to a melee weapon from a ranged weapon, after 4 seconds you no longer take the huntsman bonus damage, allowing archers to go melee without being oneshot from huntsman.
Fixed active parry blocking from behind
Plate leg armor now doubles kick damage
Kicks no longer have headshot damage
Kicks no longer drain stamina
Following up a feint with a stab will now have 50ms more lockout - this should fix most unpunishable stab feints

Weapons & Equipment

1H Axe strike windup 25ms faster
1H Axe recoveries reduced to 400ms
Arming sword strike combo is now slightly faster and has a bit more raw damage
Arming sword recoveries reduced to 400ms
Warhammer recoveries reduced to 400ms
Warhammer main mode strike torso damage increased by 5
Quarterstaff now has 400ms recoveries
Quarterstaff alt mode strike damage now the same as the main mode, strikes now have 75ms faster combo speed
Maul miss recovery to 600ms
Cleaver miss recoveries reduced to 400ms
Cleaver stamina negation nerfed by 1
Cleaver stab no longer flinches
Cleaver now takes 20 stamina to chamber instead of 15
Dagger miss recoveries reduced to 400ms
Dagger now takes 20 stamina to chamber instead of 15
Shortsword miss recoveries reduced to 400ms
Shortsword stamina negation buffed by 3
Shortsword now takes 20 stamina to chamber instead of 15
Falchion miss recoveries reduced to 400ms
Heavy Handaxe miss recoveries reduced to 500ms
Mace strike windup 25ms faster
Mace stab windup 50ms slower
Mace miss recoveries to 600ms
Rapier miss recoveries reduced to 400ms
Bastard sword 1H stamina negation nerfed to 12
Bastard sword 1H stamina on hit reduced to 6
Bastard sword 2H miss recoveries reduced to 400ms
Messer 2H miss recoveries reduced to 550ms
Messer stab windup slowed down 25ms
Shortspear miss recoveries to 600ms
Shortspear can no longer combo
Shortspear point cost reduced to 3
Billhook strike pull distance increased
Longsword stamina negation buffed to 13
Longsword main mode miss recoveries reduced to 550ms
Longsword main mode strike windup 15ms faster
Longsword alt mode miss recoveries reduced to 400ms
Longsword alt mode strike windup 25ms faster
Estoc main mode miss recoveries reduced to 600ms
Estoc main mode stab windup 25ms faster
Chambering with Estoc now costs 10 stamina instead of 15
Estoc alt mode miss recoveries reduced to 400ms
War Axe miss recoveries reduced to 600ms
Poleaxe main mode miss recoveries to 600ms
Poleaxe main mode strike windup 25ms faster
Poleaxe alt mode strike can now repair toolbox buildings
Executioner sword stab headshot bonus damage removed
Executioner sword miss recoveries increased to 800ms
Bardiche main mode miss recoveries to 600ms
Eveningstar alt mode miss recoveries to 600ms
Spear main mode strike miss recovery to 800ms
Spear main mode stab now has more hit knockback
Halberd alt mode miss recoveries increased to 800ms
Greatsword halfswording miss recovery for stab now 400ms, for strike 550ms
Greatsword halfswording stab now has 25ms faster windup and 25ms faster combo
Zweihander main mode stab 25ms slower and slightly stricter turncap
Zweihander halfswording stab now has 25ms faster combo, miss recovery to 400ms, swing miss recovery to 550ms
Quiver no longer has invisible movement debuff
Horde shields no longer slow you down
Raised initial fire damage very slightly
Fire no longer damages buildings outside of the actual fire
Adjusted 2H rock AOE structure damage

Visuals & Misc

Added two long beards and a moustache
Players with the same name will now get a sequential number appended to the name, preventing confusion and abuse
Characters will now start screaming when they're falling for longer than 1s, does not happen if you have the cat perk
Added m.ShowServerInScoreboard (also found in options) which allows to disable the name showing up on scoreboard, useful to prevent stream sniping
Friendly bear traps now show a marker when near
Chain coat now takes metal color
Fixed a dropped ladder mesh on Grad clipping the ground
Fixed floating planks on HRD_Grad
Darkened eyes on slitted kettle and sallet a bit
Fixed motion blur settings on Feitoria
Improved hitmarker sound on torso and leg hits

Sounds

Adjusted hitmarker sound

Patch #14 Hotfix 1 Changelog 26/11/2019


Performance

Fixed Taiga performance drop
Fixed texture streaming issues and performance drop associated with it

Gameplay

Reverted the drag attack compensation change since it had unintended consequences
Added new undercut drag prevention change to address this move specifically. This causes undercut drags that hit late to glance off, same with undercuts that were used to reverse hit enemies.
Kick miss stamina cost reduced to 10
Buffed archery projectile speeds (Recurve bow 5000 -> 5400, Longbow 5600 -> 6000, Crossbow 6100 -> 6500)
Adjusted recurve bow sway significantly
Adjusted longbow sway slightly
Recurve bow now 1 point cheaper

Visuals & Misc

Fixed player name display appearing even when aiming a bit too far away from the player

Knight 321 611
  • 25 Nov '19
 Duckalot

lol

185 205
  • 1
  • 9 Nov '19
 Roag

I'm assuming you tried verifying game cache? Have you checked your firewall settings?

Edit just saw that you said was happening on several games, so defo a router/connection problem on your end.

185 205
  • 9 Nov '19
 Roag

Try going to steam -> settings -> in-game -> In game Server browser -> change max ping limit to 1000

These are the ports steam uses for networking:

https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711&l=english

1697 1292
  • 1
  • 30 Oct '19
 esturias

You have to click "Close program".
I hope that helps and makes the window go away.

Count 887 3301
  • 2
  • 30 Oct '19
 EatAtRedLobster

I spend 99% of my time in duelyard servers so I can't comment on whether Feitoria is balanced in large team modes.

I can say, however, that it is actually a very nice duelyard map which has been getting voted in mutiple times in a row. The only downside was the mortar which immediately attracted troll behavior with duels being repeatedly bombed and interrupted before the hotfix removal.

IMO FFA_Feitoria and FFA_Feitoria_64 need to have a server config option to disable mortars once they are added back, or mortars should simply be disabled on those deathmatch map variants.

Overall it's a very nice FFA / Duel map.

988 6974
  • 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
210 348
  • 4 Oct '19
 Shitscrubber64

God damn that response time. We're like EA customer support.

168 1700
  • 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
Duke 341 974
  • 11 Sep '19
 Ruby Rhoderick

Great work, devs! I like Invasion more than I expected. I think it'll be even better once we get maps that were designed with Invasion in mind. Grad, Taiga, and especially Camp are a little too open for Invasion, I think. Regardless, I really appreciate the more frequent updates. Small updates > Big updates.

158 198
  • 11 Sep '19
 The Bird

@CarnifeX said:
👎 Invasion - "Mixed in with existing Frontline rotation on official servers." - I have 2 Choices here, i'm forced to play a Mode i dont like, or i have to constantly Server-Hop after nearly every Match, just to play my fav. Mode...
👎 No Hitbox (disappearing) Fixes
👎 No Stabbing (Re-Aim Window/Mid-Weapon Attacks or whatever u will call this **) Fixes
👎 No Aim (Sword - Overheads) Fixes

"Combat
Spinning in the opposite direction and trying to “backswing” will no longer work, now causes glancing blow"

Does this means, you Guys really wrecked the simplest drag manipulation, but not one of all these other chiv-style shiz you can see in duels right now?

if ye - omg ...

I managed to fix Framedrops after Patch 10, with decreasing of the Ragdoll Options..
since Patch 11, the Framedrops are back and i cant go any lower

I appreciate all other Changes,
everything sounds good and the Fixes still flowing(even if nobody asked for some things..)
but for now, sadly the Game is no longer playable for me.

They didn't wreck that drag option. They just fixed the ugly cheese where someone could manipulate their swing faster than the visuals. Not much of an issue, but you'd see it from time to time.

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

Gameplay

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

Combat

  • 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.

UI

  • 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
3 1
  • 8 Sep '19
 CMFalco

Resolved (I think because I can get on a server now). Thank You!

61 20
  • 6 Sep '19
 SofiaLannister

You have been caught cheating in ranked

Knight 25 36
  • 5 Sep '19
 Corpsehammer

I deleted your other posts. I understand why you're upset, but nothing constructive can come from you spamming the same topic.