Mordhau
 ЖIMrPlanetacLeBoeuf
Knight
  • Likes received 111
  • Date joined 30 Apr '17
  • Last seen 3 Nov '20

Private Message

Duke 5562 13285
  • 1
  • 16 Apr '20
 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!

Baron 1647 5234
  • 19 Mar '20
 Lincs

I was always annoyed that there was a really cool looking castle at the end of Mountain Peak that we couldn't access at all. Even if everything else happens to suck capybara balls, I'm nevertheless glad we're gonna get all up in that castle finally.

Also I literally suggested that kettle/buffet helmet YEARS ago in the armor thread fuuuuck yeah finally

Duke 5562 13285
  • 1
  • 17 Mar '20
 Jax — Community Manager

Want to see what's coming in our next update? Check out our update trailer!

Knight 706 1084
  • 24 Feb '20
 VampireDuck

*rolleyes

36 135
  • 11 Jan '20
 Earraigh

aka another patch without the Round Viking Shield

2021 2108
  • 20 Feb '20
 SWSeriousMike

It's a screenshot describing parts of the community. Should upload it to the contest.

26 35
  • 19 Feb '20
 Silenceh

Is this in official or private servers?

Duke 5562 13285
  • 19 Feb '20
 Jax — Community Manager

@TombstoneJack said:
so do they have to be posted on reddit or can they be posted here?

Sorry for the late reply. Post them on Reddit, so they're all in one place. :)

Knight 321 611
  • 1
  • 15 Feb '20
 Duckalot
  1. Verified your game files
  2. Run the game and Steam as admin.
  3. Check drivers and OS updates.
  4. If you played on a custom(modded) server the first time you played, unsubscribe from them on https://mordhau.mod.io/ (login with your steam account)
Knight 5410 7408
  • 1
  • 13 Feb '20
 Humble Staff

If we don't see a tomato in at least one of the winner pictures I'm suing, refunding and shaking.
Not necessarily in that order.

Duke 5562 13285
  • 1
  • 13 Feb '20
 Jax — Community Manager

screenshotcomp

Interested in winning up to 250k gold? Enter into our screenshot competition and get your art featured in-game! Details can be found over on the Mordhau subreddit:

https://www.reddit.com/r/Mordhau/comments/f2xeh0/community_screenshot_competition_feb_12th26th/

Good luck, and have fun!

Sellsword 792 2352
  • 9 Dec '19
 Goof

@Jax said:
I'm like 100 emails behind on the account atm, we get a lot of em :| If you need to report a player etc it's best to talk to a moderator though.

Seems like Triternion needs... oh you know...

more people

Duke 5562 13285
  • 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

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
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
988 6974
  • 10 Sep '19
 marox — Project Lead

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

INV_Camp_1
INV_Grad_0
INV_Taiga_0

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

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
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.

Knight 2308 4188
  • 2 Sep '19
 Runagate

You are supposed to be able to couch the estoc. Obviously its range should be at least approximately as long as its model though.