• Likes received 247
  • Date joined 4 May '17

Private Message

Mercenary 39 13
  • 2
  • 13 Jun '19


Applying Warden's Grandmace skin(Grandmace Skin) and buying it on Horde mode shuts the server down.

It happens by only some players.

When a player did this, the skins was invisible and couldn't hit anything.

But this didn't shut the server down.

Another player did this and the server died immediately.

I told the player who caused crash to verify files.

He did it and but Steam said there is no problem with files.

We did the test again but the server still died.

Here are the video about it and the crashing log.

(Watch from 8:25)

Warden's Grandmace crash Log

[2019.06.13-11.42.20:230][843]LogTemp: Warning: HordeBREquipCustomization: found in array, but wrong ID
[2019.06.13-11.47.53:621][835]LogTemp: Warning: HordeBREquipCustomization: found in array, but wrong ID
[2019.06.13-11.48.20:657][453]LogTemp: Warning: HordeBREquipCustomization: OK
Signal 11 caught.
Malloc Size=131076 LargeMemoryPoolOffset=131092
CommonUnixCrashHandler: Signal=11
Malloc Size=65535 LargeMemoryPoolOffset=196655
Malloc Size=108976 LargeMemoryPoolOffset=305648
Malloc Size=68112 LargeMemoryPoolOffset=373776
Malloc Size=145512 LargeMemoryPoolOffset=519304
Realloc PtrSize=68112 NewSize=145512 PooledPtr=0x00007f631b5faa00
[2019.06.13-11.48.20:892][453]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000000000012697

[2019.06.13-11.48.20:892][453]LogCore: Fatal error!

0x000000000520ae14 MordhauServer-Linux-Shipping!_ZN17AMordhauEquipment8SetPartsE6TArrayIh17FDefaultAllocatorEb(+0x94)
0x000000000520a124 MordhauServer-Linux-Shipping!_ZN17AMordhauEquipment19AssignCustomizationERK23FEquipmentCustomizationhhh(+0x1f3)
0x00000000053048bd MordhauServer-Linux-Shipping!_ZN17AMordhauEquipment23execAssignCustomizationEP7UObjectR6FFramePv(+0x1cc)
0x00000000055f73e3 MordhauServer-Linux-Shipping!_ZN9UFunction6InvokeEP7UObjectR6FFramePv(+0x72)
0x00000000056d71d6 MordhauServer-Linux-Shipping!_ZN7UObject12CallFunctionER6FFramePvP9UFunction(+0xd5)
0x00000000056dbb1a MordhauServer-Linux-Shipping!_ZN7UObject20ProcessContextOpcodeER6FFramePvb(+0xa9)
0x00000000056d78bc MordhauServer-Linux-Shipping!_ZN7UObject15ProcessInternalEPS_R6FFramePv(+0x13b)
0x00000000056d76f6 MordhauServer-Linux-Shipping!_ZN7UObject12CallFunctionER6FFramePvP9UFunction(+0x5f5)
0x00000000056d78bc MordhauServer-Linux-Shipping!_ZN7UObject15ProcessInternalEPS_R6FFramePv(+0x13b)
0x00000000056d76f6 MordhauServer-Linux-Shipping!_ZN7UObject12CallFunctionER6FFramePvP9UFunction(+0x5f5)
0x00000000056d78bc MordhauServer-Linux-Shipping!_ZN7UObject15ProcessInternalEPS_R6FFramePv(+0x13b)
0x00000000055f73e3 MordhauServer-Linux-Shipping!_ZN9UFunction6InvokeEP7UObjectR6FFramePv(+0x72)
0x00000000056d8c2c MordhauServer-Linux-Shipping!_ZN7UObject12ProcessEventEP9UFunctionPv(+0x2db)
0x00000000052ef75d MordhauServer-Linux-Shipping!_ZN13AMordhauActor18OnInteractionStartEP17AMordhauCharacter(+0x2c)
0x000000000532448d MordhauServer-Linux-Shipping!_ZN14UMordhauMotion10execOnTickEP7UObjectR6FFramePv(+0x6c)
0x00000000055f73e3 MordhauServer-Linux-Shipping!_ZN9UFunction6InvokeEP7UObjectR6FFramePv(+0x72)
0x00000000056d8c2c MordhauServer-Linux-Shipping!_ZN7UObject12ProcessEventEP9UFunctionPv(+0x2db)
0x000000000531fe0e MordhauServer-Linux-Shipping!_ZN14UMordhauMotion6OnTickEf(+0x2d)
0x000000000524bb0c MordhauServer-Linux-Shipping!_ZN14UMordhauMotion4TickEf(+0x2b)
0x000000000515cf52 MordhauServer-Linux-Shipping!_ZN17AMordhauCharacter7LODTickEf(+0xf21)
0x000000000515b2a6 MordhauServer-Linux-Shipping!_ZN18AAdvancedCharacter4TickEf(+0x2d5)
0x000000000515ae3c MordhauServer-Linux-Shipping!_ZN17AMordhauCharacter4TickEf(+0xb)
0x0000000006c88c99 MordhauServer-Linux-Shipping!_ZN17FTickFunctionTask6DoTaskEN13ENamedThreads4TypeERK12TRefCountPtrI11FGraphEventE(+0x158)
0x0000000006c889b5 MordhauServer-Linux-Shipping!_ZN10TGraphTaskI17FTickFunctionTaskE11ExecuteTaskER6TArrayIP14FBaseGraphTask17FDefaultAllocatorEN13ENamedThreads4TypeE(+0x24)
0x00000000053b38d6 MordhauServer-Linux-Shipping!_ZN16FNamedTaskThread23ProcessTasksNamedThreadEib(+0x85)
0x00000000053b34e3 MordhauServer-Linux-Shipping!_ZN16FNamedTaskThread21ProcessTasksUntilQuitEi(+0x42)
0x00000000053b2d21 MordhauServer-Linux-Shipping!_ZN24FTaskGraphImplementation22WaitUntilTasksCompleteERK6TArrayI12TRefCountPtrI11FGraphEventE16TInlineAllocatorILj4E17FDefaultAllocatorEEN13ENamedThreads4TypeE(+0x200)
0x0000000006c86aeb MordhauServer-Linux-Shipping!_ZN18FTickTaskSequencer16ReleaseTickGroupE13ETickingGroupb(+0xba)
0x0000000006c848e8 MordhauServer-Linux-Shipping!_ZN16FTickTaskManager12RunTickGroupE13ETickingGroupb(+0x17)
0x000000000688e089 MordhauServer-Linux-Shipping!_ZN6UWorld4TickE10ELevelTickf(+0x818)
0x0000000006785584 MordhauServer-Linux-Shipping!_ZN11UGameEngine4TickEfb(+0x2c3)
0x000000000449ac1c MordhauServer-Linux-Shipping!_ZN11FEngineLoop4TickEv(+0x3bb)
0x000000000449b82a MordhauServer-Linux-Shipping!_Z11GuardedMainPKw(+0x299)
0x0000000006fdac6d MordhauServer-Linux-Shipping!_Z14CommonUnixMainiPPcPFiPKwE(+0xa9c)
0x0000000004496029 MordhauServer-Linux-Shipping!UnknownFunction(0x4296028)

[2019.06.13-11.48.20:902][453]LogExit: Executing StaticShutdownAfterError
[2019.06.13-11.48.20:912][453]LogCore: Warning: Unable to statfs('/home/steam/mordhau/Mordhau/Saved/Crashes/crashinfo-Mordhau-pid-30315-06ABD2E808D6F0407875514C127A37A6/Mordhau.log'): errno=2 (There is no such file or directory.)
Malloc Size=1048576 LargeMemoryPoolOffset=1567904
sh: xdg-user-dir: command not found
LogModuleManager: Loading module PakFile
LogPlatformFile: Not using cached read wrapper
LogModuleManager: Loading module SandboxFile
LogTaskGraph: Started task graph with 4 named threads and 5 total threads with 1 sets of task threads.
LogModuleManager: Loading module CoreUObject
LogInit: Build: ++UE4+Release-4.20-CL-0
LogInit: Engine Version: 4.20.3-0+++UE4+Release-4.20
LogInit: Compatible Engine Version: 4.20.0-0+++UE4+Release-4.20
LogInit: Net CL: 0
LogInit: OS: GenericOSVersionLabel (GenericOSSubVersionLabel), CPU: Intel(R) Xeon(R) CPU E3-1230 v6 @ 3.50GHz, GPU: GenericGPUBrand
LogInit: Compiled (64-bit): Jun 8 2019 15:48:39
LogInit: Compiled with Clang: 5.0.0 (tags/RELEASE_500/final 312793)
LogInit: Build Configuration: Shipping
LogInit: Branch Name: ++UE4+Release-4.20
LogInit: Command Line: -Abslog=/home/steam/mordhau/Mordhau/Saved/Logs/Mordhau-CRC.log -Unattended /home/steam/mordhau/Mordhau/Saved/Crashes/crashinfo-Mordhau-pid-30315-06ABD2E808D6F0407875514C127A37A6/
LogInit: Base Directory: /home/steam/mordhau/Engine/Binaries/Linux/
LogInit: Installed Engine Build: 1
LogInit: Presizing for max 100000 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
[2019.06.13-11.48.21:030][ 0]LogInit: Using custom *.sym to symbolicate
[2019.06.13-11.48.21:030][ 0]LogInit: Unix hardware info:
[2019.06.13-11.48.21:030][ 0]LogInit: - we are the first instance of this executable
[2019.06.13-11.48.21:030][ 0]LogInit: - this process' id (pid) is 1263, parent process' id (ppid) is 30315
[2019.06.13-11.48.21:030][ 0]LogInit: - we are not running under debugger
[2019.06.13-11.48.21:030][ 0]LogInit: - machine network name is ''
[2019.06.13-11.48.21:030][ 0]LogInit: - user name is 'steam' (steam)
[2019.06.13-11.48.21:030][ 0]LogInit: - we're logged in locally
[2019.06.13-11.48.21:030][ 0]LogInit: - we're running with rendering
[2019.06.13-11.48.21:030][ 0]LogInit: - CPU: GenuineIntel 'Intel(R) Xeon(R) CPU E3-1230 v6 @ 3.50GHz' (signature: 0x906E9)
[2019.06.13-11.48.21:030][ 0]LogInit: - Number of physical cores available for the process: 1
[2019.06.13-11.48.21:030][ 0]LogInit: - Number of logical cores available for the process: 1
[2019.06.13-11.48.21:030][ 0]LogInit: - Cache line size: 64
[2019.06.13-11.48.21:030][ 0]LogInit: - Memory allocator used: binned2
[2019.06.13-11.48.21:030][ 0]LogCore: Skipped benchmarking clocks because the engine is running in a standalone program mode - CLOCK_REALTIME will be used.
[2019.06.13-11.48.21:030][ 0]LogInit: Unix-specific commandline switches:
[2019.06.13-11.48.21:030][ 0]LogInit: -nodwarf (currently OFF): suppress parsing of DWARF debug info (callstacks will be generated faster, but won't have line numbers)
[2019.06.13-11.48.21:030][ 0]LogInit: -ansimalloc - use malloc()/free() from libc (useful for tools like valgrind and electric fence)
[2019.06.13-11.48.21:030][ 0]LogInit: -jemalloc - use jemalloc for all memory allocation
[2019.06.13-11.48.21:030][ 0]LogInit: -binnedmalloc - use binned malloc for all memory allocation
[2019.06.13-11.48.21:030][ 0]LogInit: -filemapcachesize=NUMBER - set the size for case-sensitive file mapping cache
[2019.06.13-11.48.21:030][ 0]LogInit: -httpproxy=ADDRESS:PORT - redirects HTTP requests to a proxy (only supported if compiled with libcurl)
[2019.06.13-11.48.21:030][ 0]LogInit: -reuseconn - allow libcurl to reuse HTTP connections (only matters if compiled with libcurl)
[2019.06.13-11.48.21:030][ 0]LogInit: -virtmemkb=NUMBER - sets process virtual memory (address space) limit (overrides VirtualMemoryLimitInKB value from .ini)
[2019.06.13-11.48.21:030][ 0]LogInit: - Physical RAM available (not considering process quota): 8 GB (7765 MB, 7951464 KB, 8142299136 bytes)
[2019.06.13-11.48.21:036][ 0]LogUObjectArray: 839 objects as part of root set at end of initial load.
[2019.06.13-11.48.21:036][ 0]LogUObjectAllocator: 121600 out of 0 bytes used by permanent object pool.
[2019.06.13-11.48.21:036][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2019.06.13-11.48.21:036][ 0]LogInit: Using OS detected language ().
[2019.06.13-11.48.21:036][ 0]LogInit: Using OS detected locale ().
[2019.06.13-11.48.21:036][ 0]LogTextLocalizationManager: No localization for '' exists, so 'en' will be used for the language.
[2019.06.13-11.48.21:036][ 0]LogTextLocalizationManager: No localization for '' exists, so 'en' will be used for the locale.
[2019.06.13-11.48.21:036][ 0]LogInit: Using OS detected language ().
[2019.06.13-11.48.21:036][ 0]LogInit: Using OS detected locale ().
[2019.06.13-11.48.21:036][ 0]LogTextLocalizationManager: No localization for '' exists, so 'en' will be used for the language.
[2019.06.13-11.48.21:036][ 0]LogTextLocalizationManager: No localization for '' exists, so 'en' will be used for the locale.
[2019.06.13-11.48.21:036][ 0]CrashReportClientLog: CrashReportClientVersion=1.0
[2019.06.13-11.48.21:036][ 0]CrashReportClientLog: CrashReportReceiver disabled
[2019.06.13-11.48.21:036][ 0]CrashReportClientLog: DataRouterUrl:
[2019.06.13-11.48.21:037][ 0]LogInit: Initializing SDL.
[2019.06.13-11.48.21:066][ 0]LogInit: Initialized SDL 2.0.5 revision: 11184 (hg-11184:04063928c4a8 with EpicExtensions) (compiled against 2.0.5)
[2019.06.13-11.48.21:066][ 0]LogInit: Using SDL_WINDOW_OPENGL
[2019.06.13-11.48.21:066][ 0]LogInit: Using SDL video driver 'offscreen'
[2019.06.13-11.48.21:069][ 0]LogLinux: Warning: MessageBox: A crash has occurred. Would you like to submit this crash report?: Crash Client Reporter: No is implied.
[2019.06.13-11.48.21:069][ 0]LogExit: Preparing to exit.
[2019.06.13-11.48.21:069][ 0]LogExit: Object subsystem successfully closed.
[2019.06.13-11.48.21:071][ 0]LogModuleManager: Shutting down and abandoning module CoreUObject (6)
[2019.06.13-11.48.21:071][ 0]LogModuleManager: Shutting down and abandoning module SandboxFile (4)
[2019.06.13-11.48.21:071][ 0]LogModuleManager: Shutting down and abandoning module PakFile (2)
[2019.06.13-11.48.21:071][ 0]LogExit: Exiting.
[2019.06.13-11.48.21:071][ 0]LogInit: Tearing down SDL.
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
/home/steam/mordhau/ line 5: 30315 Segmentation Fault (core dumped) "$UE4_PROJECT_ROOT/Mordhau/Binaries/Linux/MordhauServer-Linux-Shipping" Mordhau [email protected]

1430 2176

Yeah I like Cruel because no one uses it, but it is very faint and difficult to hear. Sounds like muttering half the time.

290 268
  • 31 May '19

Some of the Cruel Voicelines are extremely quiet that almost no one can hear them, especially if noise is around. The first ones that come up in my head are all the "Respect" voicelines.

168 1700
  • 2
  • 6 May '19
 elwebbaro — Art

It's been one hell of a ride thus far, and it's only been 7 days. None of us would've expected this reception in our wildest dreams.
As of today MORDHAU has sold just shy of 500.000 copies and we have reached a peak of 60.000 concurrent players yesterday. These are just mindblowing numbers to us, and we still haven't fully realized that MORDHAU is currently among the top played games on Steam.

Unfortunately the launch wasn't as smooth as we had hoped. Server performance was abysmal and reward drops such as Gold and XP, as well as unlocks were not functioning properly. We are still in the process of seting up new servers in regions that need them and as a result the Matchmaking can still be spotty. There's also some other Matchmaking related bugs that prevent parties from joining the same game, or BR lobbies to populate very slowly, but we're on top of that. All things considered, the majority of launch issues have been resolved. As for compensation of the lost Gold and XP. We have not forgotten about it and will be shipping it via the next patch.

Right now we are addressing some of the more frequent and critical issues, like the "Ghost Bug" among others, as well as some map exploits. These past few days had been very hectic for us, but things are starting to somewhat get back in order.

Looking ahead for future updates, we've got a couple new maps in mid-production: Castello and Feitoria. Here's a few impressions on the latter.

On top of that we will start looking into Ranked/Competitive modes, starting with duels. However we cannot give an exact timeframe on when you can expect these updates to be rolled out yet. We are terrible when it comes to estimating things, I'm sure our alpha players can attest to that.

Additionally we will keep adding new armor pieces and weapon skins here and there, as well as some new character customization options.
Goals further down the line would be to release Modding Tools, as a lot of you seem to be very eager to create some custom content.

We've got lots of ideas for improvements to the maps and gamemodes. There's also been some amazing feedback and suggestions coming from you guys. When it comes to balancing and tweaking of mechanics, we are pretty happy with how things are looking right now, but we will start tweaking some things soon.

In closing we'll take this opportunity to give some shout-outs.

Thank you

  • to all the Kickstarter backers and alpha testers. Without your constant feedback, suggestions and nitpicking the game would not be where it is now.
  • to G-Portal/zeuz and their amazing support. You guys were super helpful and assisted us a bunch to keep up with our launch woes.
  • to all community server hosts. You really saved our asses to provide servers for all these players while we were struggling to spin up our own.
  • to our promotional launch re-stream: You guys knocked it out of the park and delivered some sweet first impressions right on the storefront.
  • to all the content creators out there creating videos and streaming. MORDHAU spread like a wildfire, which wouldn't have been possible without you.
1090 6149
  • 4 May '19
 crushed — Art

New patch! Make sure to restart Steam so the update is downloaded.

  • Supporter Pack DLC items should now show up
  • Matchmaking improvements
  • Server browser improvements
  • Fixed a certain duping exploit on Horde
  • Added 64p variant Skirmish maps for custom servers: SKM_Taiga_64, SKM_MountainPeak_64, SKM_Grad_64, SKM_Camp_64
  • Exposed some parameters for server owners (these go into game.ini), see for details (server owners only)
Duke 754 1201
  • 3 May '19

All this jordan dude is doing is whining. Either stop whining or go refund. Easy as that.

1 2

here are all the maps i know of with their prefixes in the correct format to add to your server's map rotation

Front Line:


Team Death Match:

MapRotation=horsefield (is a unreleased map but playable)

Deathmatch/Free For All:


Battle Royal:

1090 6149
  • 29 Apr '19
 crushed — Art

We know a bunch of you guys don't receive any Gold or XP rewards. It must sound like a broken record, but we're looking into those issues.
To make up for the inconvenience we will compensate all of you with a little bonus once the problems are ironed out.

The server stability problems somewhat contained and under control. However there's way more people playing than we expected so we're a little short on server space and we're working with our partners to expand with the demand.

Thanks for all your patience so far!

Knight 528 3386
  • 1 Feb '19

wheres my golden teeth

Duchess 6896 9886
  • 1 Feb '19
 Sir Zombie

Want my fucking gold teeth


988 6974
  • 30 Jan '19
 marox — Project Lead

Mordhau's store page is now listed on Steam!
We've been hard at work wrapping things up for release the past several months, fixing any outstanding bugs and adding the necessary polish and content where needed. This work will continue leading up to release in Q2 2019, which we estimate we will hit somewhere in April (early if all goes to plan). A glance over the Steam page should give you a hint of what to expect on release, but I will elaborate a little more here. We'll be releasing with 3 new modes that we expect to be the main attraction.

Frontline: a flag-capturing conquest-like mode played on large maps with horses, siege engines and chaos all-around. Goal is to capture the enemy's flags in linear order while defending your own, and culminates with an objective to complete in the enemy's base.

Battle Royale: start out with fists on one of our maps, haunted by a circle constantly creeping ever closer. Find loot & armor in chests (or on other players) to deck yourself out and manage your health with scavenged bandages instead of regeneration.

Horde: coop mode to play with friends against waves of AI, where you can purchase equipment & armor in your base obtained from clearing out the more and more difficult waves.

And of course, all the modes we have so far: Deathmatch, Team Deathmatch & the round-based single-life Skirmish mode. We've been working on polishing plenty of stuff such as the AI, the UI, adding unlocks and achievements, tracking skill based on kills/deaths to be able to put players into appropriate servers, improving performance, etc. We also now have a fun tutorial for new players that they can play through to familiarize themselves with the game. Throughout all this time work continued on map work, which led to various reworks and expansions of current maps like Grad and Camp and the introduction of Taiga. We have some maps still in the pipeline and close to completion, but we won't hold the release back if those are not finished, meaning they might come shortly after release.

Finally, there's some things that didn't make it for various reasons and we decided are not worth holding back a release for. Among the Kickstarter stretch goals that won't make it on release are ranked competitive 1v1 matchmaking and the SDK. We will focus on these post-launch. Another feature that won't be there are female characters, as we simply didn't have time to do these justice, so we will be looking at the introduction of the gender option after release.

There's also some Kickstarter rewards we need to wrap up, and we will be sorting these out before release as we go.

We'll be keeping in touch!

Knight 253 546
  • 16 Dec '18

Patch 19 & 20 (aka "Fortknight" patch)


Overall patch 19 & 20 have easily been the best patches this game has had. There is a lot of amazing additions to the game which will provide opportunities for individual expression in both combat and when approaching fights. Being able to set up spike traps, blockades, and play as support roles such as medic / builder is great for those who may not want to engage with the combat directly. At this point I'm dying to see how a full 64p frontline match plays out, with all the chaos of the battlefield. Much of the feedback below focuses on what I think should be changed or improved, however I would like to point out that most of the core of the game is more polished than many games that exist in my steam library.

I want to specifically point out changes from the changelog that I loved this last patch -

  • Increased kick's cosmetic tracer range (used for kicking ragdolls) so it can kick stuff on the ground easier (like dismembered heads)

I missed being able to kick heads off of player corpses! Fuck yeah!

  • Added blunt gore - bone breaks and head explosions
  • Improved gore mesh placement into limb sockets
  • Partial dismemberment prevents sticking the limbs into the ground now

This is the good shit right here. The bone breaks are super satisfying and sound brutal. Bones sticking out add a whole new dimension to the gore. Well done.

  • Added “Killed by” panel which provides information about your opponent’s health and stamina, as well as their equipment and perks at the time of death

While it is currently a bit buggy (stamina and hp values are swapped, and the profile icon is the last person who killed you and not the current), this added a lot to the death screen. I like being able to see whose killing me a lot and why. Looks professional as well.

Below is a long read of feedback I started compiling since patch 19.


  • Score - Suicide results in a reduction of 100 from score, 1 kill retracted from overall score, and a death added. This seems excessive for suicide. For a teamkill subtracting 1 kill from player score makes sense, but for suicide the death should be enough.

  • Gravity - Gravity still feels weak, as ragdolls falling visually appear to have a constant fall speed that doesn't accelerate quickly enough. I am sure there is some acceleration but I think the amount is not quite sufficient yet. This could just be a matter of perception as I have no actual insight to what parameters are set within the game physics. I also think the ragdoll bodies bounce too high from some falls. For references on good falling physics I would look to games like Steep and Overgrowth, both have fairly good fall/impact feedback on ragdoll physics.

  • Building - Self constructing buildings hurts immersion and causes direct impacts on melee combat. In a melee fight you can swap to a toolbox and construct barriers instantly, blocking players movement.
    Suggestion - Scrap the self building objects. When constructing something from the toolbox, the first stage is a few small poles sticking out of the ground. These can be walked through and have no collision. Striking the poles with a blacksmith hammer or wooden mallet builds the structure from this rudimentary scaffolding.
    I feel this is necessary to be unintrusive towards the melee gameplay and for immersion reasons. Slowing the rate of construction will also help reduce build spam.
    Note - buildings in spawn should be disabled. If the changes for building are implemented the mallet / blacksmith hammer will have to be bundled with the toolbox otherwise new players will spawn with only the toolbox and not be able to interact meaningfully with the construction scaffolds.

  • Horses - An armored horse provides hit stop when striking the horse. However the other two unarmored horses do not. I think striking any of the horses should result in hit stop, otherwise the rider can be hit by unblockable attacks from below as they will come from underneath the horse / parry volume.

  • Medic - As a support role the medic bags aren't very functional. They need some form of floating UI icon so they're more visible, and I think having to look at the bag and press & hold F makes you too vulnerable for it to be worthwhile a lot of the time. Potentially the medic bag could be an aoe effect that provides the tenacious (50% faster hp regen) perk while in its radius and while out of combat?


  • Ragdolls - Hitboxes need to properly match the player model while in this state. I created a build that uses bear trap and crossbow, and I have shot through so many player models on the ground with no hit registration.

  • Flesh wound - The hit that triggers flesh wound should always credit that player with the kill. That is essentially the 'killing blow', all hits after triggering flesh wound should only add to assist points for the kill.

  • Spike traps should give the owner of the trap assist points for player/horse kills

  • Ladder combat - While in windup/release/(feint/parry/swing)recovery state on a ladder, I think fully climbing up should be disabled. Combat gets awkward towards the top of a ladder because if you climb up to get into striking range you might accidentally interrupt your own attack by dismounting the ladder at the top.

  • Shields - Defending against projectiles with a shield is almost harder than just parrying. The tight hit box means you can rather easily hit a headshot over the shield with throwables / arrows.
    In terms of shield balance I'm not sure much good will come of playing with the block volume any more, you can occasionally hit around a shield but it's not super reliable as a counter. Making the block volume too small nullifies the purpose of the shield (cost spent into buffing defense). I think a counter needs to exist in the form of a mechanic. I know shield health has been discussed before but I'd like to expound on this idea further. I think it'd be a good idea to have shields have a health bar that shares the damage modeling of weapons vs buildings. This way a counter to shields will exist in the form of a battle axe/maul/evening star + wrecker perk loadout. For shield players who don't want to be without their shield, resupply boxes could provide new shields when the original breaks. Shield health could even be made visible through damage modeling similar to buildings. With these changes you could also increase the lockout after being blocked to normal parry values, removing an inconsistent band-aid mechanic.

    • Pros: Addition of soft-counter to shields, and providing a way to quickly remove the shield from combat while not nerfing the overall strength of a shield through changes to the block volume or stamina management.
    • Cons: Analogous to stamina combat with shields but instead of stamina it's shield hp. Requires the shield user to pay attention to another hp bar independent of their stamina.
  • Elevation - On ramps and stairs combat gets weird with how quickly players can dart around an x, y, and z axis. When on flat ground you are only concerned about x and y, but with the addition of height one can force all but the longest weapons to miss consistently through descending or ascending diagonal movement away from their opponent.
    To resolve this issue, I think it would be preferable to have a negative speed modifier when ascending / descending stairs, ramps, or other natural hills.

  • Couched state - Couched weapons on horseback are far too powerful. These are one hit ko, unblockable, and have extreme reach. Here are a few suggested changes to this to make it more skill based to achieve this amount of power.
    A couched lance should have time restrictions. It looks silly to indefinitely hold your lance at a non-resting forward position. This would be exhausting to do. Currently there's incentive in Mordhau to simply keep your couched position up since there is no downside. I'd like to see couching deplete stamina quickly so a horse rider needs to be conscious of when they initiate the couched position. At 0 stamina the couched weapon will rise to a resting position.
    Secondly I'd like for the aim requirements to be tightened. Currently you can be mid turn with your horse while aiming wide to the side to catch players. This looks incredibly silly, like you're hitting them with the side of the weapon and not the tip to kill. A successful couched strike should not allow for such wide hits. Put your arm in a couched position and turn it out to the side and imagine hitting someone on horseback like this. You'd likely drop your lance or break your arm.
    To add some skill requirements to couching the reticle could have bounce instead of being perfectly still. The player would have to account for the reticle bouncing to the horses movement and add another layer to performing a proper couched strike.
    This might seem like a lot of nerfing to couched attacks on horseback, but I think there needs to be a skill requirement to an unblockable one hit kill attack. Contrast this to using the normal strike from horseback which is blockable, does not provide a 1 hit KO, and does not have the reach that couched strikes do.

  • Unarmed combat - Fists need either time based parries like the rest of the game or a small block volume that allows for left/ right and high / low mixups. Stam out with fist results in a stun that doesn't last long enough to score a hit - requires a longer stun or maybe partial damage for blocking on 'stam out'.

  • Kicks - Kick clash to kick is sometimes faster than kick clash to attack, making kick clash into kick a cheap way to lock a player against a wall. Would suggest slowing kick follow up on kick clash so that it's more ideal to kick clash into attack.

    • Door kick ragdoll is a bad mechanic. Creates awkward situations of players baiting with closing doors and kick spam. Would suggest swapping from a ragdoll to a strong knockback with flinch instead.
  • On disarm timings - Maul disarm combo can be interrupted by fists / kicks easily. If the strike that initiates the disarm is accelerated just kick / punch to interrupt the follow up.


  • Billhook could use a damage buff to 33 damage on t3 torso stabs. It doesn't make sense that an arming sword is a more effective anti-armor tool than the billhook while costing two points less.

  • Halberd and sword weapons could use a tighter turncap to prevent odd looking adjustments to swing arcs mid-release. In particular, being able to pull against the arc of the swing so effectively makes reading accels / delays on these weapons especially difficult and results in some pretty visually jarring animations. In general turn caps should depend on where you're turning, not just a blanket cap on all direction. Ex: Turning against the arc of your swing should result in tighter restrictions than moving with the arc. This was primarily an issue with 550ms release weapons which I know are being adjusted, however should the adjustments prove to not do enough maybe this avenue could be explored further?

  • Rusty shovel can decapitate players. Doesn't seem correct considering it's a blunt weapon and should have blunt gore.

  • Ballista - At the moment you have unlimited ballista shots. I'd like to see some form of replenishable ammo crate near the ballista that you have to refill your ballista with in order to use. This would reduce ballista spam and encourage players to take accurate shots on higher priority targets. It will also create some downtime between volleys as players resupply ballista ammo. Good for immersion, not necessarily needed.


  • Footsteps - Generally these are far too quiet. I rarely hear someone approaching me from behind. Footstep audio needs to be much louder, especially when rat perk exists to turn already quiet footfalls into silent ones.

  • Voices - My opinion of the voices is the voice acting itself is really good, the voices are hysterical and the quality is superb. However they are very loud and could use a slight reduction of volume, and the voice spam is far too great. There needs to be a slight lockout for those who are just spamming the V key constantly.
    I'm not sure how much can be changed here as I'm sure recordings are completed. However I believe the current voices are lacking in response / command voice chat. There's no "Do the obj", "I've got your back", "Kill the archers", "Go left/right", "Behind us", or even "You're welcome". These are extremely important voice commands with a function. I would recommend combining insult and intimidate as they largely overlap.

  • Lute - Unfortunately the audio quality for the lute is rather poor. I know this is just a placeholder and is not a priority, but an update to these sounds to improve their quality would be greatly appreciated. The sound also doesn't travel as far as shouting does, or at least I hear shouts farther away than the lute. I know this is a bit of a pipe dream but getting it to sound more like this and less like this


  • Traps - It would be great to be able to build a vertical spike trap, so that if placed from a location where a player might jump / fall from they will become impaled.
239 289
  • 16 Nov '18

@Maci said:
nice and good

maybe make items not build magically but make people hammer them up
more immersion + more things players can "specialize" on

cause every game needs the obligatory "crafting" mechanic where you can enjoy the thrills of standing still hammering for seconds on end!

177 457
  • 21 Nov '18

I've been starting to play more competitive lately and one thing that's been bothering me, is when I see an enemy is super bloody and so I try and push around someone to finish them off so they can't heal, only to get the hit for 34 damage and they survive it.

Maybe it's not such a big deal, just stop doing that I guess, but it seems unintuitive to hit someone who's bleeding from every square inch of their body and have them take that hit no big deal. I suggest only having heavy blood on someone if they are <25 health.

Knight 627 2068
  • 7 Nov '18

Bind Right Upper Strike to MouseWheelDown; Bind Right Strike to LMB; Bind Right Stab to MouseWheelUp. You now have Chivalry binds. You can even hold ALT to reverse attack directions. Just be sure to do as @Duckalot said and unbind both Strike and Stab, as those are the 240° versions.

Duke 5562 13285
  • 5
  • 8 Nov '18
 Jax — Community Manager


This thread will be used to give periodic updates on the development of MORDHAU as we near closer to release, and show off some of our newest additions and features to the game. Keep in mind that much of what you may see is in varying stages of completion, and these work-in-progress features may be changed during development.

First off, we've been working on the back-end of Frontline, and one of the features that will help to add to the chaos and immersion of this mode is the Toolbox, which allows you to place dynamic fortifications around the battlefield. Currently, you can choose between three different items; the archer barricade, stakes, and a miniaturized ballista. These can be placed nearly anywhere, but use up the toolbox's ammo, which you can replenish at a supply crate.

The archer cover allows you to barricade areas off, to shoot out of the arrow slits. Meanwhile, the stakes cause damage to players running into them, and at certain speeds will be lethal.

All of the new items can be destroyed, but in some cases you can bypass them altogether with our newest feature - climbing! You can climb most objects in the world, but it's risky - taking damage means you will be ragdolled and fall to the ground.

Some other utility items are coming soon as well, in the form of healing items. Bandages let you quickly regen some HP, keeping you in the fight for longer. If you're more focused on teamplay, a deploying the Medic Bag will allow other players to heal from it.

Lastly, a nice quality-of-life improvement is the new pickup system; tapping E will pick up an item, but by holding it you're able to directly swap items instead.

Wrapping up, most of our development efforts are focused on map creation, and we've got a few new screenshots of Taiga to show off. Enjoy!


Knight 321 611
  • 1
  • 6 Nov '18

Unbind ''strike" from the keybinds to remove the 240 angle system. Then bind each key individually the way you want it.

Knight 40 91
  • 3 Nov '18

Type AddBotsTeam <Number of bots> > <0 for red team, 1 for blue team>

Knight 766 3329
  • 29 Oct '18

It's a map design flaw.
You shouldn't be able to see anything from your spawn other than the 1-way exit.
This can be done by:

  • Spawning players in an elevated room (Think tower) and you leave by dropping down.
  • Spawning players on a cliff, but their view is obscured by trees/buildings/etc. until they drop down and proceed.
  • Spawning players in a room where the only exit is a 1-way "slide" down to the battlefield.
  • Spawning players in a catapult, of which they are immediately launched into the fray.
177 457
  • 28 Oct '18

I get that we're in a testing phase but this issue is plaguing large team modes right now and it would be nice if it could be fixed soon so that we don't have to suffer. I'm talking about how archers can shoot from spawn ledges and be unkillable by melee.

Here's an example of three scummy archers abusing this oversight to get risk free archer kills: