• Likes received 20
  • Date joined 17 May '17
  • Last seen 21 Apr

Private Message

Knight 1388 3163
  • 25 Oct '19

"can't play with only fists"

not with that attitude

sounds like quitter talk to me

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


  • Added a whole new asymmetric objective-based mode called Invasion. Currently available on Grad, Taiga and Camp. Mixed in with existing Frontline rotation on official servers.
  • Added automatic mod (map) download on connect and integration (workshop)
  • Server owners can specify their auth token in the ServerModAuthToken field in Game.ini which they get from Any mods subscribed by the user will be automatically downloaded & updated by the server on startup.
  • Reduced waiting for player time in duel from 120s to 90s
  • Fixed kill credits being assigned to teammates for teamdamage (e.g, even if the enemy suicided or died otherwise) causing a teamkill
  • Players on vehicles now count for pushing in push objectives (e.g. horses etc)
  • Getting auto-kickbanned for teamkilling (5 TKs) no longer applies a global matchmaking ban of 30 minutes, it now only bans you from that server for 30 minutes.


  • Adjusted axe head bonus stamina drain vs shields to be slightly weaker
  • Held block shields global stam negation increased by 1
  • Held block shields block turncap slightly less strict
  • Reverted Horde changes from last patch except for the projectile damage change
  • Horse respawn time increased to 2 minutes
  • Spinning in the opposite direction and trying to “backswing” will no longer work, now causes glancing blow

Weapons & Equipment

  • Eveningstar main mode strike combo slowed down 25ms

Visuals & Misc

  • Made thrown weapon trail a bit less squiggly
  • Fixed perma ban message showing when trying to search for a match after a temp ban expired
  • Fixed inventory not refreshing between matches when staying on the same server
  • Medium horse now gets random colors and patterns assigned on spawn, and will assume team colors when mounted in a team mode.


  • Polish on objective icons look and feel
  • There’s now a fixed amount of closest objective icons that show up, preventing too much clutter
  • Objective icons now display in the map spawn screen
  • Added mute, unmute, mutelist commands for server admins; prevents players from sending chat messages; global on official servers
  • Banlist command now includes globally banned players on official servers
  • Fixed profanity filter not applying when checked (having to be re-checked)
  • Synced up duel UI countdown better with the server
  • Fixed top rank next icon breaking in duel
Knight 7768 14327
  • 19 Jul '19

hey jax cool post now keep doing this or else

Duke 5558 13284
  • 19 Jul '19
 Jax — Community Manager



In this post I’ll be discussing some plans for the future of Mordhau, and what the team has been working on recently. Please note that most, if not all features and content covered are in varying stages of completion; everything is Work-In-Progress and may change prior to its release or be canceled. As for timelines and estimated release of these things, we focus more on ensuring they are up to our standards as opposed to setting hard deadlines, so things will come when they’re ready.


Content / Maps

Our main priority post-release has focused around bringing in additional content to help keep the game feeling fresh - while a handful of weapons, cosmetics, and the map Crossroads were added, our artists have been hard at work on fully-fledged maps that will be playable in all game modes.

Feitoria is a sprawling town and accompanying village that will alternate between crowded streets, chokepoints, and more open areas and will have an emphasis on verticality and interiors as well. Currently, progress is going well on Feitoria, and our level designer is working on optimization, interior/background polish, and configuring the map for game modes.

Castello on the other hand, is a southern-European/ Mediterranean inspired castle keep and walled courtyards. It will have a similar feel to Grad, but with a more involved castle section, including portcullis control and close-quarters fighting. At the moment, Casello has begun its final art pass, along with some fine-tuning of the lighting and post-process effects.

Existing maps aren’t being forgotten, however - while we’re prioritizing new maps over spending all of our time tweaking the existing ones, we’re aware of balance and gameplay issues on existing maps, especially Crossroads, and will be improving them.


Game Modes

Recently, we have been hard at work on implementing ranked modes into Mordhau, as we feel it is a perfect fit for the high-skill gameplay that Mordhau brings to the table. You will earn a distinct rank - here’s a quick preview of them:


In addition to Ranked, we’re also working on a 64-player attack/defend mode which will capture the feeling of a medieval battle, with sieging and progressive objectives. We’re calling this mode “Invasion” in-house, and we’re in the process of designing the mode. It’s important that we’re able to retroactively add this mode to existing maps, as our levels are designed to be usable in all game modes when possible. This mode will not come next patch, but in the future.

We’ve been listening to your feedback, and we’re aware that Frontline is a bit of a polarizing topic - some people love it, others hate it. We’ve been looking into ways to reduce stalemates and make Frontline have more of a back-and-forth “tug of war” feel to it, and increase the player’s feel of involvement with the objectives. Nothing on this front is set in stone, but we’re looking into ways to improve the game mode nonetheless.

Balance & Gameplay Improvements

We’ve been listening to your feedback on game balance and frustrations with the game, and we’ve identified some areas that need a bit of work in this regard. Horses feel a bit too powerful and unfun to fight against and we’re looking into ways to make horses fairer to fight against, adding more risk to the horse riders while keeping them deadly and powerful. These potential changes include things like momentum damage against the rider, a smaller and more accurate horse flinch hitbox, fixing the desynced horse hitboxes causing players to hit through them and making horses more fragile against bigger groups of infantry, and more.

Fire bombs can also be frustrating at the moment, and we’re working on ways to fix these as well. We’re currently re-working the way fire damage is applied - it will start out much less damaging and faster, and standing in the fire will cause the damage to ramp up, making it behave more like one would expect from a fire. This will make the fire bombs less punishing when players only “touch” the fire shortly. In addition to this, the fire will be louder in volume and generally more noticeable. Players will still have to respect the fire as an area denial, but situational awareness will be increased and avoiding them will be much easier.

At higher levels of play, especially in duels, we noticed that the buckler can be overly powerful. We’re looking into removing the 30 stamina gained when the buckler is disarmed, but increasing the usefulness of the buckler when it comes to stamina costs when blocking weapons. We’re also looking into making swing manipulation look better overall without compromising the skill of the game, and adjusting a few weapons turn caps which are a bit too extreme at the moment (For example, Spear in short grip), making the game a bit more grounded. There will be many more adjustments and improvements, including Javelins among other things, to help fine-tune the already amazing combat.


Quality-of-Life / Miscellaneous Improvements

As we’ve discussed in our statement recently, we’re taking toxicity and racism seriously. At the moment we are discussing and experimenting with ways to add more tools to the game to help curb unwanted behavior. One area of focus is on preventing griefing and vote-kick abuse; we’re interested in adding more information to vote selection screen, such as the player in question’s team kill amount and team damage ratio, as well as a reason for the kick. We’d like to add an easier user interface for starting vote kicks, as the current method via the console is functional, but not exactly the easiest or most polished method we could implement.

A client-side chat filter is also in the works; while muting players removes anything they’ve said, you can only do that after they’ve said it. We plan on adding a filter that will automatically remove inappropriate or offensive messages before you have to see them, which will help to curb toxicity quite a bit.

In terms of griefing, we’re looking into ways to easily identify placed structures and their team/owner, so it’s more apparent to see if a teammate is intentionally placing structures to disrupt gameplay, and who exactly is the one doing it. We’re also looking into other ways to prevent griefing with toolboxes and firepots, to prevent players having to rely on votekick to deal with them in the first place.

While the majority of progression/gold issues have been fixed, there are a few persistent bugs remaining with our backend system. We’re looking to switch to a more reliable backend system that will handle player inventory, purchasing items, and player progression to resolve these issues for good. Additionally, we’re looking into server improvements to help reduce ping and latency problems.


Mod Tools / SDK

We are also well aware of the high demand for modding tools, and it is not something we are ignoring. At the moment, development is focused more around our short-term goals of increasing the amount of content that the base game provides and we’ll look into an SDK and mod support in the future.

Knight 39 74

@ChadThundercock said:
Why do indie teams always bow to attention seeking, SJW bloggers and authors?
No spine

They're not bowing at all, things like women and non-white characters was planned from the beginning. The "outrage" comes from a misunderstanding. If anything the discussion on toggles were them bowing to sensitive incels who cant handle seeing people that dont look like them in a video-game.

Knight 7768 14327
  • 3 Jul '19

@ChadThundercock said:
Why do indie teams always bow to attention seeking, SJW bloggers and authors?
No spine

Where did they bow to them lmao

Mercenary 1263 2303

@Stouty said:

@dustytretch said:
What about crush responding to a post on the steam forums post-release citing realism as a reason for a client-side toggle for female models?

Funnily enough this toggle would have worked both ways so you could play with only women in game as well, obviously the journos went straight at the white male gamer attack and decided to throw in race as well for maximum outrage

The toggle idea was a direct response to dudes demanding that women not be added. You can dress it up by saying 'well, you can also toggle just females' but that's not really the point. How many people have you seen asking for this game to be females only? I'm glad they abandoned this idea.

They throw race in there because, in case you missed it all these years you've been here, it's a bit of an issue in this community and especially on the forums (particularly pre-politics ban, but it's still not moderated that strictly). Honestly, besides overreaching by going after the Kniggas thread and misinterpreting statements from (apparently) uninformed Triternion staffers, the article made some fair points that have been made by plenty of others on this forum and elsewhere in the past.

Knight 160 340
  • 3 Jul '19
 Sir Boring

My employers always told me not to speak to journalists, as those guys will always do something to spark drama. Truly annoying.

I definitely get the stand point of wanting a toggle and the stand point of wanting a filter. You can't appeal to everyone and there will always be people complaining, but at the end of the day, if they don't have something better to play, they'll get used to any changes you make and will continue to play the game.

Slurs and vulgar behavior are just bad form, I think. I wouldn't say they're actually racist or sexist, just a weirdo looking to annoy people, in which case they have a dozen other ways they can do that. I certainly wouldn't be opposed to removing one of those ways by adding a filter. There's nothing to be gained by talking in such a foul manner.

Toggle for gender and race? Honestly sounds pretty silly at initial thought, but I get the reasoning. I'm not for that though. It's annoying to spend tons of time and effort customizing only to have it tossed aside. Maybe some people will find the voice commands annoying, but I'm pretty sure I'm the most frequent voice command spammer on the West Coast, so I get a lot of complaints just using what we have now. I'm pretty sure you guys added the K to mute during Alpha just for me. That's pretty hilarious.

I figured your team of 11 would have expanded by now. Have you not hired any more content creators yet? Having a group focused on new maps or just mod support would be great. Surely you guys have the money to hire some people now.

271 939
  • 22 Mar '18

i'll smoke your lady

Knight 2307 4188
  • 22 Mar '18

Jack stop

Stop it

Knight 5410 7408
  • 22 Mar '18
 Humble Staff

btw you shouldn't you guys mention the perk system in the rodamap?

Knight 830 1764
  • 21 Mar '18

@ChromeUnit said:
Thank for the update, guys.
Can't wait to see the "vehicles" in-game.

You can see them now! By opening the console in local play and typing open LiteMordhauTestlevel

Mercenary 2193 3914
  • 21 Mar '18
  • Added procedural jiggle physics system, currently used for shoulder plates bouncing around and belly physics, especially on naked with the fat body pose :)


Duchess 806 3550
  • 21 Mar '18

big update for big boys

Duke 507 1200

Release gayme

Duke 5558 13284
  • 14 Jan '18
 Jax — Community Manager

@Lincs said:

@Havoc said:

  • Buckler
  • Big viking round shield

Why are there three round shields?

buckler will be like the size of ur fist
targe is a small shield
roundshield will be like kite shield size but.. round

Baron 10 16
  • 13 Jan '18

please add tameable catgirls. i tyhink tameable catgirls will make the game a better place because u can just get a catgirl and instead of zerging and killingnoobs. catgirls brings peace to everyone so you dont have to kill people cause you hcatgirl because catgirl protects and attacks mean peopole when you tell it to do it because a catgirl is very cool and also ood. if u doubt catigrl i doubt ur sexuality because a catgirl is cool and catgirls are pretty nice to have i do like catgirls i think that everyone in the game hsoould have a catgirl if you loot one thehn their your pets and you can feed it the catgirl loves fish becuase cats love fish and it is 1 half of a cat and 1 half of a girl (tht is why its called catgirl btw) but i digest my point is cant girl make make this game better cool awesome and good. Who did this who disagree i will fnd u and i will probabl not do anything because i am a weak personplease just accept my idea it is good acatigrl right??

Count 449 1186
  • 12 Jan '18

Dont forget....

  • Lute

Each 240 angle produces a different note.

Knight 281 725
  • 11 Sep '17


Count 1452 3389
  • 11 Sep '17

Open the floodgates.