Scale has been suggested before but it still would be a great addition. We need more t2 honestly
We also have multiple types of brigandine that would work well instead of just the 1 in game right now.
Fancy pants rich guy one
Ofc there's plenty of options for more chainmail as well
Varangian-Style lamellar chestpiece on top on chainmail hauberk
And finally I know this is probably heavily stylized by the artist but look at this byzantine knight lamellar jesus christ
Unsure if already posted but scale armour as medium armour wouldn't be a half decent addition.
So I spent a good while saving up and levelling to afford the Brigandine Greaves, hoping I could finally make some characters with T-2 leg armour that wasn't ugly chainmail, only to discover that you can't actually change the colour of the leather section over the thighs. Not only this? It seems to be impossible to even match that colour with the brigandine cuirass! You can get close, but even then the colours are slightly off and also the leather texture seems to be slightly off.
Even if you could perfectly match the colour and texture, it's kind of annoying being forced to use this light brown colour when using the greaves. I know it's possible to hide the greaves with a waist option, but personally I don't like how any of the waist options look with the Brigandine Cuirass so that doesn't really help me either.
Anybody else annoyed by this or is it just me? I'd much appreciate being able to customise the leather colour for the Brigandine Greaves, especially since the two current customisation options don't seem to be very visible.
Leather chest guard. This is probably a fictional piece of armour and the barbute seems a thing from the Burt Lancaster medieval-robin-hoodish movies, but I think it looks great and plausible and there might be some historical examples of both.
With the new Siege gamemode, I think the addition of partially destructible environments would be suiting. Perhaps small trees could be felled from several axe swings or by a catapult, maybe walls of castles / structures could be breached or damaged, and maybe even repaired, and maybe there could be some strategy that a team could use to either fortify or destroy structures.
One of the most frequent suggestions for Mordhau is some kind of gunpowder arm to accompany the Renaissance and Early Modern cosmetics and armaments. This idea has led to lots of controversy and debate; certainly, it’s brought back some ugly memories of the unbalance in Chivalry: Deadliest Warrior and its pirate gunnery.
While it’s difficult to see muskets and pistols having any place in Mordhau at all, there is one firearm that could carve out a niche: the handgonne. A familiar friend to European militiamen and skirmishers from the 14th to 16th centuries, this primitive, hand-ignited, hip-fired gun is the perfect choice for a heavier, almost artillery-like weapon for the archers, a contrapoint to the regular bows designed less for sniper wars and more for supporting your team with powerful shots.
What does it do?
In short form: It’s a pricey, slow, loud, heavy special ranged weapon that behaves more like you’re carrying an Engineer artillery piece than a handy bow. Its power is very similar to the Chivalry heavy crossbow, but it’s rebalanced to be less of a point-and-shoot implement and more of a strategic, close-range weapon necessitating good positioning, timing, and aim- most notably, requiring steadying on a map surface for precise shots.
Why handgonnes and not the heavy crossbow?
Weren't guns shitty and annoying in Chiv: Deadliest Warrior?
Yes, they were- and they were also comparatively modern flintlock weapons dating to the 18th century. The big difference that makes- they're self igniting, so you can just point and shoot them, as well as aim down the barrel. There's no difficulty scoring kills with those kinds of weapons, and they wouldn’t really be a good fit for a regular Mordhau arsenal item.
The handgonne, meanwhile, is more of a handheld artillery piece than any musket. It’s very difficult to use as a point-and-shoot implement, and suffers significantly from damage and velocity falloff at range, necessitating close range placement and timing. Its best use is when it’s steadied; however, the gunner must still keep a watchful eye out for archers, as he’s very vulnerable to Huntsman counter-archery and close range attacks.
Behavior in Detail
The handgonne would cost 11 points, coming with 8 rounds of ammo and a powder horn on your hip (counting as a quiver for Huntsman purposes).
To start attacking, you must ignite the handgonne. This involves holding the handgonne with one hand, and inserting a lit match into its touch-hole with the other. Once ignited, the handgonne smokes and hisses for a set period of “fuse time” lasting 2.5 seconds, before finally firing. You may cancel the attack up until the moment of ignition, after which the weapon must continue the sequence.
Aiming may be done before ignition and during the fuse countdown. Unlike the bows, handgonnes lack a sweet spot for aiming, and always sway significantly during normal firing. The handgonne may be steadied (a 500ms action for placing and removing the weapon) against map surfaces such as windowsills and short walls; in this state, you cannot move, but the sway is significantly reduced, enabling more accurate firing.
Firing kicks up a big boom and a cloud of smoke. The handgonne bullet travels at 1.5 times the speed of the crossbow bolt, and is extremely powerful; at point blank, like the heavy crossbow from Chiv, it insta-kills any armor tier save T3 with a headshot, and T0 and T1 torsos with one hit. However, it is affected by falloff; as it travels, the bullet loses damage and velocity, becoming significantly less threatening at range.
Within 20 meters, if striking a raised shield, it will knock it away identically to a normal disarmament. Planted pavise shields struck by a bullet within this range will be knocked over as well.
Visually, handgonne bullets are slightly different from most tracers; they are a bold yellow, and whistle in passage. Like any other projectile, they can be parried.
Reloading the handgonne is stationary, and involves a minigame; you must repeatedly hit LMB to ram the bullet and charge down. Though dependent on user speed, the minimum time required is 4.5 seconds.
While the topic of gunnery in Mordhau remains controversial still, I remain confident that it can be done in a satisfying and balanced way. I hope that with this suggestion I’ve made my two cents in a way that advances and improves the discussion yet. Feel free to leave your thoughts, questions, and responses anywhere it’s found.
Here is a Google Docs version of this suggestion for cleaner viewing/posting elsewhere. Figured I'd include it for completeness.
Ideas of mine I’ve thought up in relation to the handgonne. Not necessarily as fleshed out, balanced, or able to fill a niche, but still worth including as a footnote.
Tiller Gonnes cost 8 points. Compared to the regular handgonne, the tiller gonne is much weaker; it can’t instakill T1 torsos at any range, and may only knock away shields within 10 meters. It cannot be steadied against map surfaces at all. In return, it’s noticeably faster to aim, ignite, fire, and reload, and sways moderately less when firing from the hip. It can be thought of as the “recurve bow” of handgonnes.
Bombards are artillery vehicles similar to Catapults, and are pushed and aimed in much the same way. These primitive cannons fire solid shots on a flattened arc. The cannonball, unlike the catapult, does not deal splash damage on impact; however, it is capable of body penetration, and will sail through enemies it hits, instantly killing them and continuing on its path. It deals extremely high damage to wooden structures of all kinds (doors, ballistas, barricades, etc.) making it ideal for besieging defenders.
Serpentine Arquebuses are a form of basic matchlock gun. These would best be suited as map pickups, being the closest thing to Deadliest Warrior style point-and-shoot guns- aimed from the shoulder, they’d have crossbow-style sweet spots and very little ignition fuse time (on the order of half a second). Compared to the regular handgonne, they are significantly weaker; the bullet suffers somewhat less from falloff, but cannot defeat shields at any range and may only instant kill on headshots to T1 and below. Of all the guns this is the most iffy and isn't really necessary as a niche gun in the main arsenal.
The game automaticly puts your emblem on every suitable gear you have and it is frustrating. I want to have my emblem on just my chest but the game puts it on my skirt and my helmet as well. I think we should be able to choose where to put the emblem.
transitional period mid-14th century german knights, based on multiple german tomb effigies, two of which are below
hay Knight is hungry
My kniggas so far :)
This has probably already been brought up, but it would be nice if there was a way to make folders in the armory. I have a class for each weapon, and another dozen meme classes, and its a pain trying to get through all of them to find the one I want.
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.
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.
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.
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.
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.
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.
Finally, after months of just looking, I can post some of mine.
These are my Knights.
XIV century English Knight
Mid XV century Italian Knight
Late XV century German Knight
Early XVI Century German Knight
Hospitaller with extra Hospital.
Black Sabbath (Based on the lyrics I decided to make a character.)
Last but not least, my pseudo boyar calvary/spearman build who I love to use on alt mode.
The Game has very decents helmets, shoulder protections and gauntlets as well.
First of all I would appreciate a better done sallet.
The one in the game is a lilttle bit too small, and the beavour is just bad, they don't overlap correctly.
The overall shape is too flat.
Here's a nice example on the same style.
The other thing I want is proper mail armor.
AND, the number 1 thing that's been done reaaaaally wrong in this game, is the leg harness. They're just bad, except the mail chauses and the later laminated leg harness, everything mostly sucks.
Here's some actual gothic cuises and greaves.
And here you can see how italian ones look.
I would appreciate to see English armor of the XV century
(First one belonged to Toby Capwell, the second is from Philip Leitch)
And the complete Italian Harness for sure
I would also appreciate to see more armor for commoners
Like Jack Chains
The mail mantle for XVI century tropos
Expanding the kit for the landsknechts (katzbalger pls) I would like to see this kind of XVI century helmet, it was normally used underneath the hat
It's basically a XVI century skull cap
This one was made by Royal Oak Armory
Oh also, give us the option to wear as neck piece, beavours, they were also worn with kettle hats and other helmets. Also where's the option for Sallet + beavour with the visor up?
Give us good beavours pls.
Full maximilian armor pls
How about a only horseback fighting mode with a map who is more wider and open?
Or a tournament mode with jousting fighting only.
(classic known knight tournament with horse and lance)
or just 1 vs 1 tournament
I would like to play that.
For jousting there are also real tournament rules.
See here some stuff about that:
We have the rest of the kit for the Landsknecht, and Doppelsoldner; including the garb, zweihander, spears with pike heads on them. We seem to be missing one critical part. The Katzbalger. bolded text
Welcome the newest member of the community: KellFrost
15 users were active in the last 30 minutes:
SimBissH Kashi Freshbakedtater RaptorevonKakaorett Myzery ChochyFocher Duckalot Berra ToLazy4Name LuxCandidus DaftHunk Bodkin Runagate DerFurst Quenquentthebabysitter