MORDHAU - elwebbaro
Our recently deployed Hotfix did not fix the ongoing issues with blurry textures and decreased overall performance on some hardware configurations.

However we are happy to announce that we have tracked down a bigger underlying problem and are already working on another hotfix.
Unfortunately the solution requires us to re-build lots of data for all our maps, which is an automated but sadly lengthy process.

We estimate that all maps will be fixed in 3-4 days. Until then we might be able to hotfix levels like Feitoria earlier, as these issues are most apparent on the bigger maps.

Once again, sorry for the inconvenience.
Nov 26, 2019
MORDHAU - elwebbaro
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
MORDHAU - elwebbaro
We are aware of the texture streaming issues as well as the bad performance in the Taiga cave area and will try to deploy a hotfix within 24 hours.

Sorry for the inconvenience.
Nov 25, 2019
MORDHAU - elwebbaro
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
Oct 29, 2019
MORDHAU - elwebbaro
Mostly quick fixes for Feitoria addressing exploits and some balance tweaks for Frontline.
Tweaks to Invasion balance and objective design will follow in a future update.

Patch #13 Hotfix 1 Changelog 29/10/2019

  • Fixed Feitoria NPC weapons counting towards teamkill autokick
  • Small collision fixes on Feitoria
  • Removed mortar on Feitoria for the time being
  • Nobles and Guards on Feitoria can now properly drop/throw/use weapons and equipment that they have picked up
  • Tweaked Capture point and spawn placement between Outskirts and Keep capture points on FL_Feitoria
  • Fixed overlapping fortifications on FL_Feitoria
  • Lowered max speed of siege tower on INV_Feitoria
  • Tweaked collision on Large Rock spawners so you can walk over them
Oct 28, 2019
MORDHAU - elwebbaro
This content update marks the release of Feitoria, our biggest map yet, featuring all of our current game modes.

Feitoria dock area

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.


Assortment of some new interactables


A new flat top helmet with 5 variants.

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
  • 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

Sep 27, 2019
MORDHAU - elwebbaro
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
Sep 20, 2019
MORDHAU - elwebbaro
This hotfix aims to improve the stability of our backend, some client and server side CPU optimizations, as well as other miscellaneous fixes.

Patch #11 Hotfix 2 Changelog 20/09/2019
  • Changes to improve backend stability
  • Players are now locked out of most menus if connecting to the backend times out (5 min) and asked to try again later; primarily prevents players from breaking their loadouts
  • Fixed community servers not logging back in after their session expires
  • Pushables no longer receive decals
  • Marked all instances of localizable gamemode names as non-localizable, which fixes various issues with servers running in a localized region
  • Fixed mod manager nav button not lighting up correctly when selected
  • Updated mod.io plugin (CentOS support)
  • Client & server CPU optimizations
  • Slightly different network prioritization calculation for characters
  • Medpack now gives score depending on how much was healed (0.75 score per 1 hp healed), so at 100 hp healed you'd get 75 score, before it gave 50 score regardless of amount of health restored.
  • Fixed scoreboard not scrolling to show player entry
  • Fixed a bug involving equipment restrictions in duel that could cause them to be bypassed
Sep 18, 2019
MORDHAU - marox
Make sure to restart your game, we're working on getting the backend back up.
MORDHAU - Archer Patrol
It appears that our back end has been affected in some unknown way. This back end is in charge of gold, xp, items and the levelling system. Many players are experiencing a "Please wait" message at the main menu. This is the game receiving the players inventory and usually only lasts a few seconds. If your inventory takes longer then that, we advise that you close down the game, to avoid any inventory conflicts, while we attempt to sort out this issue. As always, thanks for your patience and understanding. We hope to resolve this as soon as possible.
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