This is one of our biggest updates yet! It contains our latest map "Castello", where you plunder and raid a secluded island fortress and an expanded "Mountain Peak", allowing you to finally proceed beyond the castle gates in our Invasion gamemode.
View of the new throneroom on Mountain Peak
This update also comes with a large variety of new weapon and armor cosmetics to cover all your fashion needs.
Some of the new unique weapon skins
The Duel mode is leaving its beta phase. Due to this, we are resetting duel MMR. We have added duel leaderboards and the ability to display your duel rank in any mode, as well as rank decay. We hope these changes will incentivize more players to try out the mode.
Our loadout system has had a point rework, rebalancing it for 48 total points (instead of 16), which gives us a better ability to balance individual weapons, armors and perks. The aim is to promote more diverse builds, which was hard to do under the old point distribution.
Armory/Loadout changes, including a new team color preview
Last not but least, there are also numerous bug fixes and gameplay tweaks for an even better Mordhau experience.
Stay healthy!
Changelog:
Patch #17 Changelog 26/03/2020
Gameplay
Added new map: Castello
Added Mountain Peak expansion and new Invasion map
Added Vanguard’s Kettle helmet and variations
Added The Fallen’s Longsword skin
Added Court Minstrel's Lute skin
Added Spectacles wearable
Added Eye patch wearable
Added Cleaver skin set
Added Battle Axe skin set
Added Hunter’s Estoc skin
Added Hunter Hat and Scout hat variant
Added Hunter’s brutal Crossbow skin
Added Heavy barbute wearable
Added Crowned heavy barbute wearable
Added Crown wearable
Added Raider’s Greatsword skin
Added Velvet pauldrons
Added Elizabethan leg armor
Added Elizabethan sabatons
Added Plague doctor mask
Skirmish no longer has health regeneration
Buffed Noble on Crossroads and caravan door, lowered time to complete map
Added HP on kill for Iron company Grad commander
Kills and assists near objectives for defenders now award 50 objective points
Implemented duel mode MMR hiding if inactive (will show unranked)
Split Invasion and Frontline matchmaking
Invasion Taiga attacker time reduced from 15 minutes to 12 minutes, bonus time for each completed objective reduced from 5 minutes to 3 minutes
Added toolbox radius check for all toolbox placeables
Nobles no longer have knockback when inactive (prevents kicking them around)
Fix for various invisibility exploits
Combat
Re-added team hitstop
Movement now slightly more weighty/grounded and less jumpy
Reduced knockback across the board
Reduced lunge across the board slightly - this will make combat cleaner and less “slide-y” across the board
Stab feint & Stab combo feint windows reduced 25ms
Stab early release increased very slightly
Slowed down stand to crouch very slightly
Jump kick now 25ms slower than regular kick, no longer drains stamina but keeps momentum from the movement speed (no longer slows down suddenly)
Riposte chamber window is now the same as regular chamber
Removed overpower from non-shield ripostes, shields still have it
Ripostes no longer clash with non-ripostes
Added riposte hyperarmor - this means hitting someone who is riposting will hitstop your attack and force a short (300ms) lockout from parrying, preventing players from spamming attacks into a riposting player and instantly parrying their riposte hit trade. This will buff 1vX.
Shield wall ripostes can now be flinched (additional tweaks to shield wall will come in the future)
Can now parry out of shield wall ripostes like regular ripostes
Shield wall can now be lowered instantly with no recovery, allowing players to cancel them and start a normal attack or tap parry to get normal ripostes. This means you can also instantly parry during the raising of shield wall, or parry incoming jump kicks, aswell as getting regular hit trade ripostes by parrying.
Forward parry now disabled for teammates (will reduce range of parries of teammates, making it easier to hit around)
Kick feint followups now apply stab/strike lockouts like normal feints (fixes cases where kick followups could be used to bypass feint lockouts for stab/strikes)
Fixed shieldwall not draining stamina correctly on riposting out of it
Added a small knockback bump when landing on someone
Horse force rearing angle increased so it actually works now
Ladder raise/drop time reduced to 2 seconds
Chase mechanic can no longer be broken by abusing specific movement strafe combinations (This was a very specific technique to cheese the chase mechanic and will not affect the vast majority)
Chase mechanic activation time now 100ms faster (500ms -> 400ms)
Removed front chase mechanic from the game (was active on players holding ranged weapons or toolbox, throwables in hands)
Combattest: Added experimental blending time derivation based on pose analysis: this will automatically find blend values and lower/raise them based on animations the character is in, fixing ugly snaps in certain animation combinations and making some animations more responsive, making them less hidden.
Combattest: Added new mechanic that fixes/improves missing on purpose/combo misses - aiming at enemy attack tracers when parrying will now give a much faster parry recovery when it detects an attack recovery/release/missed combo windup/environment hit (includes team hitstop) - uses a modified parry box to detect and is easy to trigger, currenly has no sound or obvious indicator
Combattest: Added riposte feint (not the final iteration as it needs animation changes)
Combattest: Attack recoveries can now be parried and will now thud when hitting characters, reducing clipping and reducing lockouts, will still count as a miss on thud
Combattest: Increased feint lockout & regular parry recovery slightly for more punishable feints
Weapons & Equipment
Point system changed to 48 points (point costs are raised proportionally) - this will allow for finer balance between equipment, armor and perk costs and make the armory more sandboxy
Added heavy weight debuff - this is a new weapon attribute that will slow down the player by 20 units when holding a weapon in hand that has this debuff. Right now applies to Zweihander, Spear and Halberd and Polehammer in the future. This slowdown only affects walk and partial sprint speed (combat movement speed) and not maximum sprint speed for map traversal.
Medium chest now 2.5% slower - still faster than before the buff
Plate helmet now 1% faster
Plate torso now 1% faster
Light head now 1% slower
Light chest now 0.5% slower (overall this will reduce the movement speed disparity between the extremes very very slightly)
Leg armor is now cheaper than head and chest armor across the board - this will give points to loadouts using heavy, medium or light leg armor
Shortsword, Quarterstaff, Lute, Trainingsword, Bandage, Dagger, Axe, Beartrap, Mallet, Blacksmith Hammer, Pavise, Rocks, Smoke Bomb, Throwing Axes, Throwing Knives and Warhammer are now cheaper
Falchion now slightly cheaper
Billhook now slightly cheaper
Perks - Brawler, Fury, Tenacious, Scavenger, Friendly are now cheaper
Flesh wound perk now more expensive
Bear trap ignores horse armor now (dealing more damage to horses overall)
Poleaxe, Shortspear and Halberd stab can now force rearing against horses
Shortsword stamina negation nerfed
Zweihander is now cheaper - point cost reduced to 27 (9)
Zweihander now has heavy weight debuff
Zweihander main mode strike turncap more strict
Zweihander strike can no longer 2HTK plate helmet
Zweihander stab can now 3HTK plate legs
Zweihander alt mode strike damage buffed
Longsword now slightly cheaper
Longsword main mode strike stamina drain increased by 1
Spear is now cheaper - point cost reduced to 27 (9)
Spear now has heavy weight debuff
Spear can now 3HTK plate legs with stab
Spear main mode stamina negation increased by 1
Spear stab stamina drain increased on both modes
Greatsword strike & stab turncaps now slightly more strict on main mode
Halberd is now cheaper - Point cost reduced to 27 (9)
Halberd now has heavy weight debuff
Halberd strikes can no longer 2HTK plate helmet
Halberd main mode strike turncap slightly more strict
Halberd main mode combos 25ms faster
Halberd main mode strike stamina drain increased by 1
Halberd alt mode strike now has the same damage as main mode (reduces bonus headshot damage slightly)
Halberd stabs can now 3 HTK plate legs
Halberd damage vs medium chest increased by 5 on all attacks
Battle Axe main mode strike combo now faster
Battle Axe main mode strike turncaps more strict
Battle Axe point cost reduced to 15 (5)
Battle Axe raw damage against plate armor reduced slightly (same HTK’s, just slightly less extra damage)
War Axe raw damage against plate armor reduced slightly (same HTK’s, just slightly less extra damage)
Poleaxe now 5cm longer
Executioner sword raw damage against plate armor reduced slightly (same HTK’s, just slightly less extra damage)
Eveningstar point cost reduced to 21 (7)
Eveningstar alt mode strike now has the same damage as main mode strike
Eveningstar raw damage against plate armor reduced slightly (same HTK’s, just slightly less extra damage)
Eveningstar strike turncap slightly more strict
Bardiche alt mode bonus damage vs plate helmet removed (same HTKs)
Bardiche strike turncaps slightly more strict
Bardiche main mode stab 25ms slower
Removed crossbow sway
Crossbow headshot damage vs armored increased by 5
Heavy Handaxe reworked a bit - now faster and less floaty, needs 2 headshots to 2 HTK plate head and reduced alt mode damage across the board so it is mainly for repairing now
Sledgehammer can now repair wood with stab, strike now deals more wood and stone damage
Throwable rocks can now be thrown and reloaded faster
Cleaver stab now flinches again, but has 25ms slower windup and no stamina on hit
1H Bastard sword strike/stab stamina on hit reduced to 5 (from 6)
1H Messer strike turncap slightly more strict
Messer strike damage against plate helmet reduced slightly, can no longer 2HTK
Rapier strike/stab stamina on hit reduced to 5
Arming sword stamina on hit reduced to 5
Shortspear stab 25ms faster windup
Shortspear stab damage increased
Shortspear stab stamina drain increased by 1
Shortspear strike stamina drain reduced by 2
Shortspear strike stamina on hit reduced to 5
Maul strike stamina drain reduced by 1
Estoc main mode stab damage vs plate legs increased
Estoc main mode stab turncap slightly more strict
Estoc alt mode strike turncap slightly more strict
Estoc alt mode strike leg damage fixed
Smoke bomb throw now faster
Deploy ballista now assists for builder if teammates use it to kill others
Training sword chambers now cost stamina
Visuals & Misc
Updated mod.io plugin - fixes some issues with mod downloads
Lowered maile hood now allows beards for head variants
Added hold interact animations
Fixed River exploit on feitoria
Fixed AI sometimes not switching to melee from ranged since last patch (usually in horde)
AI will now backpedal if acting defensive but not parrying yet
Fixed some instances of AI super quickly switching targets and jittering as a result
Grad commander no longer has knockback to prevent abuse
Improved Mountain Peak visuals
Ear hiding is now adjusted per helmet and more fitting
Fixed Catapult spawn grounding clipping into the ground
Small fixes and adjustments for Feitoria & Taiga baselevel & assets
Improved climbing animation blending
Improved forearm twisting
Less violent start/stop bounce when stopping movement (less crazy bumping forward and backward when suddenly stopping)
Slightly adjusted fade distance of the big blood pools to be same as the smaller ones
Changed how slow-climbs are forced, before it forced slow climb when in air, but now it actually checks how far off the ground the character is and how fast he's falling to determine whether a slow climb is necessary. This fixes cases where the character would sometimes do the slow pullup climb on objects that are very small and near the ground.
Can now climb on thin objects consistently as a vault
Added m.cinematiccamera console command can be between 0 and 1, usually some low value (default is disabled, 0) to enable 'cinematic' camera
M.headbob above 1 is now also used for non-cosmetic headbobs (like hits/parries)
Fixed a bug that caused some players to get disconnected from a server after a map change
Reworked how match rewards are handled so playtime can be rewarded for interrupted matches after a timeout period
Fixed vote map screen only showing 5 maps instead of 6 in certain conditions
Fixed join queue detecting servers with open slots as being full in some cases
Fixed projectiles stickying to parry box for shields (e.g. doing a tap parry and having the proj sticky in the air), it now only stickies if it hits the shield
Sound
Improved hit indicator sound
Hit indicator volume now gets adjusted with “Effects” volume slider
Improved arrow impact sounds
Improved blocking/parry sounds
Improved foley sounds
Improved mode switch sound
Improved melee hit sounds
Improved equip sounds
UI
Added duel leaderboards
Added dropdown to Player Menu where the user can select which rank they want to be displayed (duel rank or casual level)
Added health bar to view targets (when aiming at a player)
Added crosshair type dropdown (melee (angle) and ranged, melee (no angle), ranged, ranged only, none)
Added improved objective hint display in frontline and invasion, toggle can be found in game settings
Added server Message Of The Day popup, can be set in Game.ini on the server: \[/script/mordhau.mordhaugamemode] MOTDURL="http://www.google.com"
Added SpawnServerActorsOnMapLoad to Game.ini under MordhauGameMode, an array of strings of paths to actors to spawn on a dedicated server on map start. Useful as a hook for modders.
Added team color preview to armory (wearables tab)
Added button to Frontline and Invasion spawn menu which opens the mercenary list
Added subtle color gradient to equipment entry categories
Added slight shadow to floating HUD markers, improving visibility
Added interact widget to delivery spawns
Replaced matchmaking tile images with the winning contest shots
Two team scoreboard now inherits team colors from GameState (handy for modders)
Improved interact widget progress visibility
Skirmish now flashes the window/taskbar when a new round starts
Pressing spacebar (or enter) in the spawn menu will now spawn you at the selected spawn point
Decreased duration of the crosshair parry shield animation to more accurately match the parry window
Updated armory point bar to 48 segments
Fixed "Toggle UI Markers" bind not working (you might need to rebind it)
This is a little teaser video of the upcoming patch #17, one of the biggest updates yet!
It will feature our latest map "Castello", where you will plunder and raid a secluded island fortress. Furthermore, we have expanded the existing map "Mountain Peak", allowing you to finally proceed beyond the castle gates in our Invasion gamemode.
In addition, we're adding a nice variety of new weapon and armor cosmetics to cover all your fashion needs.
Last not but least, there will also be numerous bugfixes and gameplay tweaks for an even better Mordhau experience!
This patch contains various bug fixes, improvements and balance changes, including things such as the ability to jump kick, use kicks with more equipment, adjustments for held shield mode and the ability to bind the console key in options. Please remember to rebind your console key in options, since a lot of you have used .ini edits before to bind it!
Changelog
Gameplay
Removed Christmas stuff
Added fortifications to Grad commander part
Enabled texture streaming amortization options by default to improve performance. Will significantly reduce stutters on some (older) computers
Combat
Reverted backparry change from previous patch fixing the attacks going through parry in cases where enemies were 90 degrees to the side from the player
Fixed attacks going through parry on active parry and chambers where enemies were 90 degrees to the side from the player (same as above, but was in place since release)
Improved stab windup animations to see transition to release easier (does not show up for self)
Third person Feint animations are now slightly more snappy/responsive
Global feint lockout increased 25ms, this will make feint punishing easier
Parry recovery increased 25ms
Chambering will now disarm like a parry when on low stamina, meaning you can no longer chamber at 1 stamina without being disarmed
Disabled team hitstop for strikes (Experimental)
Morph to kick 15ms faster
Added jump kicks
Throwables and ranged equipment can now kick
Throwables can now be used on ladders
Shield wall now has a longer raising/lowering delay to prevent abuse in duels
Players can now riposte out of the shield wall at any time, even without blocking
Shield wall stab riposte animation now comes from the same side, making it a bit harder to read
Shield wall shields now have 1 less stamina negation, but 25ms more parry window (50ms more total compared to regular parry)
Shield model now acts as blocking collider during ripostes, buffing their ability to 1vX
Shield wall turncap more lax
Shield wall movement speed increased to 66% (from 50%)
Couch no longer disarms
Removed previous CombatTest changes, CombatTest now has experimental movement on it. Added SKM variant.
Weapons & Equipment
Executioner sword turncaps nerfed. Now more strict
Zweihander main mode stab windup slowed down 25ms
Bastard Sword 1H strike release reduced 25ms
Greatsword main mode stab release reduced 25ms
Bardiche main mode now 15cm longer
Maul stamina drain on strike increased by 1
Estoc main mode stab combo 50ms faster
Poleaxe all windups 25ms faster
Shortspear stab windup 25ms faster
Shortspear miss recoveries reduced to 400ms
Shortspear throw now 250ms faster
Increased blunt slowdown on hit slightly (Tier 1 12.5 -> 15%, Tier 2 25% -> 30%)
Increased Recurve Bow damage against Tier 2 and Tier 3 chest (4HTK instead of 5HTK)
Improved Bow 1p firing animations, making it more snappy/satisfying to shoot
Adjusted longbow sway slightly
Buffed Crossbow and Longbow projectile speed very slightly
Throwing knifes now throw faster
Throwing knife can now be equipped slightly faster
Throwing Axe can now be thrown twice in a row faster
Throwing Axe proj speed slightly faster
Tier 2 Chest now has the same speed as Tier 1 Chest, making it a straight upgrade
Slowed down shield throws and reduced their damage
Deliverable despawn time from 20s to 30s
Throwable two handed rock now throws faster
Throwable shields now get thrown with LMB if nothing is in the right hand.
Fixed pavise planting not working on LMB anymore
Toolbox structures now build faster across the board
Visuals & Misc
Fixed a bug where invasion actually counted 'tickets' for deaths and could cause loss if a team died more than 1000 times
Fixed the case where ladders would be climbed while holding because someone got onto it
Tightened collision on footsoldier wagon and king wagon
Fixed wonky skinning on splinted arms
Improved fall damage camera shake
Console key can now be bound in options
Feitoria gate can’t interrupt open but can interrupt closing
This patch contains a little bit of everything. Two new Invasion scenarios, one on Grad and one on Crossroads, three new skins, and a new structure for the toolbox. We’ve reworked shields to be more in line with how parrying works, and their rebalanced held blocks are now only available by holding the mode switch (default R) button. This allows held blocks to be used to hold choke points while making it less desirable in 1v1.
And of course, what better way to wish you happy holidays than by sprinkling the patch with some time-limited festive content. Happy holidays!
Mjölnir Maul Skin
Basket Hilt Arming Sword Skins
Brute Bardiche Skin
Firepit - ignites projectiles like arrows, ballista bolts and catapult rocks that are in proximity
Patch #15 Changelog 18/12/2019
Gameplay
Festivities
Added second Grad Invasion variant, with blue being the attackers
Added Crossroads Invasion map
Reverted Catapult Nerf
Split weapon bundle crates into two on and moved them closer to the attacker’s spawn on Feitoria Invasion
Added Fire pit for Toolbox, can be used to ignite arrows, catapult, ballista and deployable ballista projectiles
Adjusted original maul skin scale as it was stretched
Buckler/Targe can now be thrown by holding R
Combat
Kick is now 10ms faster, drains 10 stamina on hit and can be parried
Block/parry no longer forces slow kick
Switching weapon modes is now 50ms faster
Held block shields reworked - now have a longer timed parry as default. Held block can still be activated by holding R, has no knockback and very low stamina drain, but heavily slows down movement speed and greatly increases blocking turncap as well as having a raise/lowering recovery. Allows riposting, but no normal attacks.
Kicks no longer have extra ghost range vs shields
Jumping/climbing no longer cancels hp regen
Reduced Max behind parry angle slightly to fix some extreme cases of backparries
Fixed bug where ripostes would get stopped by a clash against a non riposte
Removed general shield movement slowdowns
Updated CombatTest map with some highly experimental combat changes, added SKM Variant
Weapons & Equipment
Spear can now force rearing on horses when stabbing from the front
Buffed spikes slightly
Reverted billhook movement slowdown nerf. Now 50% again
Visuals & Misc
Updated German localization
Siege tower score now ticks more frequently but awards less points on INV_Feitoria.
Improved bandage use animation
Improved lowerbody fall animation
Fixed characters jittering up/down when standing on certain surfaces
Increased score for objectives
Sounds
Blocks/parries/chambers now play a more bassy sound on top for the local player
Raised time to start screaming due to falling from 1 to 1.25
Fixed texture streaming issues and performance drop associated with it, for real this time
Gameplay
Fixed dodge not working in some cases
Adjusted catapult rock movement to be a bit shorter to avoid people shooting out of spawn protection
Adjusted shield high block animation, no longer puts shields above head and now covers body more without extending forward too much which could be abused, fixes the broken looking blocks when a shielder is looking up
Longsword strike main mode windup speed buffed 10ms (now 25ms total compared to patch 13)
Billhook immobilize slowdown reduced from 50% to 40%
Shortspear miss recoveries to 500ms
Arming sword strike combo slowed down 25ms again
Parry turncap slightly less strict
Undercut glance now more lax, will trigger less on "normal" drags
Reverted 5% global attack turncap change
Huntsman window for receiving extra damage after you’ve switched from a ranged weapon reduced to 3 seconds (from 4)
Fixed a bug involving certain objective barrels being catapulted
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.
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.