Mar 26, 2020
MORDHAU - elwebbaro


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
  • Longsword main mode combo into stab 25ms faster
  • Mace now slightly cheaper
  • Mace strike headshot damage increased significantly
  • Mace stab now 25ms slower
  • 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)
  • Fixed translated text breaking armor entry
MORDHAU - elwebbaro



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!

See you soon!
Jan 10, 2020
MORDHAU - elwebbaro
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
Dec 19, 2019
MORDHAU - elwebbaro
Patch #15 Hotfix 1 19/12/2019

  • Fixed burning in duels
  • Grad buffed for defenders slightly
  • Fixed a crash
  • Being kicked in shield held mode no longer stuns but flinches instead
  • Shields can now sprint in held block mode (previously limited to walk) but movement is still slowed down (same as previous held block)
  • Fixed a bug with shields where they could ‘store’ ripostes for later use
  • Fixed Horde shielder AI
  • Fixed a random flap sound playing when joining an Invasion game
Dec 18, 2019
MORDHAU - elwebbaro
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
  • Mortar projectile ragdolling radius reduced slightly
  • Added Arming Sword basket hilt skin, 3 variations
  • Added Brute Bardiche skin
  • Added Mjolnir Maul skin
  • 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
Nov 29, 2019
MORDHAU - elwebbaro
Just a small client side patch that fixes the tutorial from being non-completeable due to the catapult not reaching far enough.

Sorry about that!
Nov 28, 2019
MORDHAU - elwebbaro
Patch #14 Hotfix 2 Changelog 28/11/2019

Performance
  • 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


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.
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