With Patch #22, we have upgraded Unreal Engine from 4.20 to 4.25. This spans two years worth of engine updates, solving many underlying technical issues and giving us access to new tools. We know this took a while, but we had to make sure everything still works, and fix a lot of things that simply stopped working for one reason or another.
While not the massive content update a lot of you were hoping for (that one is still coming!), we have included new cosmetics, entirely redesigned the play areas of maps for Brawl, added two new Frontline variants, and some combat changes to shake things up.
Among the changes to combat are making miss combos easier to punish, combo feint-to-parry easier to perform, while movement has received changes to make it more streamlined and fun. Bloodlust has been reworked in order to tone it down, the viability of gambling with kicks has been reduced, and weapons are now less likely to get stuck on environment. For a more detailed description of changes, take a look at the changelog below.
We are also enabling double XP and Gold for a week!
Loadouts sporting some of the new armor pieces
Bohemian Mauls and their smaller Warhammer brothers
Dacian Falx Set
War-Dart Javelin Set
Sun ray Spear
Kettle sallet with and without bevor
Patch #22 Changelog 07/09/2021
General
Upgraded Unreal Engine from 4.20 to 4.25
Skins
Added Florentine set
Added Dacian Falx set
Added Bohemian Warhammer set
Added Bohemian Maul set
Added War dart Javelin Set
Added Hussar armor set
Added Sun ray Spear
Added Cuirassier Chest and Legs
Added Kettle sallet with and without bevor
Added italian sabatons
Updated various item’s proportions and/or textures for Duke’s pollax, Burgundian Cuirass, Corazzina, Kastenbrust faulds and others
Combat
Adjusted horse bump, removing bumps from behind and greatly reducing bumps from sides
Shield wall can only be raised out of idle now, fixing various exploits
Bloodlust reworked - no longer gives extra health on kill, now starts regenerating health on kill right away which will stop if you get flinched or start a parry. Point cost adjusted.
Missing now slows down comboing, which makes it easier to punish a missed swing
Combo weapons can now parry in miss recovery at stamina cost (the same as combo feint to parry, without having to combo, making it more accessible)
Time to get ragdolled from falling increased from 1.25s to 1.5s
Movement adjusted: sprint start (partial sprint) is now slightly slower, but acceleration to max sprint speed is much faster. Landing a successful hit no longer puts players into partial sprint, this means you keep your sprinting speed on successful hits. Punishing runhau is now easier, closing gaps is faster and traversing maps is less sluggish.
Increased movement slowdown when getting parried/blocked by enemy very slightly
Kick stamina gain on hit reduced to 5
Kicks no longer flinch attack releases (still flinches windup and early release)
Kick feints now cost 10 stamina
Shield wall active parry no longer blocks kicks
Parry recovery increased 25ms to reduced double parries
Adjusted how attacks collide with the world, making it less likely to clip environment with your weapon and getting your attack stopped by world collision
Nobles now have increased health instead of a damage % reduction modifier. This means that ranged and fire damage no longer deals more damage than melee damage proportionally
Parry no longer forces a reset of slowkick, that now happens when you successfully block something. Fixes case of using fast recovery from flinch to get faster kick.
Added Longsword with no miss combo to CombatTest
Toolbox now banned in skirmish
Killing peasants no longer hitstops
No flinch attacks no longer knockback
Strikes will no longer glance if they hit someone previously
Ripostes will now use the start angle of the last block and not start of windup for glancing, this prevents late ripostes from doing weird 360 drags when the spinning is done during the parry
Weapons & Equipment
Smoke bombs are now limited to a maximum of 1 per loadout
Beartrap no longer ragdolls if the planter is friendly/self
Beartrap now uses vertex pulling on the material when planted, allowing it to be seen better through clutter
Fire pit now lasts 2 minutes before it self destructs
Catapult adjusted, now has less range overall but is faster to push
Messer turncaps slightly more strict
Eveningstar main mode turncaps slightly more strict
Eveningstar main mode misses now drain 1 more stamina
Billhook range buffed 5cm
Billhook strike combo now faster
Billhook strikes now deal more damage against plate armor (same HTK)
Billhook stamina negation buffed to 13
Billhook turncaps slightly more strict
Falx damage against T1 torso buffed, can now one shot
Partisan stamina drain increased by 1
Maps
Lots of map optimizations
Various collision improvements and fixes
Updated mountain peak map layout
Redesigned Mountain Peak, Crossroads, Feitoria and Taiga map for Brawl modes
Added visual improvements to Grad
Arena visual & optimization improvements
Fixed various stuckspots
Horses no longer spawn on TDM camp
Various OOB volume improvements
Animations
Added new WIP combat animation sets to CombatTest
New stun animations
Adjusted Polehammer and Bardiche armory poses to their new ranges
Improved IK grounding visuals and camera feel
Horde
Blocked players from going to dungeon in Grad
Added few of the peasant weapons as Horde purchaseables
Added all the missing weapons to all of the maps
Tons of various horde improvements (AI behaviour, AI stats, equipment prices, navigation...)
Difficulty now adapts to amount of players in the team
Misc
Various improvements to bot behaviour
Fixed players unable to input attacks during flesh wound at certain times
Added AdminActionsWebhookURL - allows server owners to specify a URL to post admin actions to
Added methods for posting admin actions to (primarily Discord) webhooks
Some minor BR improvements, added missing weapons into chests etc.
Exposed Battle Royale to server browser
Assist damage to count as kill reduced from 75 to 50
Changes to how AI act if too many of their AI allies are on a single target
Bots will now use ladders less often
Added ability to cut off multiple limbs with one attack
Fixed jump and land animations not playing when repeated in quick succession
Updated localization
Fixed an MMR exploit
Minor chat command fixes
Fixed the CustomPaks folder causing crashes
Matchmaking now prioritizes servers with the least amount of open slots which should result in single servers filling up instead of players being spread out over multiple servers
Admins can now see votekicks for both teams
Preferred weapon mode now remembered in most cases
Early implementation of json RCON added (WIP)
Disabled log output for voice which was spamming the log
Sounds
Lots of sound improvements and new sounds
Various sound optimizations
Added new sounds to siege engines
Added separate voice volume slider (only affects voicelines, not grunts)
Lute now has new sounds and much more range in the notes it can hit (through the EquipmentCommand console command)
UI
Replaced emote/voice menu entries with actual binding prompts
Changed "reset to default" button text to be white (from grey), so it is not confused with a greyed out disabled button.
Added gamepad key prompt to main menu "return" button
Added report server lag button to chat window
Fixed server browser breaking in 4:3 resolution, improved element alignment
Toolbox build widget improvements: added icon, small text changes, now always indicates if placement is valid/invalid in the UI (previously only indicated by the red/green color change)
Set up new font system under the hood, localized fonts are now slightly different
Potential fix for the “out of bounds”/retreat text getting stuck on screen
Fix for issue with commas in the server browser’s ping field
Additional context menu options in the chat box and scoreboard
Improved BR scoreboard functionality
Changed "Network checksum mismatch" error message to "Game or mod version mismatch" to make it easier to understand
Match duration in UI now correctly matches to value set on server (was wrong on community/custom servers)
Hi all! We've been closely working with our server providers, and yesterday we replaced all of our east and central North American servers - this should help a little with some of the issues we're facing. If you're in these regions, please let us know how you're liking the new servers, and keep in mind that this isn't the end-all-be-all for server improvements; we are continuing to monitor our network situation and we'll be looking into ways to improve things going forwards. Thanks for your patience!
To celebrate, everyone will receive doubled gold and XP rewards until Monday, May 3rd. Additionally the game will also be 50% off for the same duration.
Mountain Peak INV: Fixed players being able to camp prisoners before the ram objective is over.
Mountain Peak INV Adjusted all VIP containment volumes
Mountain Peak INV: Slightly moved back and stretched the spawns for both teams on prisoner stage
Mountain Peak FFA: Moved a spawn point that was on top of a tower without a way to go down
Fixed periodic dips in server tickrate by moving server location pinging into an online async task
Fix for expiring session tickets on community servers
Fixed servers considering mod downloads as idle time and therefore changing the map after 10 minutes resulting in long lasting downloads being interrupted
Rare client crash fix
Fixed door/vehicle target info text getting stuck when spectating
Removed "New" label from teamfight gamemode button
This Hotfix includes miscellaneous tweaks and fixes.
Patch #21 Hotfix 2 Changelog 21/04/2021
General
Finetuned positions of a few purchasables on HRD_Grad, HRD_MountainPeak and HRD_Camp
Fixed cheese spots on HRD_Crossroads and HRD_Taiga
Adjusted some spawns slightly on FL_Castello
Reduced fire ballista bolt ship damage on FL_Castello.
Resized some textures a bit to allow compression
Spawn screen now updates widgets more frequently, fixing cases where a newly captured point wasn't clickable
Throwing knives, throwing axes, javelins, rocks, smoke bombs and fire bombs no longer disarm on hit
Fixed a bug where flinchable state was being overriden, causing some cases to be flinchable when they shouldn't e.g. ragdoll falling (which allowed downed players to parry)
m.DrawTracers now shows red and yellow tracers separately. Red cannot collide with environment.
Increased number of tip traces that ignore environment from 2 to 4, which reduces chances of hitting static objects towards the tip of the weapon.
Added m.VisualizeBlockCollider to visualize block and forward block colliders, only works in local play
Fixed some potential issue in forward block collider detection
Strike early release no longer deals damage to objects
Removed Block view tolerance in armory stats UI since it's no longer used
Fixed incorrect team damage setting on Skirmish
Fixed pre PlayFab progress not being imported for returning players
Added bUseOfficialBanList and bUseOfficialMuteList settings to Game.ini; defaults to False, setting to True allows the official server ban/mute lists to take effect on community servers
Fix attempt for a rare crash that could happen due to multithreaded shared pointer access
This hotfix addresses some of the critical issues that came with Patch #21. Regarding performance issues caused by Patch #21: while we expect performance to improve with this hotfix, we are still looking into the cause of some of the performance issues and we will be following up with more hotfixes to address them. Thank you for your patience!
Patch #21 Hotfix 1 Changelog 16/04/2021
General
Castello Frontline: Fixed some stuckspots and extended some out of bounds kill volumes
Castello Frontline: Adjusted blue spawns on Keep Capture Point to reduce run times.
Castello Frontline: Clamped Y max rotation to the minimum on ballistae.
Castello Frontline: Lowered aggro radius for nobles to prevent them from ascending/descending stairs
Castello Frontline: Moved top spawns on blue side to the outer balcony
Castello Invasion: Fixed being able to pick up treasure chests even after enough of them have been delivered
Camp: Fixed a material that could not compile
Contraband: made kill volumes less overzealous, added missing ones.
Feitoria: Attacker spawns adjusted to not be in the LoS of ballista & turd spawn fix
Patch #21 is here and it contains a plethora of all-around changes.
There's new weapon in town -- the Partisan is a shorter stab-heavy two handed spear that can also be thrown.
Impressions of the new Partisan spear.
Castello now supports the Frontline mode with all-new objectives and Crossroads now supports Horde.
Bombard enemy ships with mortars on Castello Frontline!
In an effort to make the game more approachable for new players, we've updated the default loadouts, so that players using them can get the best results, rather than being held back by sub-optimal loadouts.
With this patch we've redone all localization from scratch and also included Japanese as a supported language. Some new skins are also included, and a large number of combat changes, performance optimizations, and all-around quality of life changes.
Decorated Morrion
Hussar Helmets
Duke's Hourglass Gauntlets
Teutonic Longsword & Duke's Pollax
Patch #21 Changelog 14/04/2021
General
Added new weapon: Partisan
Default loadouts updated
Added Castello Frontline
Added Crossroads Horde
Completely redid all existing localization for the game
Added Japanese localization
Skins
Added Duke’s Gauntlets
Added Hussar helmets
Added Decorated Morrions
Added Italian legs
Added Duke’s Pollax
Added Teutonic longsword
Combat
Enemy character’s camera movements during attack windup are now smoothed more, this nerfs the ability to “wiggle” your attacks and make them look janky as seen on higher levels of play and makes those kind of attacks look better and more readable
Removed friendly & tenacious perks, they are now default
Flesh wound, mule, tank and rush perk are now cheaper
Horse bump no longer flinches parries
Horse couch/joust can now be held for 2s instead of 1s
Parrying a horse couch now drains more stamina
Removed hyperarmor lockout, players can now parry when they hit a riposting opponent
New movement momentum system - this will dynamically slow down players when they turn too quickly, making movement more grounded and making it easier to punish players who run and instantly turn 180 degrees etc.
Miss detector improved, can now detect attacks in recovery, attacks that hit the environment, friendlies or attacks that got blocked etc.
Added new flinch parry reset mechanic - players who parry slightly after being hit will now get a faster parry recovery, fixing players unable to parry combos in these situations and getting double hit.
Added new mechanic that detects true CHFTP’s (chamber-attempt-to-feint-to-parry), Chftps now drains extra stamina, about 30-35 total stamina on average, heavily nerfing defensive buffering seen in higher levels of play.
Armor movement speed mechanics changed - The heaviest two armor pieces now determine your total speed, independent of which slot. This means fast builds are now always low armored and armored builds are now always slow, fixing certain cheesy setups.
Extended parry can no longer catch stabs & kicks in early release, making it work the same as slashes (fixes some broken looking parries & buffing stabs)
Stab early release reduced slightly, making stabs start damage slightly earlier
Improved how glancing blow is handled, fixing it triggering by accident on overheads/undercuts
World hits that previously hit a character will now use regular environment hitstop functionality, making it less clunky (previously they had special longer lockouts)
Kick windup slowed down 25ms
Combo into kick slowed down 25ms
Kick release reduced 25ms
Noble kick no longer has ragdoll on hit, but double damage and more stamina drain
World hit recovery time 200ms faster
Tank perk extra scale increased slightly
Dwarf perk movement speed increased
Improved chase mechanic angle checking, preventing some corner cases and abuses
Crossroads noble now takes more damage
Executioner grad noble can now combo with executioner sword
Feitoria rapier noble strike damage increased very slightly
Weapons & Equipment
Toolbox spikes scale increased by 1.15x to stop edge cases where players could jump over them.
Players can no longer place toolbox buildables on pushable actors (Carts)
Bandage is now a single use consumable, healing 100 hp with one use
Improved bandage animation and made it less clunky
Bardiche alt mode now has medium weight slowdown
Bardiche alt mode now has same damage as main mode
Bardiche main mode strike now one shots naked legs
Bardiche main mode strike plate headshot damage reduced to 55
Bardiche strike stamina drain reduced by 1 on both modes
Bardiche stab damage vs light head increased to 50
1H Axe strike combo slowed down 25ms
War Axe strike combo slowed down 25ms
War Axe strike turncap very slightly more strict
Battle Axe alt mode strike windup slowed down 25ms
Arming sword & Bastard sword stamina gain on hit increased to 10 (from 5)
Rapier stab stamina gain on hit increased to 10 (from 5)
Rapier strike damage vs armored torsos increased very slightly
Rapier strike damage vs light & naked increased
Bastard sword damage increased vs light armor & naked
Billhook & Bardiche stabs can now force rearing on horses
Falx strike turncap adjusted
Falx can now oneshot naked legs and deals increased damage to T1 legs and torso
Zweihander main mode no longer has heavy weight slowdown, now has medium weight
Zweihander alt mode no longer has any weight
Zweihander main mode strike release increased 25ms
Spear main mode now has medium weight instead of heavy
Spear alt mode no longer has any weight
Spear now costs 24 points
Halberd main mode now has medium weight instead of heavy
Halberd main mode combos 25ms faster
Halberd damage against naked & light increased slightly
Executioner sword now has medium weight instead of heavy
Estoc 25ms faster stab windup
Estoc stab damage vs plate armor increased slightly
Pavise shield no longer has any weight
Maps
Invasion Mountain peak spawn protection pushed back a bit to make it less restrictive for the defending team on the ram objective
Reworked one of the wooden catwalks on Mountain Peak to make it easier to navigate
Added kill volumes to inside walls of Contraband and Tourney
Added a few more attacker spawns to Feitoria INV second stage + adjustments
Taiga fort backdoor removed
Fixed moshpit gatehouse collision bug
Frontline Mountain Peak ballista is now accessible to the Blue team
Feitoria gate adjustments: Opens faster, closes slower, cannot be interrupted, added 8 second delay between uses
Added a small ramp to a window inside the Castello keep to ease movement
Removed some clutter in high traffic areas on Castello
Fixed arrow scatter on Castello having complex collision and thus blocking attacks
Turned off climbing for some braziers on Castello, to prevent nobles from getting up there
Various stuck spots fixed
Fixed some cases where ladders did not eject players at the right height causing them to grab onto air
Fixed out of bounds/containment areas not working correctly for some nobles
Added blocking volumes to tutorial
Animations
Added new entire polearm animation set to CombatTest (pickup the bardiche on the wall) - currently WIP and not finished yet, but ready for testing
Added new automatic attack blending motion matching calculation. This will smooth out certain janky/snappy looking attacks while keeping things responsive overall.
Improved morph animations
Improved feint animations
Improved stab windups
Added new unarmed movement animations
Added new unarmed rider movement animations
Added new one handed flourish animations
Added new polearm flourish animations
Added new two handed sword flourish animations
Added new squat animation
Fixed horse rearing not playing upperbody animation
Fixed 1p animations when holding trebuchet ammo
Fixed a lowerbody/spine teleport jerk when the hips and spine were rotated far apart, typically during certain attacks
Adjusted 1p stun camera shake
Horde
New players joining an ongoing horde match will now receive 125% of wave-reward gold
Added purchasable Javelin & Cleaver for horde mode
Repositioned all of the weapons on all maps and grouped them closer to the spawn
Updated various horde maps
Increased initial amount of coins from 20 to 50
Ranged horde enemies - added small delay between shots (1s)
Slightly lowered accuracy of ranged horde enemies
Adjusted player damage factor in horde
Reconnecting horde players will now keep their old gold and weapons (but not armor currently -- known issue)
Fixed bug where players could spawn frozen and be unable to do anything
Last 6 Horde enemies will now show the enemy indicator (previously only last 3)
Misc
Servers now determine ping better on startup
Fixed duplicate server list entries that could occur for a short while after a server restart by comparing the last heartbeat timestamps and only keeping the latest
Webcache is now cleared on startup; fixes graphical glitches and potential crashes that can stem from having an outdated cache
Fixed randomization in MordhauEquipment using skins that were exclusive, this fixes random equipment spawns having exclusive skins, as well as horde bots spawning with exclusive skins (became particularly bad due to candy cane, etc)
Fixed the reported equipment interaction/pickup bug where sometimes players would not be able to interact with dropped equipment.
Reworked how interaction checks for objects, fixing bugs where players could interact through thin openings (e.g. climbing onto ladders through surfaces)
Fixed a massive server performance regression which was causing erratic CPU usage.
Fixed issue with mod downloading where previous mod downloads that were canceled would continue downloading and holding up the "preparing to download mods" phase.
Mod download dialog will now display total overall % and downloaded/total MB, not just for the currently downloading mod, but all of them.
Various texture optimizations, reducing VRAM usage significantly
Various other memory optimizations
Character rendering performance improvements
Changed how r.skeletalmeshlodbias affects characters also skipped building/storing unused LODs. It is now possible to use r.skeletalmeshlodbias 1 to offer a visually passable tradeoff for performance.
Fixed a bug where ragdolls which were supposed to be forced to LOD1
Added m.experimentalocclusion set this to 1 and restart the map to enable. Only works on Castello and Grad at the moment. Enabling will use an experimental precomputed guided visibility sampling occlusion system to improve performance.
Fixed a crash due to invalid hair ID customization
Friendly damage no longer dismounts players from vehicles
Big blood pools will dominate over smaller ones when falling in the same spot instead of being prevented from spawning
Bots in frontline now take objectives again
Fixed certain exploits related to ranged attacks
Greatly improved bot pathfinding, fixing cases that were causing them to get stuck on maps.
Fixed a case where the falling ragdolls would register hits at the wrong location as if they were standing upright.
Spectating next/prev order will now be more sensible, first going through party members and friends on the same team, then friendlies, then enemies.
Toolbox area check for placement now checks for the same things as player movement, meaning it will be blocked by players, invisible walls, etc, fixing cases where it was used to build out of bounds.
Added server messages for punishments via ingame console and RCON
Added server messages for vote kicks and teamkill bans
Fixed being able to bypass vote kick cooldown by reconnecting
The teamkill counter is now reset once a player passes the threshold and gets banned, this allows them to rejoin the server if an admin unbans them
Fixed colors not being set to ignore team on a few reported items.
Fixed a rare animation-related crash
Fixed some issues with key bindings resetting/overlapping, particularly the console binding
Fixed setting the RCON port in Game.ini causing RCON to not initiate properly
You can now ban and mute players via RCON even if they’re not in the server
Server admins can now use ‘PlayerStatus’ in console to determine if a player is banned or muted in their server
Added ‘CopyID’ and ‘CopyName’ console commands for copying the PlayFabID or name of the player with the related player id
Added CopyToClipboard function for modders
Server owners can now place pak files in /Mordhau/Content/CustomPaks/ to automatically be mounted
Server admins now have 4 chat commands they can use:
/admin <PlayFabID> <Message> - Sends a private message as admin to a player (other admins can see)
/admin2 <PlayFabID> <Message> - Sends an announcement popup to a player (other admins can see)
/admin3 <Message> - Sends a message as the server (other admins can see who sent the message)
/admin4 <Message> - Sends a message to other admins in the server
Fixed crash at game startup when using DirectX 12
Sounds
Improvements & additions to sounds across the board
Attenuation adjustments for sounds across the board
Optimized a lot of sounds to reduce concurrent sounds playing leading to less cutting out.
Crowd volume lowered
Audio volume can now be changed in real-time
New flourish sounds
Footsteps now use max(legs,torso) tier to determine sound, before it used leg tier only.
Replaced Horse footsteps for all terrains
Added additional horse foley to vocalization
Added new footstep sounds
Added new armor foley sounds
Added new crouch sounds
Added new sounds for doors & kicking doors
Fixed catapult move sound not working
Increased enemy footsteps volume
New Arrow impact sounds for all surfaces
New javelin impact sounds
Added new flight sounds for ballista, arrows
Adjusted pickup sounds
New throwing knife impact sounds for all terrains
New dagger/small sword projectile impact sounds for all terrains
New club sounds (impact, thud, equip)
New throwable rocks flight & impact sounds
New catapult projectile sounds
Turd flight and thud SFX and attenuation tweaks
Added new sounds for various throwables
New axe impact, thud and equip sounds
New sound for the projectile fire
UI
Added combat hint popups (can be toggled)
Added parry recovery timer indicator (combat hint option toggles this as well)
Added gamepad UI support to equipment inventory (switching weapons, equipping shield, etc)
Added gamepad key to FL/INV spawn screen
Added line of text to ranked leaderboard widget explaining that the rank hides after one week of inactivity
Added confirmation popup when resetting game/video/controls/keybind settings
Added 15 new banners for levels 80-200
Added skirmish spectator UI (only shows if spectating in freecam)
Team selection screen can now be closed (with the X button or ESC) if the player is already on a team (not spectating)
Show Profile Select bind can now be used to open loadout selection in INV/FL spawn screen (previously only accessible by button click)
Crosshair now hides on world hit recovery
Target info no longer shows health bar when aiming at allies (only shows on enemies or if spectating)
Out of bounds text now uses the improved announcement style
Playerlist command now includes server info and is easier to read
Better text alignment in server browser
Chat improvements for admins (message a player directly, etc), improved toxicity filter
Fixed the “New” icon appearing in some cases and not going away
Fixed a case where chat and scoreboard could show different names for the same player
Added chat pausing; while paused, messages will queue and then send once unpaused