MORDHAU - Jax
We're thrilled to finally announce the release of the official MORDHAU Mod Editor!



The MORDHAU Editor is a powerful creation tool that allows for easy map editing, full control over game modes, customization of gameplay and more, allowing for seamless creation of user-generated content.

Additionally, there are a few sample maps and game modes to help you get started. We're excited to see what you can make!

The MORDHAU Editor is available for free on the Epic Game Store:
https://www.epicgames.com/store/en-US/p/mordhau--editor
Nov 8, 2021
MORDHAU - ssjgeacheto
Patch #23 Hotfix 2 Changelog 08/11/2021

Another small hotfix to iron out some map issues mostly.

General
  • fixed turn cap issue with vehicles


Maps
  • Fix for collision issue on Feitoria stairs
  • Removed ballista from Castello smaller modes
  • Altered Castello ballista turn limits to be stricter
  • Removed 8 minutes total from Castello INV to reduce frequency of long matches
  • Fixed issue with Castello foliage density not applying to all foliage
  • Added icons to barricaded doors on Castello INV
  • Altered some collision issues on Castello rubble ramps

Sounds
  • Adjusted heart beat sound so it doesn't muffle other game sounds
  • Reverted Lute octaves



Oct 29, 2021
MORDHAU - ssjgeacheto
Patch #23 Hotfix 1 Changelog 29/10/2021

Minor hot fix mostly addressing the new version of Castello, and the new heart beat sound.


Maps
  • Altered capture point sizes on Castello
  • Adjusted spawns on some objectives for INV Castello
  • Fixed Castello AI movement being broken in general
  • Added some out of bounds areas to prevent griefing on first objective.

Sounds
  • Adjusted heart beat sound to fall off in volume faster.



MORDHAU - elwebbaro
Patch #23 brings a rework of Castello, which has been redesigned to flow and perform better.



Toolbox users will find that they're able to place a deployable spawn in Frontline and Invasion modes, which allows allies to spawn closer to the battle.



There's also the shawm, a brand new instrument for bards to embrace.



Some cosmetics are also included in this patch, most notably the jester set.





Finally, we're enabling the Halloween event to run from today until November 6th. Log in to get an executioner's hood that you can keep, and a temporary shame mask for the duration of the event. You might also find faces have been turned into horrific abberations, and pumpkins that appear from the unlikeliest of places.





Patch #23 Changelog 28/10/2021

General
  • Enabled Halloween event - faces now look scary and horses poop pumpkins which can be picked up
Skins
  • Added Jester Set
  • Added Fisherman’s Hat
  • Added Goatskin Hat
  • Added Wooden Maul skin

Combat
  • Kicks can now flinch releases again
  • Kicks no longer drain stamina on hit/parry
  • Small parry/block adjustment to reduce backparries
  • Toolbox can no longer build out of bounds
  • Updated CombatTest with new WIP riposte animation rework & explosive barrel prototype

Weapons & Equipment
  • Added new instrument: Shawm
  • Added new toolbox building: Deployable spawn
  • Toolbox ballista cost increased to 6
  • Toolbox firepit cost increased to 8
  • Toolbox walls now take increased damage
  • Toolbox walls and spikes now take longer to auto build
  • Toolbox no longer drops on melee hit
  • Doors now take increased damage
  • Firebombs now have slightly more radius & deal slightly more wood damage
  • Longbow buffed slightly, faster draw speed (1.1 -> 1s) and slightly faster projectile speed
  • Buffed rock basket
  • Buffed two handed rock base damage

Maps
  • Reworked Castello
  • Various map optimizations and fixes
  • Added ammo boxes to Taiga brawl maps
  • Reduced noble area on MountainPeak Invasion
  • Cleaned up Feitoria town area and improved the layout in some areas
  • Mallets (next to barricades) and lances now respawn
  • Fixed bots not moving on SKM Feitoria

Animations
  • Added new Lute equipment emote
  • Added new jester global emote
  • Added new emote for throwables
  • Fixed interact animations looking bad with 2h carryables

Horde
  • Adjusted AI behaviour to now avoid areas other AI is in to prevent congestion

Misc
  • Equipment now draws the same type of shadow as characters
  • Equipment now draws indirect shadows
  • Projectiles now bounce off a bit more when hitting characters without sticky
  • Optimizations for toolbox buildings
  • Adjusted Arming cap
  • Various mesh and texture optimizations
  • Tweaked physics assets for some equipment to better match their shape and size

Sounds
  • Added heartbeat sound on low health
  • Added new crossroads ambient sounds
  • Added new sounds for door and firepit breaking
  • Added new sounds for ballista, buildable ballista and catapult breaking
  • Added new ambient sounds for Grad, Pit, Castello and Taiga
  • Improved fire sound

UI
  • Refactored and updated all sliders with additional functionality
  • Updated analog cursor image
  • Chat entry button now covers the whole message, making selecting it easier (to apply mutes/etc)
Sep 20, 2021
MORDHAU - elwebbaro
Patch #22 Hotfix 3 Changelog 20/09/2021

Misc
  • Fix attempt for lowered server performance/tickrate
  • Fixed player name stripping being too aggressive, should now allow more symbols to be used
  • Fixed a few occurrences of target info (name, etc) not showing
  • Fixed the broken character that appeared in main menu after Hotfix 2
  • Reverted an optimization that caused black flickering artifacts on landscapes for some people
  • Fixed Horde invincibility bug
  • Muffled voice (helmet) now a bit louder
Sep 17, 2021
MORDHAU - elwebbaro
This hotfix includes fixes for some critical issues that came up with Patch #22. We are still looking into an issue involving a bug that lowers server performance temporarily, causing desynced gameplay and lag. We are investigating and working on solving this issue, but have not been able to track it down just yet.

Patch #22 Hotfix 2 Changelog 17/09/2021

Combat
  • Horses now slow down slightly more when hit by melee weapon

Weapons & Equipment
  • Fists no longer have miss combo windup debuff
  • Maul stab release reduced 25ms
  • Slowed down two handed rock throw slightly again & fixed turncap issue
  • Buffed damage for rock basket, removed ragdolling and reduced knockback
  • Carrot no longer repairs
  • Brawler and Fury point cost reduced to 3

Maps
  • Horse respawn time increased by 60 seconds in Frontline and Invasion
  • Fixed crossroads noble receiving too little damage
  • Fixed several Feitoria issues and improved balcony path
  • Adjusted bot spawn points on HRD_Grad
  • Fixed rock issues on Mountain Peak
  • Named Cap points for FL_FeitoriaAlt, the castle point no longer includes basement and first floor
  • Fixed names on FL_CampAlt points and added more buildables to the map
  • Added Anti buildable volumes to problematic roofs on Camp

CombatTest
  • Fixed new 2h sword parry anims having different right/left angle values on CombatTest
  • Removed LongswordNoMissComboTest from CombatTest and replaced it with LongswordNewAnimTestProper - This new longsword on combat test has new animations only on strike ripostes and parry, otherwise same as normal and is the first step to getting anim replacements into live. Also several experimental mechanics changes (CombatTest only)

Misc
  • Fixed mortar camera shake
  • Fixed bug where long range projectile paths do not sync up correctly on clients
  • Fixed noble objectives causing a loss in some cases even though they have health left.
  • Fixed flickering of a leaf material on Camp

Sounds
  • Enemy footstep volume increased
  • Enemy horse footstep volume increased & range increased
  • Lute volume & range reduced
  • Added volume slider for instruments
  • Fixed kill sound issues

UI
  • Fixed an issue where the scoreboard wouldn't scroll to show the local player's entry, will now also attempt to scroll the entry into the center
  • Added arabic fallback font, this should fix some cases of invisible names where these characters were used
  • Updated text flow direction to left-right everywhere player names appear
Sep 9, 2021
MORDHAU - elwebbaro
Patch #22 Hotfix 1 Changelog 09/09/2021


Combat
  • Fixed cases where destroyables like doors would allow weapons to phase through (allowing hitting through doors, kicking through doors, etc).
  • 2H throwable rock now lets you partially sprint as long as you are not throwing, and throw windup speed from 0.9s to 0.7s

Maps
  • Fixed FL_Castello mortar ranged issues
  • Fixed Crossroads grass
  • Fixed Crossroads AI homepoint and possesion suicide bug
  • Changed INV_MountainPeak blocking volumes to be out of bounds volumes instead, so it is more obvious to players
  • Fixed a few issues on Mountain Peak (removed double door, closed one deadend sooner, tweaked collision on rocks...)
  • Fixed floating beartrap in HRD_MountainPeak

Misc
  • Fixed cases where the camera would clip too far into dynamic objects like doors
  • Fixed javelin physics bugging out
  • Reduced ragdoll distance on catapult projectile and adjusted damage radius
  • Ensured default config is saved to Game.ini on the first run of a server
  • Fixed player camera/model being able to lean through doors/attack through them

Sounds
  • Adjusted various sound groups to avoid cutting off
  • Fixed helmets no longer muffling voices

UI
  • Prevented display-breaking characters from being used as part of a player’s name




Sep 7, 2021
MORDHAU - elwebbaro
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)
  • Stand to crouch slowed down slightly
  • Global attack lunge increased slightly
  • Global knockback reduced slightly
  • Strike chamber window reduced 20ms (Stab & strike chamber window now identical)
  • 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)




MORDHAU - Jax
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!
MORDHAU - elwebbaro
It is MORDHAU's two year anniversary!

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.

Thank you so much for your continued support!
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