Patch #17 Hotfix 1
Gameplay- Toolbox placement checks adjusted to be less strict
- Fixed Horde and BR server crash bug
- Fixed Mountain Peak battering ram not appearing if joining mid game
- Adjusted Crossroads door hitpoints
- Crossroads king no longer has chip damage but now has clash on parry
- Fixed engineer wall causing you to get stuck if jumping/walking on it
- Castello king no longer has knockback on parry or clash
- Friendly damage no longer stops health regeneration
- Friendly melee hits no longer flinch parry
- Bandage and medkit are now banned equipment in Skirmish
- Covered flat top no longer allows kettle helmet
- Heavy barbute no longer flattens nose
- Metal detail on Gothic chest no longer overrides with teamcolor
- Server mod initialization now provides feedback on the mod download process to server owners in the console
- Fixes for Feitoria nobles visually glitching
- Fixed infinite "please wait" screen
- Fixed clients not logging back in after their session expires
- Reduced parry bass component volume a little
- Duel leaderboards now show top 100 instead of top 20
- Fixed deathmatch scoreboard entry alignment
- Fixed wearable tooltip displaying incorrect cost value
Patch #17 Hotfix 2
Gameplay- Firebombs will only restock 1 at a time from an ammo box
- Fire and smoke fields now annihilate each other if they touch
- Pavise shields are now limited to max 5 per player
- Skirmish regen turned back on, banned healing items reverted
- Mountain peak rebalanced with progressive spawns on ram push objective, more interracts on ram objective and slightly stronger king. The cauldrons now go away after the ram objective.
- Crossroads king health on kill increased
- Castello buffed for attackers for the first and second objective with more paths and easier cart push, spawns moved around for the last two objectives.
- Feitoria Made slightly harder second and first stage by moving about kill objectives and slowing down the siege tower.
- Feitoria ladders now mostly droppable, even in the city.
- Fixes for crashing on startup due to mods
- Added server-side config variables for bIsThirdPersonCameraDisabled, ConstrainAspectRatio (e.g. 1.7777777), bIsHitStopOnTeamHitsDisabled (these go under [/Script/Mordhau.MordhauGameMode])
- Velvet Shoulder LODs
- Several fixes for rewards not showing up at the end of a match
- Fixed a bug which caused servers not to retry dealing out rewards after a backend timeout
- Removed hardcoded player limit for servers
- New asset for the environment plank
- Various collision fixes on Castello
- Added scoreboard tab to main menu and added contextual actions to entry selection (view profile, chat mute, votekick, admin kick, admin mute, admin ban)
- Moved duel leaderboards into the matchmaking screen
- Brought back the return button to the main menu
Patch #17 Hotfix 3
Gameplay- Fire bombs are now restricted to one per loadout
- Fixed restocking not working if you don't have an item in that slot in your loadout
- Fixed King objectives not ending the objective when they left the game
- Castello first objective buffed significantly for attackers
- Castello Portcullis raise speed lowered
- Fixed spawns on the 4th objective on Castello that were not working due to ground clipping, as well as adjusted attacker spawns on the 5th objective
- Moved all Castello spawns for defenders on the first objective to ground level
- Players can now climb the cart on Castello
- Changed Mountain Peak ram interactions 10->12, and required torch deliveries 7->8 per pile
- Adjusted objective score rewards on ram objectives for Mountain Peak (Frontline & Invasion)
- Feitoria weapon bundle objective now has less weight, killables are now more biased towards the defenders
- INV_Grad_0 first objective adjusted slightly, burning buildings now gives less progress and blue spawn moved a few meters closer
- INV_Grad_1 rebalance, made all objectives besides the first a bit harder for attackers with adjustments to spawn positions and time bonuses
- Fixed tutorial horse dying if you get off it and leave it for a while
- Fixed BR_Taiga not working
- CPU performance optimizations, especially on high player counts
- Color tables fixed for some pieces
- Enabled density scaling for Castello foliage.
- Disabled third person perspective in ranked duels
- Displayed rank now clamped in certain edge cases
- Target info health bar and crosshair color is now green on friendlies
- Fixed Tourney not showing up in map list
- The best matchmaking region is now determined on launch if it was previously set to worldwide
Patch #17
[embed]https://youtu.be/M5rVfCiF324[/embed] 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! 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
- 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
- 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
- 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
- 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
- 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
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