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.
- Added m.netcodetype for debug/testing purposes: 0 - default, 1 - native (nothing), 2 - experimental (requires reconnect)
- 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
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