In this update6
Full notes
Full MORDHAU update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Server
- UI and audio
- Store
- Security
MORDHAU changes
The second part of the Eastern Invasion update is here! The main attraction is a new large Invasion/Frontline map called Arid, which is also the first night-time map.
The stunning night time map debut!
Instead of horses, you will now be able to find more theme appropriate camels across the desert landscapes - Noria and Arid, that is.
Actually, it's a dromedary.
We have merged the Frontline & Invasion playlists, with end of round voting deciding what maps and modes get picked. This step was necessary to consolidate the fragmented player base and there was significant overlap between the two modes.
With this update, we are experimenting with novice servers for the larger game modes in hopes of reducing the barrier to entry. We will be tweaking this as we go. The process kicks in for those searching for a match through quick play. Server browser play remains unchanged.
A long time coming, the in-game armory UI look & functionality has been completely revamped, adding support for folders, search, and all items now have thumbnails.
Organizing your loadouts is now as simple as dragging and dropping.
A total of 27 new cosmetic items have been added, further increasing the dress-up possibilities.
There is something for everyone included in this patch. From monk robes to fancy ornate daggers.
For those that want to add some extra flair to their characters, we're also releasing a Continental Voice Pack DLC, which contains 4 new voice sets: German, French, Spanish and Slavic. https://store.steampowered.com/app/2051200/MORDHAU__Continental_Voice_Pack/
And of course, a bunch of fixes for exploits, bugs, and various other improvements.
To celebrate this release we’re enabling double gold & XP gain until Monday 27th of June!
Patch #25 Changelog 23/06/2022
General
Added new map: Arid
New Armory UI
Team selection becomes available two minutes after player joins the server
Added servers for novice players
Merged Invasion and Frontline official servers
Pressing Team select button hides team select
Team select menu can now be closed by spectators
Fixed team select player count not updating correctly
Added self-restocking throwables to player controlled Nobles that did not have any ranged weapons before
Added View Steam Profile to options if available
Fix chat context menu not closing on Escape
Added various words to chat box filter
Fixed UI sounds for certain areas
Fixed horse not accelerating in certain scenarios
Fixed potential rare crash related to chambering
Fixed Nubian face LOD
Killfeed CPU optimizations
Slight GPU performance improvement by changing the way GPU handles overdraw
Fix for stealing voices by reducing concurrency of Chicken and Goat sounds
Increased sound priority for Cronch and hit indicator
Lowered sound priority on various weapon thuds, equip and some foley sounds
Increased concurrent voice lines from 4 to 8
Attenuation fix for Generic Animal and Turd
Made the GiveCata command use the IsAllowed method so server owners can opt tiered admins out of it and added it to the Admin Actions webhook
Polished various Frontline objectives
Added a few new emblems
Added camels instead of horses on eastern maps
Added Continental Voice Pack DLC set containing 4 voices:
Slavic
French
German
Spanish
Skins
Added Visored Greathelm Raised
Added Visored Greathelm
Added Turban
Added Turban with Veil
Added Turban Helmet
Added Turban Helmet With Nasal Guard
Added Rus Conical
Added Mail Skullcap
Added Crusader Mail Coif
Added Crusader Mail Coif With Mouth Piece
Added Crusader Mail Coif Square Cut
Added Crusader Mail Coif Square Cut & Mouth Piece
Added Plated Mail
Added Bishop’s Ailettes
Added Early Coat of Plates
Added Monk Hood
Added Monk Robes
Added Monk Sleeves
Added Butcher’s Skirt
Added Leg Wraps
Added Basic Leather Shoes
Added Mail Shoes with Spurs
Added Adarga skin for Heater Shield
Added Calipha Sword skin for Arming Sword
Added Calipha Dagger skin for Dagger
Added Crusader Glaive skin for Bardiche
Added Eastern skin for War Axe
Fixed Jester Shoes feet alignment
Renamed default Falchion skin to "Default" instead of "Falchion"
Combat
Increase sweep distance interaction to make items easier to pick up on downward slope
Scimitar:
Slowed down windup for strike and stab by 25ms
Reduced stab damage against Tier 0 and 1 armor types
Footsteps and armor sound distance reduced
Reduced stab feint lockout slightly, now on par with swings. Reduces double parries.
Updated CombatTest riposte animations
Weapons & Equipment
Fixed part name categories being inconsistent between skins on some weapons (This will affect loadouts):
Shuffled Handle and Head on Warhammer Skin to match default
Shuffled Spike to Part3 slot on Maul.
Changed Shawm action prompt from "Strum Lute" to "Play Shawm"
Fixed toolbox placement on equipment/projectiles
Fixed physics assets for:
Rapier swords
Polearms
Bardiche
Maps
Castello:
Fixed spawn clipping on Invasion
Removed spawn protection on bridge
Added additional spawn protection area for bombing portculis objective
Added wind noise
Collision changes
Camp:
Adjusted cart push speed on Invasion to favor attackers more
Fixed an issue with floating dummy and a minor stuck spot
Cortile:
Disabled lens flare effect
Contraband
Improved performance by reducing overlapping reflections
Moved TDM spawns into the accessible playspace
Feitoria:
Rebalanced Invasion which now favors attackers
Brawl updated based on player feedback
Fixed Random equipment spawning a BR RecurveBow instead of a normal bow
Added missing collisions on buildings
Fixed peasant being spawned inside the table
Fixed collision on some bushes
Grad:
Rebalanced objective completion time bonus and some spawns on INV_Grad_1
Trebuchet progress on INV_Grad_1 now follows capture point logic, meaning that it is no longer possible to stop/start progress when outnumbered
Turned off complex collision on some bushes
Noria:
Fixed buildables not deploying on certain spots
Replaced horses with camels
Fixed unintended climb spots
Fixed a firepot exploit on the last Invasion objective
Minor Spawn point adjustments on Frontline and Invasion
Removed some braziers to make second objective a little harder for attackers
Mountain Peak:
Fix attempt for players getting stuck in the self-building ram on INV
Fixed up spawn protection for moved spawn
Moved torch spawners closer to the corpse piles, but increased the amount of torch throws needed on Invasion
Restricted toolbox placement in some areas
Fix a visible hole on the rocks
Fixed bushes which prevented deployable spawn points from being destroyed
Taiga:
Rebalanced Invasion by adjusting timers and some spawn positions
Restricted toolbox placement in some areas
Fixed stuck spot on the goblin cart
Truce:
Merged some sandbags so the shadows cull more evenly
Adjusted spawn protection in TDM
Crossroads:
Ballista fix attempt
Tree exploit fix
Draw call performance improvement by splitting and merging HISMs
Collision fixes
Grad:
Adjusted out of bounds on Invasion
Restricted toolbox placement in some areas
Reworked FFA and TDM gameplay area to be smaller and more contained
Horde
Horde extended to wave 25
Added The Pit Horde
Rebalanced enemy spawning, timings and difficulty values
Rebalanced enemy composition per wave
Added harder version of minibosses
Rebalanced gold income
Tweaked damage and difficulty increase with multiple players in the team
Lowered amount of gold players get if joining after the start by 10%
Horde flow:
Stronger groups can now spawn up to wave 25, instead of 21
Nerfed health gained on kill
Less peasants are now spawned after 15th wave
Noble upgrades defenses every 4th wave (instead of 3), so it's more suitable for 25 waves
Enemies:
Default ogre now has clothes with light colors and deals less damage
Added tougher version of Ogre and Juggernaut with more variations
Ranged units now spawn in smaller groups and are scattered around more
Minibosses now destroy spikes quicker
Skills:
Buffed Lever Action, Adrenaline and Vanish
Slightly nerfed Haymaker, Finesse and Leech
Extended the length of Vanish
Horde now ends in defeat when last player leaves the server
Cross is now hidden after revive window passes
Added instruments to Horde gamemode and placed them on all maps
Fixed Black Fire Bomb not being discounted with Merchant skill
Fix attempts for stuck AI spots on Camp, Castello, Grad, Crossroads
Fixed a bug where Seymour could spawn before last wave
Source
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