Mordhau #HG

guillauME

#1258 En principio van a corregir los hitboxes

#1259 Da de lleno en los feels.

#1260 Los modders ya están haciendo mapas con el UE4 pero lo malo es que solo existe el spawn para DM. A ver si los devs deciden lanzar el SDK.

8 días después
guillauME

Nuevas noticias. Con un poco de suerte este finde hay parche nuevo. Lástima que este fuera y hasta el domingo por la tarde no podría jugar.

¿Vosotros vomo váis? Yo soy nivel 70 ya y cerca de las 300horas jugadas

1 1 respuesta
Petrusin

#1262 Nivel 30 y unas 80 horas.

Ultimamente estoy mas viciado a otras cosas pero de vez en cuando le doy a este. Para mi ha sido bastante worth el precio por las horas y diversión que me da.

Petrusin

Mensaje de @zer0_ que no puede postear porque tiene la cuenta bloqueada:

"Clan ONCE busca 2 jugadores españoles para competitivo, como único requisito medalla diamante en 1vs1"

guillauME

Aporto la información del roadmap de actualizaciones del juego y el parche y el hotfix.

This latest update includes a host of improvements and features to MORDHAU - starting with duels, we’ve now implemented our first iteration of ranked play, a variety of gameplay improvements, map balancing to Crossroads, quality-of-life improvements, new cosmetics and more!

This update is the first of multiple coming to MORDHAU within the coming weeks; we’ve decided to break up our incoming additions into smaller updates to ensure that we can release new content without excessive delays. Expect iterative patches coming in the very near future that will build upon what’s currently available, and stay tuned for even more content and features soon, such as new maps, modding support, more gameplay adjustments and improvements for weapons, shields and archers, the new Invasion game mode, ranked 3v3 mode and more!

If you’d like to read all the changes for this update, check out our changelog:
https://mordhau.com/forum/topic/19609/patch-09-changelog-30082019/

As said above, we've decided to break up the content and features we’ve been working on for the past few months into smaller, progressive updates that will gradually build upon the base game. This will allow us to release specific things when they are ready, instead of holding up progress until all of these features are complete. We expect to have a much quicker turnaround between our latest update and the next; while we don’t have a specific timeline, a reasonable estimate would be a matter of weeks between these updates.

You can look forward to (in no particular order):

MAPS

Feitoria and Castello are nearing completion, and should be ready very soon! To provide a bit of insight, these two maps are in different stages of completion, with Feitoria being closer to a release. Expect these maps to come along with other updates, but it’s likely that they will come in different patches.

INVASION

The Invasion game mode is an asymmetrical attack-defend mode with a heavier emphasis on teamwork, objective interaction and a more focused experience than what you’d find in Frontline. Progress has been great on this mode, and at the moment we’re currently play-testing it on Camp, so we can further refine the mode before adding it to other maps. We plan on polishing this up in the coming weeks, and implementing the mode on all maps that currently have Frontline enabled.

RANKED

With our latest update, we’ve launched 1v1 duels in a “beta” state to further refine our matchmaking, Elo system and to gauge interest in the game mode. Once we’re satisfied with the state of duels, we’ll be expanding this mode to include ranked 3v3’s as well. It’s important that we ensure duels play well first, and make sure that the gameplay and “meta” is in a good state before opening up the team variant.

MOD SUPPORT

While making a Software Development Kit (SDK/mod tools) is a big priority for us, it’s also a major undertaking that will require quite a lot of development resources, and ultimately quite a bit of time as well. To help support our wonderful modding scene, we’re currently in the process of implementing mod auto-download features - server owners can simply select what mods they want, and players only need to join the server to download these mods!

These are just the main areas we’re currently addressing, but more progress will be coming in the future as well. Thank you for your patience, and we’ll see you on the battlefield!

Jax — Community Manager

Gameplay

  • Added ranked Duel mode
  • Added Crossroads extension - now with two points, hopefully better balance and a new ruined tower
  • Added Veteran’s set - full armor set with 31 variations
  • Team damage in Frontline now disabled for 5 seconds after spawning
  • Friendly toolbox spikes now deal a maximum of 25 damage to teammates, fixing the griefing done by placing spikes in front of spawns. Enemy knockback is not affected by this, meaning you can still kick an enemy into spikes built by his teammate
  • Added autoban of 30 minutes for having 7 teamkills in a match. Currently only for melee and projectile weapons, excludes some things like catapult etc.
  • Added team damage % display on votekick
  • Raised votekick ban duration to 10 minutes
  • 40% of people now need to partake in votekicks for it to have effect (50% previously)
  • Horse desync and hitboxes are now fixed
  • Horse riders no longer get a damage boost on the slower horse speeds, now only from gear 3 and onwards
  • Horse rider momentum damage now works both ways, so that infantry can one shot horse riders when hit at high speeds
  • Horse acceleration slowed down slightly
  • Horse bump knockback reduced slightly
  • Horse bump hitbox reduced significantly & fixed desync on horse turning
  • Horse bump slowdown reduced
  • Horse now slows down slightly when hit by a melee weapon, the unarmored horses more than the armored one
  • Riders on horses can now capture points
  • Horse respawn time reduced to 30 seconds
  • Firepots adjusted - fire starts much less damaging but faster - the fire is louder and generally easier to notice and react to
  • Toolbox destroyable walls now start with a foundation instead of a half wall
  • Battle royale minimum players to start reduced to 6
  • Removed walk debuff on Explosive Keg deliverables
  • Siege tower objectives now take two trips to complete
  • Damageable world collision will no longer ignore the weapon tip (non-damageable will do so still), which means things like destroyables won't ignore it, making it easier to hit

Combat

  • Fixed crouch hitbox “iframe” bug
  • All armory weapons strike and stab releases reduced 25ms - this will make attack releases slightly faster and more grounded/less floaty looking
  • Parry window reduced 25ms (this is mainly compensation for the new releases)
  • Chamber window for strike and stab reduced 50ms
  • Stab early release increased slightly (0.325 -> 0.35) - this will make stabs hit slightly slower out of the early release animation, making them slightly easier to read
  • Stabs now have 25ms smaller feint and morph windows than strikes
  • Combo feint window increased 100ms
  • Hitstop recovery is now 50ms faster (hitstop followup attacks can be started 50ms faster)
  • Added new dynamic feint lockout distribution based on feint time - this will make early feints slightly more punishable while making late feint followup attacks more reliable to hit and less prone to get double parried. Currently has only a very small effect, adds 25ms at the earliest feint and shaves off 25ms at the latest.
  • Morph to kick is now 25ms faster
  • Kick feint now costs 5 stamina
  • Kick range vs held block shields increased very slightly
  • Kicks now ragdoll people on ladders
  • Kick now drains 15 stamina instead of 20
  • Kick now gives 15 stamina instead of 10
  • Kick miss recovery increased 50ms (0.6 -> 0.65)
  • Parry turncap is now significantly less strict
  • Hand hitboxes are now disabled in parry window, this will fix some inconsistent hits trough parry
  • Bound upper attacks (overheads) are now 5 degrees more diagonal to make them easier to hit
  • Fixed active parry draining stamina - now gives stamina
  • Chamber disarm will now give stamina to the person who did the disarming too (same as parry disarm)
  • Stamina start regen delay raised to 1.25 (from 1.0)
  • Fury now gives full stamina on kill
  • Flesh wound now costs 3 points
  • Chase mechanic range increased slightly (4.5m -> 5m)
  • Chase mechanic activation time reduced to 500ms (from 1s)
  • 180 Turn sprint momentum mechanic is now very slightly stronger, making it a bit harder to turn 180 and run in an instant

Weapons & Equipment

  • Buckler stamina negation increased by 1
  • Targe stamina negation increased by 1
  • Timed block shields no longer give stamina on disarm
  • Kite and Heater shield now have slightly stricter blocking turncap
  • Held block shields now always have a movement slowdown of 3/3/3 armor when equipped in hand, ignoring armor values (does not stack) - this does not - change much for armored shield loadouts, but significantly nerfs light armor with held block shield combinations.
  • Longsword main mode strike release increased 25ms
  • Longsword strike turncaps slightly more strict
  • Longsword main mode strike raw damage increased slightly, this will greatly improve HTK against armored legs
  • Longsword main mode strike combo speed 25ms faster
  • Messer strike stamina drain increased by 1
  • Waraxe strike combo speed slowed down by 25ms
  • Waraxe strike turncap slightly more strict
  • Waraxe strike stamina drain reduced to 20 (from 21)
  • Executioner sword damage against armored legs buffed very slightly
  • Estoc strike turncaps slightly more strict
  • Greatsword main mode strike headshot damage vs plate armor to 48 (reduced from 50)
  • Greatsword alt mode strike releases reduced 25ms
  • Zweihander strike turncaps slightly more strict
  • Zweihander main mode strike combo 25ms faster
  • Shortspear strike & stab turncaps slightly more strict
  • Shortspear strike & stab releases reduced 25ms
  • Bastard sword strike turncaps slightly more strict
  • Halberd alt mode stab turncap slightly less strict
  • Spear alt mode turncaps more strict
  • Javelin damage vs plate torso reduced to 45 (from 50)
  • Removed flourish emote from pavise
  • Toolbox now starts with 6 ammo
  • Fixed some leg damage values being wrong (1H axe, Greatsword & Zweihander halfswording)
  • Poleaxe now has stricter turncaps
  • Poleaxe now has 5cm more range
  • Poleaxe alt mode is now the same range as the main mode
  • Poleaxe main mode strike combo 25ms faster
  • Poleaxe strikes now have better damage vs armored legs
  • Poleaxe stab headshot damage vs plate helmet reduced to 45 (from 50)
  • Heavy Handaxe now has stricter turncaps and faster windups, making it less floaty
  • Bardiche main mode strike turncap slightly more strict
  • Bardiche main mode strike combo 25ms faster
  • Battle Axe main & alt mode strike turncap slightly more strict
  • Battle Axe main mode strike combo 25ms faster
  • Billhook strike turncaps slightly more strict
  • Eveningstar strike combo 25ms faster
  • Added new experimental longbow sway
  • Crossbow sway now stable for longer before it starts swaying, making it more reliable to use

Maps & Gamemodes

  • Lowered pillar on Contraband
  • Fixed out of bounds exploit on Contraband
  • Fixed all reported map exploits on Taiga

Visuals & Misc.

  • Added new Emblems: Carcosa, Melee Slasher, Purgatory, Raptor Rider, Royal Pug, Tempest Knights
  • Fixed missing gold & XP bug
  • Fixed a bug where loadouts could be written over when in face customization and going back to mercenary list
  • Fixed a bug with firepots that caused performance issues and damage against wooden structures higher than it should be
  • Fixed buckler passive projectile box being too big
  • Fixed fist falling animations in first person
  • Fixed a bug where the catapult could be turned faster than intended
  • Fixed the spawning naked bug in Skirmish
  • Certain buildables will no longer perform depenetration, fixing cases where players would be teleported around and could break certain maps. Can cause players to get stuck as a result if they stay in the spot while it's building
  • Adjusted hitstop attack blending for new recovery
  • Fixed characters bouncing around on ammoboxes
  • Removed flying horse from FFA camp

Audio

  • Improved Footstep & human awareness sounds volume and distance - they are now louder and can be heard further without the sounds being LODed
  • Sound occlusion is now less extreme, meaning you can hear sounds behind walls or around corners louder and clearer

UI

  • Added rudimentary chat filter toggle (Disabled by default)
  • Added tabs to post match screen on Duel mode (this setup will later be applied to other modes)
  • Added and/or updated the following languages: Chinese traditional and simplified, Italian, Korean, Spanish, French, Russian, German
  • Added new translators to credits
  • Split matchmaking modes into Ranked and Casual tabs
  • Players leaving and rejoining the server will now also have their kills/deaths/assists restored, not just score
  • Updated Bot and Credits backer attributions
Jax — Community Manager

Just a small Hotfix to fix the most glaring ranked matchmaking issues and other miscellaneous stuff.

  • Fixed MMR/placement match count reverting
  • Fixed slot reservation for matchmaking lobby members (fixes “Server is full” message)
  • FIxed ranked duel countdown UI
  • Small fixes on Crossroads (stuckspots etc.)
  • Fixed missing font for Korean localization
  • Fix for bug sometimes causing ranked duels to be 2v1
  • Fixed votekick 10 minute ban being global, now it is only for that server
  • Veteran set colors rearranged to have proper team colors, chainmail parts now take armor tint
  • Lowered gold rewards for duels to be more in line with other modes
elwebbaro — Art

Así que ya solo queda disfrutar de Mordhau como todos sabemos.

7 2 respuestas
IchiGoIn

#1265 Lo único que me importa de ahí es que van a meter 3v3 ranked, pero a saber cuándo, viendo el ritmo que llevan se van a pegar 4 meses seguro.

Petrusin

#1265 Pedazo de parche, asi si.

B

Por muchos cambios que hagan dudo que recuperen a los jugadores (han perdido a más del 80%). Todo eso tendría que haber estado day1. Una pena porque el juego prometía.

1 1 respuesta
NigthWolf

A mi lo que mas me jodia era que en cada puto server que me metia habia la tipica cuadrilla de colegas que iban siempre juntos y cubriendose el culo (si, es un cry). Eso y el lag al meterme en segun que servers (casi todos xD).

Es un juego bastante disfrutable para jugar con amigos o conocidos, pero para ir en solitario... pfff xD

guillauME

#1268 A ver, al fin y al cabo son 11 Devs que trabajan de forma remota. El único problema ha sido durante verano que me imagino que parte del equipo estaría de vacaciones (Como todo el mundo) y han tardado 2 meses en sacar el parche 09.

No hay más que ver como ahora desde el viernes llevan ya 3 actualizaciones, el parche gordo, un hotfix y ahora otro corrigiendo cosas y nerfeando los escudos.

Respecto a los jugadores este juego es nicho. Hubo un boom al principio como pasa con cada juego que sale a día de hoy porque los streamers populares quieren subirse al carro de lo que sale nuevo para ganar espectadores. Va a pasar y pasa con todos los juegos que salen a día de hoy multijugador que son decentes. También te digo una cosa, a día de hoy es muy dificil fidelizar a los jugadores nuevos porque parece ser que solo se gana a la gente con novedades y novedades. Este juego no tiene microtransacciones, todo se puede conseguir in game y si bien es cierto que algunos mapas dejan que desear (Crossroads) el juego en si mismo y su esencia no van a cambiar demasiado lo que a mucha gente le resulta aburrido.

Ahora mismo los que juegan son la base de jugadores que no va a marchar salvo que Triternion haga alguna estupidez. Entiendo lo que dices y en parte estoy de acuerdo pero el juego sigue prometiendo y en cuanto llegue la posibilidad de hacer mapas con otros modos de juegos que DM y el modo Asedio este juego puede ser muy épico especialmente por la personalización. Ya me imagino jugando en el Abismo de Helm o Minas Tirith, Moria, etc con los skins y personajes de ESDLA(Lo cual es posible gracias a la personalización)


Tenemos otra actualización que trae el nerf a escudos entre otras cosas

Mordhau Build #10

Welcome back!
NOTE:

If you're missing items, please restart the game until all unlocked equipment/weapons are unlocked - we changed our inventory system, and it may take multiple tries for the system to "remember" your items.

Sorry for the inconvenience!

This patch includes some quick Matchmaking fixes as well as some combat changes.

CHANGELOG:

Gameplay

  • Auto kick teamkill amount reduced to 5
  • Horde - players can no longer be flinched, have 15% faster melee windups, 50% less melee miss recovery and receive 50% less damage from projectiles
  • Horde health on kill reduced to 10
  • Fixed remaining server is full error
  • Global official server ban list is now active

Combat

  • Reverted experimental global timing changes (all releases, parry window and chamber windows increased 25ms) - Chamber window is still nerfed 25ms total
  • Stamina start regen delay increased 50ms to 1.3 (from 1.25)
  • Combo feint buff reduced 25ms (75ms total now)
  • Bound overhead angle change reduced 2.5 degrees
  • Reduced maximum lower stab angling
  • Held block shields now have 2 less stamina negation
  • Held block shields now have stricter blocking turncap
  • Held block shields can no longer riposte feint using the block - now forces a full parry window & recovery time on the block (915ms)
  • Certain strikes now have bonus stamina damage against shields, following weapons are affected, starting with the lowest bonus stamina damage - 1H Axe, Poleaxe, Halberd, Heavy Handaxe, Maul, War Axe, Bardiche, Battle Axe

Weapons & Equipment

  • Eveningstar strike turncaps slightly more strict
  • Slowed down stab windup by 25ms for following weapons: Bastard sword, Shortspear, Bardiche, Halberd, Poleaxe, Greatsword, Longsword main mode, Messer, Zweihander
  • Firepot damage adjusted to be more useful
  • Reverted Halberd alt mode stab turncap buff

Visuals & Misc.

  • Veteran’s chest color fix

UI

  • Added MMR display to duel end screen, player menu, and matchmaking screen
2 respuestas
pirri1721

Después del último aprche CrossRoads la han dejado super maja.
#1270 Sólo son 11?! Joder, esta gente lo ha petado con un juegazo, espero escucharles pronto en la GDC

Petrusin

#1270 Parte del problema de este juego también fue que salió en una época donde se entienden los juegos online como servicios continuos con parches y contenidos semanales o mensuales ya seas indie o triple A. Por lo que o ofrecen lo mismo o mucha gente se irá y volverá con cada parche, pero no se quedara por mucho tiempo.

Pero bueno, que pasado el boom iban a quedarse con su público fiel estaba claro, lo mismo ocurrió con chivalry.

pirri1721

No se como pero han limitado muchísimo el efecto bola de nieve y las partidas se disputan ahsta el final, han pulido muchísimas cosas y cada vez se sienten mejor y más reales todas las armas, el balanceo también me parece notable
Quien jugase a esto por moda y no se quede por lo q ve, que siga buscando a ver si pagar cada dos por tres se ajusta más a su gusto de juego: esto es de una calidad excelente

1 respuesta
verseker
#1273pirri1721:

Quien jugase a esto por moda y no se quede por lo q ve, que siga buscando a ver si pagar cada dos por tres se ajusta más a su gusto de juego: esto es de una calidad excelente

Pero hombre, no te ralles. La gente tiene la libertad y todo el derecho a elegir si un videojuego no se ajusta a las expectativas que ha creado o a la necesidad que buscan y por ello dejarlo de lado o seguir. A estas alturas Chivalry tenía más contenido y eso sin tener en cuenta que este ha salido con menos contenido jugable que Chivalry. Y eso se nota mucho cuando las partidas se limitan a tomar un punto y ganar matando.

Se acusa la falta de un modo de duelos y de un modo conquista que fue el verdadero éxito de chivalry. Los mapas están poco trabajados y los modos poco pensados. La jugabilidad, maravillosa, no es capaz de suplir ni de sustentar la falta de incentivos jugables que tiene el juego.

Como yo, mucha gente le ha echado más de 50 horas que es mucho más de lo que muchos juegos se llevan, a partir de ahí hacen falta incentivos jugables. No me refiero a incentivos vacíos como cajitas o estética (de estos últimos Mordhau tiene y sería difícil reconocer que efectivamente es contenido vacío), me refiero a modos de juegos, mejores mapas y mejores dinámicas.

Efectivamente es de una calidad excelente. Pero a los juegos online se les pide o quizá exige cierta longevidad. Si después de X horas para ti este juego sigue manteniendo fuerte la necesidad de volver a entrar, y te sigue divirtiendo, esa virtud está en ti, no en el juego. No puedes pedirle a la gente que recibió esto con los brazos abiertos que vuelva a jugar a lo mismo después de haberlo quemado. Si para ti es suficiente, es genial, pero tú estás disfrutando de una longevidad en el juego que actualmente no ofrece por sí solo.

Los videojuegos están para divertirse no para obligarse a entrar. Si ya no divierte, se desintala y a otra cosa. Indudablemente este juego ha sido rentable para los desarrolladores, así que eso es suficiente.

El paradigma del que tú te quejas, ese de que volverán a pagar por otro producto porque este ya no les satisface, convive con el paradigma de que actualmente a los juegos se les exige miles de horas. Ni hace 20 años salían productos constantemente, ni hace 20 años los juegos duraban al jugador 1000 horas. Así que lo que tú estás disfrutando convive de la misma forma con la problemática de que otros no lo hagan.

Espero haberme explicado.

1
guillauME

Vamos! Así si Triternion

Mordhau Build # 11

Invasion & Mod Support!

With this update, we are shipping the Invasion game mode on three existing maps: Grad, Taiga and Camp. Invasion is an epic, asymmetric, objective-based mode where one team defends and the other attacks. The remaining maps will be adapted for Invasion in the future, including the two new maps we’re working on - Feitoria and Castello.

Also featured in this update is automatic mod (map) download when connecting to a modded server. This is only the first step in mod support for MORDHAU, as the official SDK is not ready yet, although our resourceful community has managed to make maps regardless.

Stay tuned for more updates in the near future, Feitoria is just about ready for release!

Patch # 11 Changelog 10/09/2019

Gameplay

  • Added a whole new asymmetric objective-based mode called Invasion. Currently available on Grad, Taiga and Camp. Mixed in with existing Frontline rotation on official servers.
  • Added automatic mod (map) download on connect and mod.io integration (workshop)
  • Server owners can specify their https://mordhau.mod.io/ auth token in the ServerModAuthToken field in Game.ini which they get from mod.io. Any mods subscribed by the mod.io user will be automatically downloaded & updated by the server on startup.
  • Reduced waiting for player time in duel from 120s to 90s
  • Fixed kill credits being assigned to teammates for teamdamage (e.g, even if the enemy suicided or died otherwise) causing a teamkill
  • Players on vehicles now count for pushing in push objectives (e.g. horses etc)
  • Getting auto-kickbanned for teamkilling (5 TKs) no longer applies a global matchmaking ban of 30 minutes, it now only bans you from that server for 30 minutes.

Combat

  • Adjusted axe head bonus stamina drain vs shields to be slightly weaker
  • Held block shields global stam negation increased by 1
  • Held block shields block turncap slightly less strict
  • Reverted Horde changes from last patch except for the projectile damage change
  • Horse respawn time increased to 2 minutes
  • Spinning in the opposite direction and trying to “backswing” will no longer work, now causes glancing blow

Weapons & Equipment

  • Eveningstar main mode strike combo slowed down 25ms

Visuals & Misc.

  • Made thrown weapon trail a bit less squiggly
  • Fixed perma ban message showing when trying to search for a match after a temp ban expired
  • Fixed inventory not refreshing between matches when staying on the same server
  • Medium horse now gets random colors and patterns assigned on spawn, and will assume team colors when mounted in a team mode.

UI

  • Polish on objective icons look and feel
  • There’s now a fixed amount of closest objective icons that show up, preventing too much clutter
  • Objective icons now display in the map spawn screen
  • Added mute, unmute, mutelist commands for server admins; prevents players from sending chat messages; global on official servers
  • Banlist command now includes globally banned players on official servers
  • Fixed profanity filter not applying when checked (having to be re-checked)
  • Synced up duel UI countdown better with the server
  • Fixed top rank next icon breaking in duel
2
IchiGoIn

Mira que lo he intentado varios días, pero no, no me engancha ya este juego, una lástima la verdad.

25 días después
guillauME

Parece que la cosa se pone seria con los mods. Ya han lanzado un SDK no oficial y ya tenemos gente haciendo mapas épicos de ESDLA de tamaño descomunal con texturas, mods, etc.

Lo único que me chirria es que quieren meter Uruk Hai en Minas Tirith... no pega ni con cola.

5
17 días después
guillauME

Ya se que me quedo solo en este hilo pero nuevo parche número 13

Mordhau Build #13
This content update marks the release of Feitoria, our biggest map yet, featuring all of our current game modes.


Feitoria dock area

In addition, we have also added more siege-oriented features, such as the ability to drop and raise ladders, chuck large two handed stones from above, tip over baskets of rocks, and even pour boiling oil from cauldrons positioned at strategic locations.


Assortment of some new interactables


A new flat top helmet with 5 variants.

In the coming weeks and months we will be releasing more content additions and gameplay improvements: we’re adapting Mountain Peak for Invasion, finishing up work on our next new map Castello, as well as giving Horde mode some much needed attention.

Patch #13 Changelog 28/10/2019

Gameplay

  • Added new map, Feitoria with support for all existing modes: INV_Feitoria_0, FL_Feitoria, HRD_Feitoria, FFA_Feitoria, FFA_Feitoria_64, SKM_Feitoria, SKM_Feitoria_64, TDM_Feitoria, TDM_Feitoria_64, BR_Feitoria
  • Added stone basket trap interactable to existing maps
  • Added oil cauldron interactable to existing maps
  • Added boulder throwable which can be obtained from an interactable stone pile placed on existing maps. Deals more damage the faster it’s falling (gravity)
  • Ladders now have an interaction UI widget like most interactables, and can now be dropped and raised by holding interact, as long as nobody is on them
  • Invasion player respawn to 5s again
  • Fixed getting stuck on Taiga trees
  • Added 3 choppable trees to Grad
  • Fixed exploiting NPCs in invasion/frontline by blocking them off
  • Fixed removebots command removing map NPCs

Combat

  • Crouch slowed down 25ms
  • Reverted miss combos no longer having lunge change from previous patch
  • Increased climbing speed on ladders by 15%
  • It is now possible to jump off ladders while on them, jump will go where the player aims
  • Base jump stamina cost reduced to 10
  • Cat perk fall damage reduction buffed to 90%
  • Brawler perk now also speeds up fists
  • Executioner Sword strike turncap now more strict
  • Executioner Sword stab stamina drain reduced by 1

Visuals & Misc

  • Added new flat top helmet with 5 variations: Covered flat top, Covered flat top orle, Enclosed flat top, Enclosed flat top orle, Visored flat top
  • Fall damage now has camera shake
  • Camera calculations (3p and 1p) now take into account scale, making scaled characters look natural (viewmodel animations)
  • Character scale is taken into account for interaction distance, allowing picking things up etc for bigger characters
  • Fixed crossbow 1p interact animation
  • Destroyable fence gate now has an additional state that removes the bottom board.
  • Helmets now draw fake shadows onto the face to add depth and make them seem more grounded
  • Fixed kills with torch saying “Stone” in the killfeed

Sound

  • Improved a few equipment fall sounds and added some that were missing
  • Ragdoll fall impacts now play the body thud sound while alive (previously only played when dead)
  • Fixed a few Tier 2 (open) helmets muffling voice
  • Enemy footsteps are now louder
4 1 respuesta
OviedoSergio

Con un i5 y una 770 tirada ? Podían sacarlo para consola joder xd

1 respuesta
Alahel

#1279 Depende, que marca es tu tostadora? Algunas dan un poco más de rendimiento.

1 respuesta
OviedoSergio

#1280 HP todo poderoso ,pero versión gamer eh xdxdxd no estoy troleando ,es el pc gamer de HP jajaja

Petrusin

#1278 Yo sigo pasando por aqui y agradezco los updates xD

Sigo con el juego instalado desde el día en que salió y juego alguna patida cuando me apetece romper cabezas.

4 1 respuesta
guillauME

#1282 Yo es que juego a diario. Es mi juego principal y a lo único que juego desde que salió.

27 días después
guillauME

MORDHAU Patch #14
This patch includes a large number of optimizations intended to improve overall FPS and reduce stuttering, especially during combat and on large player counts, as well as reduce load times. Also included are combat changes aimed at differentiating existing weapons more and at addressing overall balance. Finally, Feitoria has had its layout revised to make the ending more climactic.

Gameplay

  • Substantial CPU optimizations across the board to improve overall FPS and remove stutters and hitches during gameplay, especially on larger player counts
  • Optimized and improved loading times
  • Workaround for server information update error
  • Reworked Feitoria Invasion layout
  • Disabled dodging with barrels
  • Changed how deliverables work, it is now possible to drop them and pick them up (for attackers), and defenders can hold interact to destroy them
  • Disabled climbing on oil cauldron, ammobox, rock spawn, rock basket
  • Time to decline objective participation from 6s to 4s
  • Fixed a case where dying on ladder in Horde wouldn’t remember your equipment
  • BR/HRD Ladders on Grad now raise-/droppable
  • King-type objectives (Invasion) are now invulnerable until the first player could've possessed them (prevents rushing to take advantage of AI)
  • Traps and pavises no longer allowed to be placed on destroyables (which when destroyed would cause them to float)

Combat

  • Parry/Chamber box is now bigger - now significantly wider horizontally, fixing cases of attacks going through parries. Now always covers the legs and feet vertically, this fixes the broken toe stabs and makes it much easier to deal with overhead drags to the legs. - also affects shields, although less. Parry knockback reduced slightly
  • Parry turncap slightly more strict
  • Global attack turncaps 5% more strict
  • Trying to change attack direction during a strike release too many times will now get compensated by the game - this fixes (or attempts) the broken drags such as sky drags, waterfalls/wessex etc and promotes playing more “normal”
  • Attack lunge now decreases gradually after 105cm weapon range (Longsword) - this means that the longest weapons now have the least amount lunge
  • Miss recovery is now based on weapon length and speed or “weight” - this means that short one handed weapons now have significantly less miss recovery, making them much more nimble and lighter in use. Longer weapons have more, making misses more punishing.
  • Blunt weapons now have crippling effect - this means that being hit by a blunt weapon now slows you down more when being flinched and causes more camera shake/stun effect - comes in two tiers, strength depending on the attack and weapon. Tier 1 slows down 12.5%, Tier 2 slows down 25%
  • Billhook now has immobilize on the attacks that pull. This heavily slows down enemies and allows you to control them much easier
  • Stab knockback is now straight and more predictable
  • Huntsman now works differently and is no longer based on quiver, now only applies to enemies with a bow/crossbow in hand. This means that when switching to a melee weapon from a ranged weapon, after 4 seconds you no longer take the huntsman bonus damage, allowing archers to go melee without being oneshot from huntsman.
  • Fixed active parry blocking from behind
  • Plate leg armor now doubles kick damage
  • Kicks no longer have headshot damage
  • Kicks no longer drain stamina
  • Following up a feint with a stab will now have 50ms more lockout - this should fix most unpunishable stab feints

Weapons & Equipment

  • 1H Axe strike windup 25ms faster
  • 1H Axe recoveries reduced to 400ms
  • Arming sword strike combo is now slightly faster and has a bit more raw damage
  • Arming sword recoveries reduced to 400ms
  • Warhammer recoveries reduced to 400ms
  • Warhammer main mode strike torso damage increased by 5
  • Quarterstaff now has 400ms recoveries
  • Quarterstaff alt mode strike damage now the same as the main mode, strikes now have 75ms faster combo speed
  • Maul miss recovery to 600ms
  • Cleaver miss recoveries reduced to 400ms
  • Cleaver stamina negation nerfed by 1
  • Cleaver stab no longer flinches
  • Cleaver now takes 20 stamina to chamber instead of 15
  • Dagger miss recoveries reduced to 400ms
  • Dagger now takes 20 stamina to chamber instead of 15
  • Shortsword miss recoveries reduced to 400ms
  • Shortsword stamina negation buffed by 3
  • Shortsword now takes 20 stamina to chamber instead of 15
  • Falchion miss recoveries reduced to 400ms
  • Heavy Handaxe miss recoveries reduced to 500ms
  • Mace strike windup 25ms faster
  • Mace stab windup 50ms slower
  • Mace miss recoveries to 600ms
  • Rapier miss recoveries reduced to 400ms
  • Bastard sword 1H stamina negation nerfed to 12
  • Bastard sword 1H stamina on hit reduced to 6
  • Bastard sword 2H miss recoveries reduced to 400ms
  • Messer 2H miss recoveries reduced to 550ms
  • Messer stab windup slowed down 25ms
  • Shortspear miss recoveries to 600ms
  • Shortspear can no longer combo
  • Shortspear point cost reduced to 3
  • Billhook strike pull distance increased
  • Longsword stamina negation buffed to 13
  • Longsword main mode miss recoveries reduced to 550ms
  • Longsword main mode strike windup 15ms faster
  • Longsword alt mode miss recoveries reduced to 400ms
  • Longsword alt mode strike windup 25ms faster
  • Estoc main mode miss recoveries reduced to 600ms
  • Estoc main mode stab windup 25ms faster
  • Chambering with Estoc now costs 10 stamina instead of 15
  • Estoc alt mode miss recoveries reduced to 400ms
  • War Axe miss recoveries reduced to 600ms
  • Poleaxe main mode miss recoveries to 600ms
  • Poleaxe main mode strike windup 25ms faster
  • Poleaxe alt mode strike can now repair toolbox buildings
  • Executioner sword stab headshot bonus damage removed
  • Executioner sword miss recoveries increased to 800ms
  • Bardiche main mode miss recoveries to 600ms
  • Eveningstar alt mode miss recoveries to 600ms
  • Spear main mode strike miss recovery to 800ms
  • Spear main mode stab now has more hit knockback
  • Halberd alt mode miss recoveries increased to 800ms
  • Greatsword halfswording miss recovery for stab now 400ms, for strike 550ms
  • Greatsword halfswording stab now has 25ms faster windup and 25ms faster combo
  • Zweihander main mode stab 25ms slower and slightly stricter turncap
  • Zweihander halfswording stab now has 25ms faster combo, miss recovery to 400ms, swing miss recovery to 550ms
  • Quiver no longer has invisible movement debuff
  • Horde shields no longer slow you down
  • Raised initial fire damage very slightly
  • Fire no longer damages buildings outside of the actual fire
  • Adjusted 2H rock AOE structure damage

Visuals & Misc

  • Added two long beards and a moustache
  • Players with the same name will now get a sequential number appended to the name, preventing confusion and abuse
  • Characters will now start screaming when they're falling for longer than 1s, does not happen if you have the cat perk
  • Added m.ShowServerInScoreboard (also found in options) which allows to disable the name showing up on scoreboard, useful to prevent stream sniping
  • Friendly bear traps now show a marker when near
  • Chain coat now takes metal color
  • Fixed a dropped ladder mesh on Grad clipping the ground
  • Fixed floating planks on HRD_Grad
  • Darkened eyes on slitted kettle and sallet a bit
  • Fixed motion blur settings on Feitoria
  • Improved hitmarker sound on torso and leg hits

Sounds

  • Adjusted hitmarker sound
4 1 respuesta
pirri1721

#1284 Tu juegas con super pros, no?
Me encantaría jugar con colegas de vez en cuando y no los tengo =(

1 respuesta
guillauME

#1285 Que va, soy un lobo solitario. Disfruto una barbaridad con este juego.

Es el único que en años ha llenado ese vacío que tenía de no encontrar un MP que me hiciera disfrutar.

B

Hay mucha gente jugando ahora mismo?

1 respuesta
pirri1721

#1287 faltar tampoco, yo a veces engancho a las 4 de la mañana y hay una o dos partidas llenas

1
Eypo

Dudas varias:
-Como esta el juego a dia de hoy? Vale la pena? Se que esto es relativo, solo busco que me digais si os ha dado buenas horas de vicio, le falta contenido, tiene bugs, o te cansas despues del primer finde a tope
-Si no pretendes jugar 100% online sigue siendo divertido? A veces me cansa el competitivo y solo quiero pasar el rato
-Principalmente busco llenar el vacio de MB Bannerlord XD parece que no saldra nunca

1 respuesta
pirri1721

#1289 153 horitas llevo, y no juego competi porque soy bastante paquete, muy casual, horitas muertas, y me lo paso de maravilla
Los devs quieren llevar un ritmo de mucho update semanal y añadir contenido cuanto antes, pero la variedad de armas es bastante grande y en mi opinión es una de las joyitas del año, por lo q vale me parece super worth

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