[i]The stunning night time map debut![/i]
Instead of horses, you will now be able to find more theme appropriate [b]camels across the desert landscapes[/b] - Noria and Arid, that is.
[i]Actually, it's a dromedary.[/i]
We have [b]merged the Frontline & Invasion playlists[/b], with end of round voting deciding what maps and modes get picked. This step was necessary to [b]consolidate the fragmented player base[/b] and there was significant overlap between the two modes.
With this update, we are[b] experimenting with novice servers[/b] for the larger game modes in hopes of[b] reducing the barrier to entry[/b]. 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 [b]armory UI look & functionality has been completely revamped[/b], adding support for folders, search, and all items now have thumbnails.
[i]Organizing your loadouts is now as simple as dragging and dropping.[/i]
A total of [b]27 new cosmetic items[/b] have been added, further increasing the dress-up possibilities.
[i]There is something for everyone included in this patch. From monk robes to fancy ornate daggers.[/i]
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.
[u][b]To celebrate this release we’re enabling double gold & XP gain until Monday 27th of June![/b][/u]
Patch #25 Changelog 23/06/2022
[b]General[/b]- 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: [list]
- Slavic
- French
- German
- Spanish
- 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"
- Increase sweep distance interaction to make items easier to pick up on downward slope
- Scimitar: [list]
- Slowed down windup for strike and stab by 25ms
- Reduced stab damage against Tier 0 and 1 armor types
- 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: [list]
- Rapier swords
- Polearms
- Bardiche
- Castello: [list]
- Fixed spawn clipping on Invasion
- Removed spawn protection on bridge
- Added additional spawn protection area for bombing portculis objective
- Added wind noise
- Collision changes
- Adjusted cart push speed on Invasion to favor attackers more
- Fixed an issue with floating dummy and a minor stuck spot
- Disabled lens flare effect
- Improved performance by reducing overlapping reflections
- Moved TDM spawns into the accessible playspace
- 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
- 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
- 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
- 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
- Rebalanced Invasion by adjusting timers and some spawn positions
- Restricted toolbox placement in some areas
- Fixed stuck spot on the goblin cart
- Merged some sandbags so the shadows cull more evenly
- Adjusted spawn protection in TDM
- Ballista fix attempt
- Tree exploit fix
- Draw call performance improvement by splitting and merging HISMs
- Collision fixes
- 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 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: [list]
- 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
- 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
- Buffed Lever Action, Adrenaline and Vanish
- Slightly nerfed Haymaker, Finesse and Leech
- Extended the length of Vanish
