Mordhau has today launched update 25 on PC, so here’s the full list of changes and fixes with this patch. The long-awaited second part of the Eastern Invasion update has finally arrived, and with it comes a healthy heap of new content to enjoy. Most notably, the first night-time map Arid is here, bringing players back into the East under the cover of darkness. Alongside the new map is camels instead of your usual horses, a refreshed armory UI, many new cosmetics, and much more! Without further ado, here’s everything new with Mordhau in update 25!

Mordhau Update 25 Patch Notes

General

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Mordhau Update 25 – 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”

Mordhau PC Update 25 – 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

Mordhau PC Update 25 – 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

Mordhau and update 25 are available exclusively on PC. For more information regarding this update, check out the official Steam post.

  • Slowed down windup for strike and stab by 25ms

  • Reduced stab damage against Tier 0 and 1 armor types

  • Rapier swords

  • Polearms

  • Bardiche

  • 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

  • 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