Azarath, Metrion, Zinthos! Raven joins the Multiverse. Raven is now available for purchase with Gleamium, a Character Ticket, a direct purchase, or through the "White Raven: Trigon's Heir" bundle. She can be purchased for 6,000 Fighter Currency or accessed through the Fighter Road starting November 15th.
*NEW* Arena Mode
Bring a friend or twelve in this all new way to play Multiversus! With support for up to 16 players, eight teams of 2 battle it out in round after round of intense combat. With each round, teams purchase power-ups to build their strength and become the last team standing. Learn more from our teaser trailer!
*NEW* Fighter Road
Starting with Season 4, fighters can be acquired through our new rewards track called the Fighter Road. Learn more from our developer blog about Fighter Road!
Wacky Weekend returns with a new game mode
Queueing for Wacky Weekend has a chance to start a game of Star Contender! Use a limited moveset to knock star coins out of your opponents. First team to 7 coins wins.
Ice Pit game mode has been removed from Wacky Weekend.
Rifts
The "Trigon on the Loose!" PvE Rift is NOW AVAILABLE!
The "Welcome to Mythic Vista" PvE Rift has been added and will unlock later in the season:
Events
The "Enter the Arena!" Event is NOW AVAILABLE!
The "Azarath Metrion Zinthos!" Event is NOW AVAILABLE!
The "Trouble at the Academy" Event will be released later in the season.
Maps
New Maps:
- Back to the Past
- Back to the Past (The Future)
New Bonus Maps:
- Space (Station)
- Space (Jam)
- Beach 2
- Beach (Boat)
Beach
- Fixed an issue where background audio would not play
Batcave (Hammer Time)
- Blast Box width increased 15%
- Hammers starting speed increased by 120%
- Hammers max speed increased by 25%
- Hammers now alternate activation when the center Button is hit
Ranked Map Pools
- Back to the Past has been added to the 1v1 and 2v2 pools
- Beach has been removed from the 1v1 and 2v2 pools
- Space has been removed from the 1v1 pool
- Dexter's Lab 3 has been removed from the 1v1 pool
Unranked Map Pools
- Back to the Past has been added to the 1v1 and 2v2 pools
- Back to the Past (The Future) has been added to the FFA pool
- Bamboo's E.D.G.E. has been added to the FFA pool
- Batcave (Hammer Time) has been added to the FFA pool
- Beach has been removed from the 1v1, 2v2, and FFA pools
- Beach (Boat) has been added to the FFA pool
- Dexter's Lab 3 has been removed from the 1v1 pool
- Space has been removed from the 1v1 and FFA pools
- Space (Jam) has been added to the FFA pool
- Space (Station) has been added to the FFA pool
Netcode
- Netcode compression algorithm improved. Network traffic reduced by over 50% in most cases.
- Now adapts better to current network conditions to improve overall player feel
- Game should play better during network spikes or cases of packet loss
- In cases where the server needed to override a player's input because it came in too late should now use predicted input before overriding (less cases of complete character control loss)
General Combat
Hitbox update
We have done a large pass on hitbox placement and sizes across the cast to better match attack visuals to hitbox placement. Hitbox changes are listed in the character patch notes.
Fast fall speed change
In previous patches, a fighter that input a fast fall would accelerate to their maximum fall speed. With this patch we are looking to increase the impact of fast fall by allowing players to accelerate past their maximum fall speed while they are fast falling. Many aerial attacks now limit the ability to fast fall during attack recovery to prevent accidental self-destructs. These attacks are listed in the character patch notes.
- Maximum fast fall speed increased to 3750 from 2800. Maximum fall speed unchanged at 2800.
- Fast fall now has a minimum duration of 12 frames
Short Hops
The lowest possible height for a fighter's grounded jump typically launches the fighter too high to hit grounded opponents. With this change we are looking to give players more options to use aerial attacks when close to the ground.
- When inputting a fighter's grounded jump, releasing the jump input before jumpsquat has completed (5 frames) will launch the fighter upward at half of their normal jump velocity.
Parries
- Successful parries can no longer be canceled into another neutral dodge. This will fix issues where players have been accidentally neutral dodging after a successful parry
- Fighters now receive 10 frames of invulnerability after a successful parry
Hitsparks
Hitsparks have been updated for all attacks, including a major fix for directional hitsparks that have returns from the Open Beta.
Damage stat tracking
Damage tracking for certain projectiles and multi-hit attacks have been fixed. This will fix incorrect damage numbers being shown in end-of-game stats, badges that track damage dealt, and battlepass/event missions that track damage dealt.
Automatic Techs
Automatic techs have helped tremendously with mitigating toxic infinite combos built around ground-bounces. Unfortunately, they have also introduced new toxic combo routes against large characters that cannot tech far enough away to mix up their recovery direction. With this change we hope to increase the power of directional techs to remove these problem combo routes.
- Automatic tech forward launch velocity increased to 5200 from 4400
General Combat Changes
- Fighters will now push other fighters when colliding on the ground
- Enraged Buff no longer applies Weakened Debuff on-hit
- Fixed an issue where hitstun would not be properly applied when two attacks connected in quick succession
Testing Grounds
Shields
- Shield Break Attacks (Neutral Dodge + Attack input) standardized to have more consistent frame data and sizes
- Shield breaks from Shield Break Attacks and stamina drain both pop up victims for a consistent punish window
- Steven Universe passive is reworked to allow for air shielding and an air Shield Break Attack. He can also now perform a ground parry out of shield.
- Attacks that connect with a shielding enemy no longer grant on-hit cancel window timing
Perks
Stronger Than Ever
- ~ Now applies 15 gray health on respawn instead of armor for 2 seconds
Sturdy Dodger
- + Now applies 2 seconds (4 when stacked) of armor after dodging a projectile, increased from 1 second (2 when stacked) after parrying a projectile
That's Flammable, Doc!
- - Now ignites enemies for 1 second (3 when stacked), down from 3 seconds (5 when stacked)
Collateral Damage
- + Now deals 3 damage to enemies that perform a tech when knocked back into terrain
Static Electricity
- ~ Now electrifies your next projectile after successfully hitting 4 distinct moves against enemies in under 3 seconds
These patch notes are continued in Part 2