General
- New Fighter: Agent Smith joins the Multiverse! If players complete enough tiers in the "Beat Rifts, Get Agent Smith Free!" event, they can begin playing with him as early as July 8! How's that for breaking reality? Agent Smith will then be available for purchase on July 23.
- New Mode: Free-For-All game mode has been added to our Normal PvP Queues! Battle against up to 3 other players to become king of the Multiverse. First player to 4 ringouts is the winner! We're experimenting with a different, more simplified ruleset for Free-For-All. Let us know how you like the mode!
- New Mode: Spectator mode is now available for custom games! Become the ultimate support teammate and cheer on your friends without entering the ring yourself. Lobbies can support up to 4 spectators per game.
- Post-game stats have returned! You can now see your total ringouts and damage dealt on the results screen after any PvP or PvE match.
- Battle Pass Tiers can now be purchased with Gleamium.
- Added a daily free item available to be collected in the Store.
- Fighter Select Portraits have been changed from 3D to 2D art renders for Fighters only. Variants will retain the 3D renders.
- Added an option to edit Perks in Custom Game mode.
- We've added the option to turn on/off both Outline Colors and Team Colors in PvP and PvE. These can be configured in the Settings menu.
Rifts
The Megalodog PvE Rift is NOW AVAILABLE!
Future Rifts have been added and will unlock later in the season:
- "Age of Smith" Rift
- "Triple Threat" Rift
Rift Updates
- "Rift Cauldrons" are now called "Rift Star Meters." Star Meters can now be completed by collecting 72% of available stars in a Rift, down from 80%. Players who have already completed 72% of available stars can claim their rewards retroactively by completing a node in the relevant Rift.
- Daily Gem Rewards now appear on a Rift of each attunement each day.
- Added a new button to auto-equip gems before the match if currently equipped gems are mismatched.
- Added a new button to retry a Rift node when the Rift is completed in single-player mode.
- Added a new button to leave Rift matches when in single-player mode.
- Defeated Boss requirements have been lowered to unlock Matrix Code Superman, Matrix Code Bugs Bunny, and Matrix Code Jake variants.
Rift Balance Updates
- Area-Of-Effect attack damage has been reduced on higher difficulties
- Reflect damage has been reduced on higher difficulties
- Armature knockback reduced
Account Systems
- Badges now show stats on Account Cosmetics screen
- Account mastery, character mastery, and leaderboards now show progress for all matches in a set in the post-match match summary rather than just the last match
- Fixed an issue where incomplete matches would display as losses on the Career screen
Input Preferences
We are re-introducing some of the input preferences that were popular during our Open Beta. We hope this helps players feel more comfortable as they fine-tune their combat experience.
Added this patch:
- Customizable input buffer timing
- Customizable control stick input deadzones (both left and right sticks)
- Swap side/neutral attack inputs for ground or air
- Toggleable option to use attack inputs to pick up items
- Fastfall method input settings (tap down or hold down)
- Customizable Neutral Dodge input binding
Combat Changes
- Upon hitstun ending, fighters now incur a 6-frame lockout on the neutral dodge action. This will make it more difficult to parry attacks in the middle of a combo. Directional dodges are unaffected.
- Excessively long combo strings now apply a vacuum attack hitstun decay penalty. This should allow for players to more easily escape previously inescapable infinite team combos such as alternating Superman rapid jab combos.
- Attacks that incapacitate fighters now apply a temporary incapacitate-resistance buff to the incapacitated fighter. This will make subsequent incapacitate attacks have a much shorter duration. This should allow for players to more easily escape previously inescapable infinite incapacitate combos such as alternating Jake bite/spit. Affected attacks will be noted in individual character patch notes.
- Side attack combo input buffers have been standardized for all fighters. It should now be easier to buffer a different attack during a jab combo without accidentally inputting further attacks in the jab combo.
General Bugfixes
- Fixed an issue where fighters that took fire or shock damage on the same frame they were hit by an attack would cause the attack to be ignored.
- Fixed an issue where fighters could respawn without spawn invulnerability.
General Perks
- Fixed an issue where all Team perks were always giving their stacked effect.
Protective Momentum
- Projectile shield now breaks after blocking one normal or heavy projectile
Maps
The Court 2 variant has been added to the game!
Cromulons
2v2 Variant
- Main stage and side speakers width increased 20%
- Blast box size increased 10%
1v1 Variant
- Main stage width increased 20%
- Blast box size increased 10%
Dexter's Laboratory 1
- Scroll speed reduced
- Reverse scroll button cooldown increased to 15 seconds from 1 second
- Possible generated layouts updated
Throne Room
2v2 Variant
- Increased upper limit 300 units
Townsville
- Mojo Jojo increased interval between attacks
- Bombs and laser knockback reduced
- Mojo Jojo takes more damage before attacks are interrupted
Tree Fort
- Bounce pads should more reliably bounce fighters and prevent them from fully landing on the platform.
These patch notes are continued in Part 2
We hope that you're as excited as we are for all of the changes heading to MultiVersus in v1.05 following a brief maintenance. Be sure to let us know your thoughts by joining our awesome community on our social channels. We'll be back with more updates soon. Stay tuned!
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