MultiVersus 1.05 Patch Notes, MultiVersus 1.05 Patch Notes Release Date
by
Updated Jul 03, 2024
MultiVersus 1.05 Patch Notes
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 (edited)
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. (edited)
Characters
Arya
Ground Dash Attack
~ Updated knockback to hit more consistently near the ledge
Air/Ground Neutral Special
* Fixed an issue where Arya would float into space while attempting to use face steal
Banana Guard
Air Neutral Attack
+ On-hit branch window 5 frames earlier
Air Side Attack
- Damage reduced to 11 from 12
- On-whiff branch window delayed 4 frames
Air/Ground Neutral Special
- Strength buff is now consumed after a successful attack to an enemy
Ground Down Special
+ On-hit branch window can be canceled 26 frames earlier
Ground Side Special
- On-whiff branch window delayed 4 frames
Batman
Ground Dash Attack
- On-whiff branch window delayed 8 frames
Air/Ground Neutral Special
* Fixed an issue where Bat Bomb could be applied to two enemies simultaneously if hit on the same frame
Air Down Special
- Leg hurtbox size increased
Black Adam
Ground Up Attack
- Lightning strike projectile now applies a 4-second cooldown
Ground Down Attack
+ Knockback increased to 2300 from 2200
- On-hit dodge branch window delayed 5 frames
Air Up Attack
- Final hit base knockback reduced to 1500 from 1750
- On-whiff branch window delayed 5 frames
Air Neutral Attack
~ Visuals now better match hitbox size
Air Neutral Attack
- Repeat-move lockout increased to 18 frames from 8 frames
- On-hit jump branch window delayed 4 frames
~ Attacking a safe will now only knock back the safe on the last hit of the attack
We're keeping an eye on this change and may adjust in a hotfix if this makes neutral air attack + safe interactions too difficult
Bugs Bunny
Bugs Bunny is living up to his identity as a strong mage a little bit too well right now. We’re hoping to reduce the time that his safe can remain on screen by making it a bit more fragile, and we’re looking to tone down some of the more toxic loops that come from his air neutral attack.
Air Up Attack
- Hitbox active duration reduced 2 frames
Air/Ground Down Attack (Pie)
~ Pie projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
Air Down Attack (No Pie)
+ More aerial momentum is maintained on attack start-up
Air/Ground Neutral Special (Safe)
~ Enemy attacks only do one damage to the safe; armor break hits still immediately destroy the safe
- Safe health reduced to 3hp from 16hp
Air/Ground Neutral Special (Cooldown)
- On-hit branch window delayed 5 frames
~ Knockback angle made more horizontal
Air/Ground Up Special
~ Lowered platform height of vertical rocket to address issues where platform collision would push enemies away from the hitbox
Air/Ground Down Special
* Addressed several issues with tunnels where fighters could be trapped indefinitely or teleported off-screen without ringing out
Bugs will now attempt to reverse direction if his destination tunnel is destroyed while he is traveling between tunnels
“Lingering Love” Perk
+ Now has a melee hitbox while projectile spawn is on cooldown
Finn
Ground Neutral Attack
+ Knockback scaling to 15.5 from 14
Ground Up Attack
+ Knockback scaling to 20.5 from 19.5
Ground Down Attack
* Fixed an issue where this attack was not breaking armor on both hits
Garnet
Air Side Attack 1
- Now applies a repeat-move lockout after ground side attack 1; air lockout duration matches ground lockout duration of 16 frames
Ground Side Attack 2 (Up)
- Hitstun reduced
+ Knockback increased to 1750 from 1650
+ Hitbox start-up time advanced 5 frames
Ground Down Attack
+ On-hit branch window advanced 2 frames
Air/Ground Down Special
~ Placing the star will automatically adjust its position to prevent Garnet from ringing herself out on star dash
“Marker” Perk
~ Gauntlets no longer spawn a star if the gauntlets were destroyed from leaving the arena
Gizmo
Gizmo’s balance has looked much better after his nerfs in the 1.02 patch. We are hoping to address a few lingering issues with his arrow and car gameplay before we let the dust settle for a bit.
Air/Ground Neutral Attack
* Fixed an issue where Gizmo would get multiple jumps in air while charging an arrow
~ Adjusted jump height during arrow charge to better match his normal jump heights.
Ground Up Attack
- Popcorn charge no longer affects arrow explosion damage/knockback
Ground Side Special
- Car speed reduced to 2350 from 3000
- Car health reduced to 5 hp from 8 hp
- Car is now automatically destroyed if left idle for 6 seconds
Air Side Special
- On-whiff branch window delayed 8 frames
Air/Ground Up Special
~ Increased attach radius to 575 units from 250 units; Gizmo should have an easier time snapping to his car or his allies without needing to precisely aim the attack
Harley Quinn
Harley’s balance was mostly tackled in the 1.02 patch, we made some additional finer tuning based on feedback. We have adjusted Ground Up attack to feel more responsive and to allow Harley to pressure her opponents with follow ups. Both Harley’s neutral special Bat Doll and Stripe’s down special Dynamite have been adjusted so the item timer begins to tick down immediately once equipped to make these items have windows of counterplay.
Ground Up Attack
+ On-hit branch window advanced 6 frames
Ground Down Attack
+ Maximum movement from charge increased 5%
Air Up Attack
- On-hit branch window delayed 5 frames
- On-whiff branch window delayed 5 frames
+ Knockback increased to 1250 from 1175
Air/Ground Neutral Special
~ Explosion timer now begins while the bat doll is in Harley’s hands
~ Cooldown timer now begins while the bat doll is in Harley’s hands
~ Bat doll will only spawn an explosion hitbox if it explodes after being thrown by Harley
~ Bat doll is now considered an item while Harley has it equipped
+ Throwing the bat doll no longer consumes an air special
* Fixed an issue where bat doll would not attach to a fighter after colliding with certain projectiles or terrain
* Fixed an issue where bat doll could be equipped while Harley had an available bat doll to detonate
Air/Ground Down Special
~ Explosion now classified as a “projectile” hit, meaning it can proc projectile effects like the “That’s Flammable, Doc!” perk
Iron Giant
Passive
~ Allies can no longer enter the pilot turret while Iron Giant is in a grabbed state
* Fixed an issue where Iron Giant could still use rage mode attacks while polymorphed
Ground Side Attack
- On-whiff branch window delayed 6 frames
Air Side Attack
- Hitbox size adjusted so it is less likely for Iron Giant to hit enemies behind him
Air Neutral Attack
- On-whiff branch window delayed 6 frames
Air/Ground Up Special
~ Attack now transitions to final hit after successfully damaging an enemy
+ Upper body is now projectile intangible while Iron Giant is spinning
* Fixed a bug that would allow this attack to hit 5 times on occasion instead of the intended max of 3 hits
Jake
Jake has been having a rough time since our official launch. With these changes we’re looking to make him feel more like an aerial bruiser and less like a bite-spammer.
For more information, visit the official MultiVersus website. Discover updates, characters, and gameplay features directly from the source.
MultiVersus 1.05 Patch Notes Release Date
MultiVersus 1.05 patch notes were released on July 2, 2024. They introduce Agent Smith as a new playable character, available for early access from July 8 through an event. Agent Smith will be purchasable for all players starting July 23. The update also includes new modes like Free For All and Spectator Mode, alongside character balancing and additional content such as map variants.
Importance of MultiVersus 1.05 Patch Notes
- Introduces Agent Smith as a new character from The Matrix franchise.
- Balances gameplay by adjusting all characters for fairness.
- Adds new modes like Free For All and Spectator modes for diverse gameplay.
- Expands content with new map variants and updates to PvE modes.
- Incorporates player feedback to improve customization and mechanics.
- Continues to evolve MultiVersus with regular updates to keep the game fresh and engaging.
https://www.instagram.com/p/C8692-oMARj/?hl=en
MultiVersus
MultiVersus is a free fighting game where players can battle using characters from Warner Bros. cartoons and shows like Scooby-Doo, Looney Tunes, and Game of Thrones. Developed by Player First Games and published by Warner Bros. Games, it was released on May 28, 2024, for PlayStation, Xbox, and PC.
The game lets you play alone or with friends in multiplayer mode. It runs on Unreal Engine, giving it smooth graphics and gameplay. MultiVersus started as a beta in July 2022 and was fully released in 2024, offering a mix of famous characters and exciting battles for fans of all ages.
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