Multiversus MultiVersus Update 1.05 News Player First Games PS4 PS5

MultiVersus Update 1.05 Patch Notes Revealed For Agent Smith, Free-For-All & Spectator Mode

MultiVersus has received a major update this week adding a plethora of new content, including the addition of The Matrix’s Agent Smith as a playable character (joining later this month), as well as new modes in Free-For-All and Spectator. You can read the full details in the MultiVersus update 1.05 patch notes below.

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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.

There’s also a heap of balance changes that you can read about here.