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.
