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Black Myth: Wukong Pre-Orders Amount to 4.5 Million Copies, Generating Over 1.5 Billion Yuan in Sales

The highly anticipated action RPG, Black Myth: Wukong, has achieved monumental success following its launch. The game has already pre-sold over 4.5 million copies across multiple platforms, including Steam, WeGame, Epic, and PlayStation, setting a new benchmark in the gaming industry.

According to statistics from the China Game Bestsellers List, Black Myth: Wukong has not only secured over 4.5 million sales but has also generated a staggering 1.5 billion yuan in revenue (approximately 210.4 million USD). The game’s performance on Steam has been particularly impressive, with more than 3 million units pre-ordered, earning it a 95% favorable rating. A significant portion of these sales and reviews, about 90%, come from the Chinese market, highlighting the game’s popularity in its home country.

Black Myth: Wukong also reached the top of Steam’s best-seller list and recorded over 2.2 million concurrent players at its peak. This makes it one of the biggest day-one successes in recent memory, rivaling other major titles in the industry. With its strong debut, Black Myth: Wukong stands ready to become one of the year’s top-selling games.

Stay tuned to our Black Myth Wukong PS5 review hitting the site at some point.

More MP1st Reading:

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Taha

Television kills your vision.

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Indiana Jones and the Great Circle: The Order of the Giants DLC Announced; Pre-Order Bonus, Different Editions Revealed

Aside from announcing that Indiana Jones and the Great Circle is set for release this December 9 (and getting a PS5 version in 2025), Bethesda has also confirmed the game’s first DLC! Titled “Indian Jones and the Great Circle: The Order of the Giants” it will be story-focused DLC.

According to the press release, the DLC will be available with purchases of the Premium, Premium Upgrade and Collector’s Edition post-launch, with more info about it released at a later date.

Indiana Jones and the Great Circle Pre-Order Bonus and Different Editions:

Pre-Order Bonus (all versions): Last Crusade Pack –  features in-game cosmetics the Traveling Suit Outfit and the Lion Tamer Whip

Standard Edition – Digital + Physical

  • Base Game

Premium Edition – Digital + Physical

  • Base Game (digital code)
  • Up to 3-Day Early Access**
  • Indiana Jones and the Great Circle: The Order of Giants Story DLC†
  • Digital Artbook
  • Temple of Doom™ Outfit

Premium Upgrade – Digital only [Requires Base Game]

  • Up to 3-Day Early Access†
  • Indiana Jones and the Great Circle: The Order of Giants Story DLC‡
  • Digital Artbook
  • Temple of Doom™ Outfit

**Base Game required (sold separately)

Collector’s Edition – Physical only

  • Base Game
  • 11″ Great Circle globe (featuring a puzzle mechanic that can be solved to unlock a hidden storage compartment)
  • Allmaker Relic replica
  • Adventure Journal
  • Steelbook display case
  • Up to 3-Day Early Access†
  • Indiana Jones and the Great Circle: The Order of Giants Story DLC‡
  • Digital Artbook
  • Temple of Doom™ Outfit

That’s a lot of Indiana Jones and the Great Circle news to chew through today! Don’t forget, the game is out this December 9 on Xbox Series X|S, while the PS5 version is out in Spring 2025. No word on whether the PS5 version will have the same pre-order bonuses and editions, but we wouldn’t be surprised if it did.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Indiana Jones and the Great Circle PS5 Version Confirmed for Spring 2025, Xbox Version Releases December 9

It seems the rumors are true! Bethesda’s AAA in-development game Indiana Jones and the Great Circle (which features a de-aged Harrison Ford) is releasing on the PS5! This megaton news was revealed at gamescom’s Opening Night Live presentation to cap the show.

In case you didn’t know, there was a rumor of Indiana Jones and the Great Circle getting the PS5 treatment months ago that never went anywhere. Well, it seems this rumor have come full circle now.

The Xbox version will be released earlier this year on December 9 , though that news offers little comfort for Xbox Series X|S owners that have little exclusive to call their own. If this game is getting released on the PS5, then I wouldn’t put it past Microsoft to release some of their other AAA franchises on competing platforms.

Here’s what to expect from Indian Jones and the Great Circle:

An Intro to Adventure

From the hallowed halls of the Vatican and the sunken temples of Sukhothai to the pyramids of Egypt and the snowy peaks of the Himalayas, Indy’s latest journey will send him around the world in a race against time as he hunts down mysterious and powerful artifacts. But Indiana isn’t the only one on the trail of these artifacts. Working with Gina, Indy will face off against Voss and his men in the hunt for the secrets of these relics.

An Icy Journey

An intercepted message sends Indiana and Gina to Nepal tracking down one of the artifacts deep in the Himalayas. Their treacherous trek through the mountains leads them to a frozen battleship tucked away in the peaks. This is just one of many locations their journey will

A Battleship Showdown

Capture at the hands of Gantz spells trouble for our heroes and a fight over the stone breaks out. A fight that is quickly interrupted as the ship shakes free from its hold and begins careening down the mountainside. MachineGames are known for their love of high-stakes action and incredible set pieces, and moments like these are a good reminder that wits aren’t the only thing in Indy’s arsenal. Sometimes he’ll have to rely on his fists, whip, gun, and even the occasional grenade toss from a companion.

A Rocky Surprise

“Working with Indiana Jones makes you want to pull experiences from the wide range of set-pieces that made you go ‘Wow!’ as a kid,” says Game Director Jerk Gustafsson. “We all remember the thrill of seeing Indy’s daring and often narrow escapes, and we want to have those kinds of moments in the Great Circle as well.”

Things just got interesting for both Xbox and PlayStation owners! Once we know of other games releasing on PlayStation from Xbox, we’ll let our readers know.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Fatal Fury: City of Wolves Releases April 24 and Feature 17 Fighters at Launch, Pre-Order Bonuses, Features Revealed

While SNK has mentioned that Fatal Fury: City of Wolves is releasing in “early 2025,” we now have a specific date! At gamescom Opening Night Live, the Fatal Fury: City of Wolves release date has been revealed to be April 24, 2025!

Alongside that, there’s a new trailer, and we even get a list of the game features, modes, and who Mai Shiranui’s voice actress will be.

 

SNK revealed the latest fighter, Mai Sharinui, the globally renowned ninja now sporting a new look.

  • Voice Actors: Rebecca Rose (EN), Ami Koshimizu (JA)
  • Bio: Mai is the successor to Shiranui-style ninjutsu. Following an important tip-off from dutiful monk Sokaku Mochizuki, this modern-day kunoichi proceeds to South Town with purpose—her intense flame and ever-refined techniques lighting up the darkness therein.

Fatal Fury: City of Wolves Pre-Order Bonus:

In the press release sent out, SNK revealed that those who pre-order the game will receive a Terry Bogard costume based on his classic Fatal Fury appearance, as well as three days early access starting April 21, 2025!

Aside from the regular edition, there’s also the Special Edition ($59.99) which includes the base game and Season Pass.

SNK also revealed that the game will have 17 fighters available at launch, with more added as part of the Season Pass!

South Town’s Finest Unite
FATAL FURY: City of the Wolves brings together a diverse roster of familiar faces and new blood, with 17 playable characters at launch. Iconic fighters like Terry Bogard and Rock Howard return to the scene alongside debuting challengers, like the science prodigy Preecha and street assassin Vox Reaper. An additional five DLC fighters will be added in Season Pass 1.

Game Features and Modes
City of the Wolves blends innovative new mechanics with familiar features for a captivating and rewarding experience for both newcomers and veteran players alike.

  • REV System + Returning Systems: Unleash the all-new REV System, offering powerful offensive moves like REV Arts and REV Blows, pushing the excitement to the max until the REV Meter overheats. Classic systems like Combination Attacks, Just Defense, and S.P.G. return, reimagined for today’s battles.
  • Controls for Veterans and Newcomers: Arcade Style offers precision and technique, while Smart Style allows for easy, flashy combos with simple inputs. Both newcomers and seasoned pros can feel powerful with their control scheme of choice.
  • A Story of Fates Intertwined: Embark deep into South Town in Arcade Mode, where fighters clash over the legacy of Geese Howard. Driven by powerful emotions and past rivalries, they race to a long-awaited showdown. Dive toward the future and uncover the truth of the epic saga in South Town’s narrative climax!
  • Episodes of South Town RPG Adventure: Introducing “Episodes of South Town” (EOST)—a solo RPG where challengers battle foes under unique conditions, earning XP and building skills along the way. Level up and chase the crown in South Town to forge a legend unlike any other.
  • Rollback, Cross-Platform, & More Online FeaturesExperience FATAL FURY: City of the Wolves with integrated rollback netcode and cross-platform functionality, offering flawless matches with players across any system. Choose from Ranked, Casual, and Room Matches, and watch as AI technology crafts clones from player’s styles to challenge others or even themselves!
  • Customization With No Bounds: Adjust the appearance of any fighter by way of outfit and gear colors, as well as distinct patterns—which are all unlocked in Episodes of South Town—and more! Players can also jam out to a vast catalog of iconic tracks across the FATAL FURY series, including additional music from another South Town classic, THE ART OF FIGHTING. Create personalized playlists to customize the background music for specific modes and rev up to the music!

We should be getting more fighter trailers in the coming months, so stay tuned.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Little Nightmares 1 & 2 Dev Tarsier Studios Reveals New Game “Reanimal”

If you liked Little Nightmares 1 and its sequel, then you might want to keep tabs on the two games’ developer, Tarsier Studios’ next game titled “Reanimal.” The game was announced at gamescom Opening Night Live which was accompanied by a trailer.

A brother & sister go through hell to rescue their friends in this terrifying horror adventure. Either solo or in local and online co-op, use your wits to survive and escape this twisted island.

The vibe of this certainly has that Little Nightmares feel, no? Mind, not complaining since I absolutely loved the first two games.  There’s no release date set for it yet, but Reanimal is confirmed for PS5, Xbox Series X|S and PC, and is being published by THQ Nordic.

Update: More info straight from the press release.

About REANIMAL
The original creators of Little Nightmares™ & Little Nightmares™ II have returned to take you on a more terrifying journey than ever before. In this co-op horror adventure game, you play as a brother & sister who go through hell to rescue their missing friends. Exploring by boat and on land, you must use your wits to survive, work together to escape the hellish island, and the dark secret that haunts you.

HORROR WITH HOPE
In this unsettling tale, the emphasis is on tension and thick atmosphere, as you join the two orphans on a desperate search for hope and redemption in the direst of circumstances.

ACROSS A DARK AND TWISTED WORLD
Traverse an intriguing but terrifying world, where the main path is only one part of the fragmented story. Discover all sorts of mysterious locations on your perilous journey, each with its own story to tell.

A DREAD-FILLED ADVENTURE
Tarsier Studios is bringing their unique visual style to bear on a whole host of new twisted monsters and broken, yet resilient, child characters. Fragments of the children’s troubled past have been used as inspiration for their character design, and for the monsters that now torment them.

SHARE THE SCARE
Nobody should be forced to go through hell alone! Fully playable in single player and local & online co-op, REANIMAL has a shared, directed camera, designed to maximise claustrophobia and tension.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Diablo IV Update 1.054 Released for Infernal Horde, Gameplay Changes and More

Blizzard Entertainment has a new patch out for Diablo IV, and this one is called patch version 1.5.1 that applies to all platforms. Prepare for changes to Infernal Hordes, the UI, bug fixes and more. While this patch doesn’t add any new content, there’s quite a lot of improvements available in the Diablo IV update 1.054 patch notes.

Patch Notes:

Game Updates

Infernal Hordes

  • The Spoils of Gold chest is now reuseable.
  • The sound effects that play when picking up Burning Aether have been updated to be more prominent.
  • The Following Infernal Offerings have been updated to increase their rewards:
    • The Exalted Elite: Burning Aether amount increased from +1 to +2.
    • The Surging Elite: Burning Aether amount increased from +1 to +2.
    • The Unstoppable Elite: Burning Aether amount increased from +1 to +2.
    • The Burning Rain: end of wave Burning Aether increased from 1-3 to 3-9.

User Interface and User Experience

  • Trade chat is now separated by World Tier.
  • Players will now be notified when there is a new patch update available.
  • Party Leaders can now promote another Party member to be the new Leader.
  • Newly created characters are now always placed at the top of the character list.
  • Clan Name can now be changed.

Miscellaneous

  • All players will receive a cache of Legendary items with guaranteed Greater Affixes, to make up for the issue seen with patch 1.5.0 where players were not getting items with guaranteed Greater Affixes from multiple sources.

Developer’s Note: Characters who have completed and claimed the Mother’s Gift level 20 reward can collect their item with Greater Affixes in their next repeatable reward. Please note that the item will be shared separately from the repeatable cache and not within. For characters progressing through Mother’s Gift rewards for the first time, the Greater Affix item will be included within the tier 20 Greater Triune Arms cache. We apologize for the initial inconvenience and thank you all for your patience on this.

  • The Alchemist Control Tempering affix for Rogue has been re-enabled with the following adjustments:
    • The Flurry Size affix has been removed from Rogue Innovation and put into Alchemist Control.
    • The Ranks of Trick Attacks affix has been removed from Alchemist Control.
  • Extra visual effects have been added to the projectile trail for Corpse Bows to make it easier to track the projectile’s origin.

Bug Fixes

Accessibility

  • Fixed an issue where a non-functional setting for Read on Hover was present.
  • Fixed an issue where the Screen Reader announced Roman Numerals as letters.

User Interface and User Experience

  • Fixed an issue where character stats were inaccurate in town when certain items were equipped.
  • Fixed an issue where the tooltip for Infernal Compasses had two instances of “Compass Affixes”.
  • Fixed an issue where the name for Echo of Varshan displayed as Tormented Echo of Varshan.
  • Fixed an issue where an error could display when comparing an Ancestral Mythic Unique Item.
  • Fixed an issue where the Whisper icon for defeating the Blood Maiden overlapped the icon for the Accursed Ritual on the map.
  • Fixed an issue where the Icons for Infernal Offerings were inconsistent between the minimap and the world map within the Infernal Hordes.
  • Fixed an issue where Treasure Goblins in Helltide could leave behind a portal indefinitely.
  • Fixed an issue where the visual effect for poison could remain indefinitely on enemy corpses if they were killed while poisoned.
  • Fixed an issue where Thorns granted by the Thorns while Fortified Tempering Affix did not display in character stats.
  • Fixed an issue where players using a Controller would be sent to the Equipment inventory tab when using an Abyssal scroll.
  • Fixed an issue where the minimap was not accurate in certain Infernal Hordes instances.

Gameplay

Infernal Hordes

  • Fixed an issue where Hellborne did not spawn as frequently as intended when the Hellfire Infernal Offering was active.
  • Fixed an issue where the Stalking Devil Infernal Offering pedestal could appear again after being interacted with.
  • Fixed an issue where the Withered Wanderer Infernal Offering reduction to All Resistances did not actually reduce resistance.
  • Fixed an issue where Treasure Goblins spawned during an Infernal Hordes encounter could become indefinitely unkillable, preventing wave progression.
  • Fixed an issue in local co-op play where one player could collect the other player’s Burning Aether after that player died. Finders keepers!

Quests and Dungeons

  • Fixed an issue where the player could respawn on the other side of the objective while protecting Locran during the To The Edge of the Abyss quest.
  • Fixed an issue where monsters could endlessly spawn during the Seething Mountain quest.
  • Fixed an issue where the Istel Tornado encounter during The Rising Hells quest could persist indefinitely.
  • Fixed an issue where progression in the Sins of the Willing quest could be blocked if the player died during the ritual.
  • Fixed an issue where the second Spider Caller monster in Sirocco Caverns could fail to spawn, preventing progression.
  • Fixed an issue where Stormbane’s Wrath didn’t deal damage. (Not so wrathful after all.)
  • Fixed an issue where the Aspect of Inevitable Fate could appear on Chest armor through a Seasonal Questline reward.

General

  • Fixed an issue where the Tormented Echo version of the Beast in the Ice dropped the same amount of Pincushioned Dolls as the normal version.
  • Fixed an issue where the visual effects for Death Trap and Concealment were not properly visible for other players.
  • Fixed an issue where higher Ranks of Firewall did not have the blue flame effect.
  • Fixed an issue where Dungeon whispers did not appear in the Scouring Sands zone.
  • Fixed an issue where multiple Shade Totems could be spawned by swapping weapons when using the Umbracrux.
  • Fixed an issue where Baneful Hearts could be lost when using Accursed Altars after Helltide ended.
  • Fixed an issue where a small number of affixes couldn’t roll as a Greater Affix, such as the Blood Orbs restore essence affix on Blood Artisan’s Cuirass.
  • Fixed an issue where the player could get stuck when interacting with the World Tier statue in Kyovashad and using a Town Portal at the same time.
  • Fixed an issue where the Leave Dungeon ability couldn’t be used to leave Cellars.
  • Fixed an issue where Echo of Lilith sometimes couldn’t be Staggered during the first phase of the encounter.
  • Fixed an issue where Echo of Lilith could remain in the air indefinitely if Staggered immediately after landing.
  • Fixed an issue where Echo of Lilith would not progress to the second stage of the encounter in certain circumstances.
  • Fixed an issue where Summoned Lightning Spear would not consume stacks of Crackling Energy or grant the damage increase bonus.
  • Fixed an issue where certain affixes were not affected by Masterworking for the following Unique Items.
    • The Oculus
    • Blue Rose
    • Storm’s Companion
  • Fixed an issue where the player couldn’t interact with various objects.
  • Fixed an issue where Blood Howl did not grant Stealth when Waxing Gibbous was equipped.

Miscellaneous

  • Fixed an issue where the corpses of Duriel and Grigoire did not despawn soon after dying.
  • Various UI, visual, stability, and performance improvements.

That’s it for this Diablo IV title update. Don’t forget, we should be getting a new trailer for Vessel of Hatred from gamescom today as well. You can keep tabs of our Diablo 4 coverage here.

[Source: Blizzard]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Diablo 4 New Update 1.56 for Build 1.5.1 Brings Various Gameplay Changes This Aug. 20

Diablo 4 new update 1.56 is now live on consoles and PC for patch version 1.5.1! This brings changes to Infernal Hordes, the User Interface, alongside bug fixes. Check out the complete patch notes for Diablo 4’s update today below.

Diablo 4 New Update 1.56 Patch Notes for Aug. 20:

Game Updates

Infernal Hordes

  • The Spoils of Gold chest is now reuseable.
  • The sound effects that play when picking up Burning Aether have been updated to be more prominent.
  • The Following Infernal Offerings have been updated to increase their rewards:
    • The Exalted Elite: Burning Aether amount increased from +1 to +2.
    • The Surging Elite: Burning Aether amount increased from +1 to +2.
    • The Unstoppable Elite: Burning Aether amount increased from +1 to +2.
    • The Burning Rain: end of wave Burning Aether increased from 1-3 to 3-9.

User Interface and User Experience

  • Trade chat is now separated by World Tier.
  • Players will now be notified when there is a new patch update available.
  • Party Leaders can now promote another Party member to be the new Leader.
  • Newly created characters are now always placed at the top of the character list.
  • Clan Name can now be changed.

Miscellaneous

  • All players will receive a cache of Legendary items with guaranteed Greater Affixes, to make up for the issue seen with patch 1.5.0 where players were not getting items with guaranteed Greater Affixes from multiple sources.

Developer’s Note: Characters who have completed and claimed the Mother’s Gift level 20 reward can collect their item with Greater Affixes in their next repeatable reward. Please note that the item will be shared separately from the repeatable cache and not within. For characters progressing through Mother’s Gift rewards for the first time, the Greater Affix item will be included within the tier 20 Greater Triune Arms cache. We apologize for the initial inconvenience and thank you all for your patience on this.

  • The Alchemist Control Tempering affix for Rogue has been re-enabled with the following adjustments:
    • The Flurry Size affix has been removed from Rogue Innovation and put into Alchemist Control.
    • The Ranks of Trick Attacks affix has been removed from Alchemist Control.
  • Extra visual effects have been added to the projectile trail for Corpse Bows to make it easier to track the projectile’s origin.

Bug Fixes

Accessibility

  • Fixed an issue where a non-functional setting for Read on Hover was present.
  • Fixed an issue where the Screen Reader announced Roman Numerals as letters.

User Interface and User Experience

  • Fixed an issue where character stats were inaccurate in town when certain items were equipped.
  • Fixed an issue where the tooltip for Infernal Compasses had two instances of “Compass Affixes”.
  • Fixed an issue where the name for Echo of Varshan displayed as Tormented Echo of Varshan.
  • Fixed an issue where an error could display when comparing an Ancestral Mythic Unique Item.
  • Fixed an issue where the Whisper icon for defeating the Blood Maiden overlapped the icon for the Accursed Ritual on the map.
  • Fixed an issue where the Icons for Infernal Offerings were inconsistent between the minimap and the world map within the Infernal Hordes.
  • Fixed an issue where Treasure Goblins in Helltide could leave behind a portal indefinitely.
  • Fixed an issue where the visual effect for poison could remain indefinitely on enemy corpses if they were killed while poisoned.
  • Fixed an issue where Thorns granted by the Thorns while Fortified Tempering Affix did not display in character stats.
  • Fixed an issue where players using a Controller would be sent to the Equipment inventory tab when using an Abyssal scroll.
  • Fixed an issue where the minimap was not accurate in certain Infernal Hordes instances.

Gameplay

Infernal Hordes

  • Fixed an issue where Hellborne did not spawn as frequently as intended when the Hellfire Infernal Offering was active.
  • Fixed an issue where the Stalking Devil Infernal Offering pedestal could appear again after being interacted with.
  • Fixed an issue where the Withered Wanderer Infernal Offering reduction to All Resistances did not actually reduce resistance.
  • Fixed an issue where Treasure Goblins spawned during an Infernal Hordes encounter could become indefinitely unkillable, preventing wave progression.
  • Fixed an issue in local co-op play where one player could collect the other player’s Burning Aether after that player died. Finders keepers!

Quests and Dungeons

  • Fixed an issue where the player could respawn on the other side of the objective while protecting Locran during the To The Edge of the Abyss quest.
  • Fixed an issue where monsters could endlessly spawn during the Seething Mountain quest.
  • Fixed an issue where the Istel Tornado encounter during The Rising Hells quest could persist indefinitely.
  • Fixed an issue where progression in the Sins of the Willing quest could be blocked if the player died during the ritual.
  • Fixed an issue where the second Spider Caller monster in Sirocco Caverns could fail to spawn, preventing progression.
  • Fixed an issue where Stormbane’s Wrath didn’t deal damage. (Not so wrathful after all.)
  • Fixed an issue where the Aspect of Inevitable Fate could appear on Chest armor through a Seasonal Questline reward.

General

  • Fixed an issue where the Tormented Echo version of the Beast in the Ice dropped the same amount of Pincushioned Dolls as the normal version.
  • Fixed an issue where the visual effects for Death Trap and Concealment were not properly visible for other players.
  • Fixed an issue where higher Ranks of Firewall did not have the blue flame effect.
  • Fixed an issue where Dungeon whispers did not appear in the Scouring Sands zone.
  • Fixed an issue where multiple Shade Totems could be spawned by swapping weapons when using the Umbracrux.
  • Fixed an issue where Baneful Hearts could be lost when using Accursed Altars after Helltide ended.
  • Fixed an issue where a small number of affixes couldn’t roll as a Greater Affix, such as the Blood Orbs restore essence affix on Blood Artisan’s Cuirass.
  • Fixed an issue where the player could get stuck when interacting with the World Tier statue in Kyovashad and using a Town Portal at the same time.
  • Fixed an issue where the Leave Dungeon ability couldn’t be used to leave Cellars.
  • Fixed an issue where Echo of Lilith sometimes couldn’t be Staggered during the first phase of the encounter.
  • Fixed an issue where Echo of Lilith could remain in the air indefinitely if Staggered immediately after landing.
  • Fixed an issue where Echo of Lilith would not progress to the second stage of the encounter in certain circumstances.
  • Fixed an issue where Summoned Lightning Spear would not consume stacks of Crackling Energy or grant the damage increase bonus.
  • Fixed an issue where certain affixes were not affected by Masterworking for the following Unique Items.
    • The Oculus
    • Blue Rose
    • Storm’s Companion
  • Fixed an issue where the player couldn’t interact with various objects.
  • Fixed an issue where Blood Howl did not grant Stealth when Waxing Gibbous was equipped.

Miscellaneous

  • Fixed an issue where the corpses of Duriel and Grigoire did not despawn soon after dying.
  • Various UI, visual, stability, and performance improvements.

That’s it for this Diablo 4 title update. Don’t forget, we should be getting a new trailer for Vessel of Hatred from gamescom today as well. You can keep tabs of our Diablo 4 coverage here.

[Source: Blizzard]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Techland Unveils Dying Light: The Beast at gamescom 2024

Techland has officially announced a new addition to the Dying Light franchise at gamescom 2024, titled Dying Light: The Beast. The game marks the return of the series’ original protagonist, Kyle Crane, in a standalone zombie adventure set in a new rural region.

Dying Light: The Beast promises over 20 hours of content and will be available on PC via Steam and the Epic Games Store, as well as on PlayStation 5, PlayStation 4, Xbox Series X|S, and Xbox One consoles.

Watch the announcement trailer here:

Voice actor Roger Craig Smith returns to reprise his role as Kyle Crane, stating, “Stepping back into Kyle Crane’s shoes feels like a reunion with an old friend.” Initially conceived as a DLC for Dying Light 2, the project evolved into a standalone experience.

Techland has announced that more details, including the release date, will be revealed later this year.

About Dying Light: The Beast

Dying Light: The Beast is a thrilling standalone zombie adventure set in a tightly-crafted rural region. Play as Kyle Crane, a legendary hero who breaks free after years of brutal experiments. Now, he must realize there’s more at stake than just revenge.

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Taha

Television kills your vision.

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Arc Raiders Transitions From F2P to $40 Premium Title, Fall Testing Begins This October With Full Release in 2025

Remember Embark Studios’ Arc Raiders? The development team’s first project that was announced publicly, but sat on the backburner as The Finals made its way out? Well, it’s back, and there’s a lot of changes to it.

Thanks to an invite-only media briefing which MP1st was invited to, Embark has announced that Arc Raiders, which was originally announced as a free-to-play title, is now a full premium game and will target a price of $40 when it launches in 2025.

Aleksander Grøndal, Arc Raiders Executive Producer, explained the change:

“It became increasingly clear to us during development that a premium model is a better fit for the experience we’re building with ARC Raiders. This shift allows us to focus on what truly matters for this game — creating an engaging, balanced, and replayable action survival experience.”

Embark will soon be conducting its first public playtest of Arc Raiders, as players can sign up for it on Steam to be one of the lucky ones picked when it kicks off this October 24 – Oct. 27, 2024! There’s also a new trailer released which we’ve included below.

Not familiar with Arc Raiders? Here’s the official description per Embark:

In ARC Raiders you enter a vast and lethal world.

People have fled to the underground colony of Speranza, seeking supplies to survive, and shelter from ARC machines on the surface. Demand for resources is at an all-time high, but venturing the surface to get them is a risky job.

You enlist as a Raider, fighting for your own survival and that of your neighborhood in the underground colony — scavenging and hunting for resources that must be extracted back safely from the surface. Standing in your way are ARC machines — a mysterious, deadly foe — as well as other players — Raiders — who are also competing for loot and their own survival.

To grow as a Raider, you must make it back down to the colony alive. There, you get to meet the traders of Speranza to trade your loot and valuables, embark on quests, upgrade and improve and expand your chambers, and grow your character to suit your playstyle — to become the Raider that you want to be.

Whether teaming up or going solo, it’s a game that rewards thinking ahead and carefully observing the world around you, rather than running into action guns blazing. The gameplay is tactile, visceral, and grounded, with a rich and playful sandbox of gadgets and tools, beyond just guns and ammo.

Arc Raiders will makes its way this 2025 on PC, PS5 and Xbox Series X|S.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Apex Legends New Update 1.000.078 Flies Out This Aug. 20 (Update)

Respawn Entertainment has pushed out Apex Legends update 1.000.078, and this has been available as a pre-load since yesterday for PS4 and PS5 owners. This is a minor update, so don’t expect any new content outside of fixes.

Patch Notes:

Update: Respawn has revealed the patch notes and we’ve included them below:

  • The first few seconds of Shield + Syringe sound effects not playing
  • Blank images appearing on Battle Pass screen
  • Flickering during Legend select in Control/Gun Run
  • Performance fix for PS5 Performance Mode
  •  Battle Pass can now be purchased on Switch
  • A crash when scrolling between challenge blocks and rerolling Daily Challenges

Respawn hasn’t shared the patch notes just yet, but we’ve listed the known issues the dev team is looking into as per the official Apex Legends Trello board.

INVESTIGATING:

  • [E-District] Occasional flashing textures at Resort
  • [Bangalore/Akimbo] Unable to shoot after using Tac while weapons were holstered
  • [Revival] Requeue displays “party not ready”
  • [Alter] Occasionally skipping Tac teleport animation
  • [Xbox] FPS drops with Bloodhound Ult
  • [Broken Moon] Zip Rail near Terraformer missing on mini map
  • [R-99/Peacekeeper] Specific trials not tracking in BR/Mixtape
  • Founder’s badge shows as locked, but can still be equipped
  • [Mad Maggie] Ultimate not impacting some pass/tacs/ults
  • Weapon Mastery + Trackers show different values

FIX IN PROGRESS:

  • [PC] Loss of input when tabbing out and back in
  • [PC] Mouse not tracking camera movement
  • R-99 can be found as ground loot
  • [Map] Object icons fail to disappear after being interacted with
  • [Challenge] “Revive Squadmates 30 Times” tagged NBR isn’t possible
  • [Console] Premium+ shows full rate for those with Premium BP **

Expect some of the issues mentioned above to be part of the fixes for today’s title update. Once the official patch notes are out, we’ll update the article with the info.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Supermassive New Game Titled “Directive 8020” Announced, Reveal Trailer, Features List Now Out

Supermassive Games, the studio know for their narrative-driven experiences, has announced its new game, and it’s called “Directive 8020.” The studio isn’t deviating much from its horror roots, as this is an all-new sci-fi, survival horror game that’s headed to PS5, Xbox Series X|S and PC.

Check out the reveal trailer and the features list to know what the game is about.

Directive 8020

Earth is dying and humanity is running out of time. 12 light years from home, Tau Ceti f offers a small sliver of hope. When the colony ship Cassiopeia crash lands on the planet, its crew soon realize they are far from being alone.

Hunted by an alien organism capable of mimicking its prey, the crew of the Cassiopeia must outwit their pursuers to make it home alive. As they battle to survive, they are confronted with the hardest choice of all: to save themselves, they must risk the lives of everyone on Earth.

In space, death takes many forms.

Features

  • Next-Gen Cinematic Survival Horror: Experience immersive cinematic storytelling and edge-of-your-seat horror on a deep space mission to save humanity.
  • Real-Time Alien Threats: Evade a deadly alien threat that roams the dark corridors of the ship, intent on eradicating human life. Overcome your enemies using improvised weapons, lightning reflexes, and stealth.
  • Trust No One: Encounter an alien lifeform that perfectly imitates its prey. Years of training and trust are lost among the crew when their enemy hides in plain sight. Who is human and who is not? Your choices are now more important than ever!

Will this be a more immersive gameplay experience than some of the studio’s past titles? We’ll know for sure once more info is released. Supermassive Games is know for Until Dawn, The Quarry, and Bandai Namco’s Dark Pictures Anthology, which this seems to be a part of.

In addition to this title, Supermassive is also developing Little Nightmares 3, and all these are being done amid layoffs within the studio.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Overwatch 2 Update 3.82 Rockets Out for Season 12 This August 20, Full Patch Notes Listed

Blizzard Entertainment has released Overwatch 2 update 3.82, and this is for Season 12 that officially brings Juno to the roster alongside a new core game mode, new clash map and more! Those on current-gen, this will show up as OW2 update 1.000.047, and includes the same changelog as previous gen and PC.

Players can also look forward to spawn system changes, Competitive Play updates, and of course, hero balancing changes. Read on for the patch notes since there’s a lot to take in.

Overwatch 2 Update 3.82 Patch Notes | Overwatch 2 Season 12 Patch Notes | Overwatch 2 Update 1.000.047 Patch Notes:

Season 12 – New frontiers

Prepare for an interstellar journey to discover new frontiers as this season introduces Juno, a cheerful and extraordinary new Support hero hailing from Mars. Then battle through two new maps in the Clash game mode where you’ll engage in an intense tug of war for the win! Unleash ancient Egyptian divinity with the new Mythic Anubis Reaper Hero Skin and smite your foes using the heavenly sword of the sun God Ra with the upcoming Mythic Midnight Sun Ana Weapon Skin. Upgrade to the premium battle pass and add Legendary Bast Doomfist, Oni Ana, and more to your collection.

New Hero – Juno

Overwatch 2’s newest Support hero has touched down from Mars! Juno has landed with her versatile Mediblaster and Pulsar Torpedoes providing simultaneous healing and damage. Plus, Juno’s Hyper Ring propels the team into action, boosting movement for faster fights, and her high mobility allows her to swiftly maneuver the battlefield to provide critical support or evade threats effectively.

Juno Teo Minh was born on Mars during Project Red Promise – Lucheng Interstellar’s secret multi-stage initiative to terraform the planet. When dust storms began to ravage the planet, the Red Promise Colony lost contact with Lucheng, throwing the project’s future into jeopardy. To protect Juno, the Red Promise Team sent her to planet Earth, where she could live her life in safety. Now, Juno is determined to find a way to save her home and family – before time runs out.

New Core Game Mode – Clash

Get ready to experience Clash, a new core game mode in Overwatch 2! Clash features 5 capture objectives placed in a linear path on a mirrored map. Only one objective is active at a time, and the match starts with Objective C, the center one. Capture an objective by standing on it uncontested until the capture progress is complete. Teams that capture an objective are awarded 1 point to their score.

Since the trial for Clash that took place earlier this year, the final capture points for each team (A and E) are even more rewarding, worth three points that are split up into segments on the capture progress . A win comes when a team reaches five total points from capturing various objectives on the map, or if they manage to push into their opponent’s territory and fully capture the final objective.

Clash arrives in both Quick Play and Competitive Play with the new Hanaoka and Throne of Anubis maps and a temporary boost in frequency to ensure you get more chances to play. You can also play Clash in the Arcade for a limited time as well.

New Clash Map – Throne Of Anubis

Deep within these once-proud temple grounds lies the Throne of Anubis, the god program quarantined by Helix International. The quiet streets and historical sites surrounding the Throne carry an air of tension, for fear that the power that began the Omnic Crisis may yet again awaken.

Hero Mastery Updates

Charge up your particle cannon and load up your rockets! Hero Mastery single-player courses for both Pharah and Zarya launch this season. Time your shots and protect ally bots as you take part in new challenges in a limited-time event from August 20 to September 3. Plus earn new rewards and up to 22,500 Battle Pass XP.

  • Hero Mastery Courses for Pharah and Zarya have been added.

General Updates

Avoid As Teammate

The Avoid List has been updated with the following new features:

  • Players now have 15 avoid slots divided into 3 Pinned slots and 12 Recent slots.
  • Pinned Avoid slots guarantee that these players will never be in your matches and unlike our old Avoid slots, they never time out.
  • The new Recent Avoid slots do time out after 7 days like the old Avoid slots, and they only prioritize constructing teams without these players on them.
  • The player with the lowest time remaining in the Recent list is removed from the list if a new player is avoided when the list is full.
  • Time Remaining for an avoided player in the Recent list can be refreshed by using the Reset Avoid Expiration feature.
  • The Avoid List is now its own tab in the Social menu (which still only appears when at least 1 player is avoided).
  • Any players that were avoided when Season 11 ended will be removed from the avoided list due to the aforementioned updates to the system.

Developer Comments: Avoiding other players has been a great way to curate your experience since the system was added, but with these changes we wanted to explore giving players best ways to manage their avoid slots.

Spawn System Changes
  • Group Respawn is replaced by Wave Respawn for all non-Competitive modes.
  • Wave Respawn is added to Competitive Play.
  • Default respawn time increased from 10 to 12 seconds.
  • Overtime respawn time increased from 13 to 14 seconds.
  • Wave Respawn is disabled in Overtime.
  • Overtime respawn time is not increased in Flashpoint.
  • Wave Respawn is disabled when the Payload is near the end of the track in Escort and Hybrid game modes (the same time the existing Anti-Stall system activates).
  • When the first hero on a team dies, they start a new Wave for their team.
  • Any hero that dies within 6 seconds of a Wave starting automatically joins that Wave.
  • A hero joining a Wave will respawn at the exact same time as the hero that started the Wave. This means that the respawn time of heroes joining the wave can be as long as 12 seconds if they died at the same time as the first hero or as short as 6 seconds if they catch the end of the Wave.
  • If a hero starts a Wave and no other hero joins the Wave they will respawn 2 seconds faster. This hero will respawn in 10 seconds (the default respawn time before Season 12).

Developer Comments: These changes are designed to reduce the number of one-sided matches. For an in-depth analysis of our thought process behind the changes to respawning, read the latest Director’s Take on PlayOverwatch.com.

Shop Updates
  • You can now try out all skins in the practice range from the Hero Gallery or the Premium Shop.

Competitive Play Updates

Mid-Year Rank Reset
  • Competitive skill ranks for all players have been reset for Season 12.
  • Players will need to complete ten placement matches for each role to be ranked and start climbing on the leaderboard.

Developer Comments: Our plan is to reset ranks every 6 months alongside larger updates that shake up the metagame including significant hero balance changes, new heroes like Juno, new game modes like Clash, and changes to core systems like the respawning changes mentioned above.

Predicted Rank
  • The Predicted Rank that was displayed to players in Placements at the end of each match is now displayed in all locations that rank is displayed for individual players.
  • Predicted Rank is only displayed to players viewing their own Rank (other players can’t see this information).
  • Predicted Rank is now used to determine whether a group is Wide or Narrow, meaning that Placements are no longer automatically considered Wide.
  • This will allow players to get much faster queues in many scenarios after their Rank has been reset.

Hero Updates

Developer Comments: Our recent 2.11.1 patch (which adjusted all the Tank heroes), saw a significant gain in interest for the role and had a positive lasting effect in queue times for Damage and Support as well. There are a few additional tuning changes in this update for Tanks but this patch is largely focused on adjusting many of the more mobile heroes in the Damage and Support roles.

Mobility is very powerful and we would like for there to be more of a tradeoff for the flexibility that it brings, especially as we add speed boosting abilities by welcoming Juno to the game. We’re moving a handful of heroes to a 225 HP maximum and in some cases increasing potency elsewhere in their kit.

Tank

D.Va

Developer Comment: The increase in Defense Matrix availability didn’t help D.Va’s overall performance that much compared to the amount of frustration it is causing players on the opposing team, so we’re reverting it to the previous duration.

Defense Matrix
  • Maximum duration reduced from 3.5 to 3 seconds.

Orisa

Developer Comment: Orisa is still underperforming so we’re increasing the impact damage of Energy Javelin to better reward accuracy with the ability.

Energy Javelin
  • Impact damage increased from 60 to 80.

Zarya

Developer Comment: Zarya’s secondary fire didn’t benefit much from the projectile size changes in Season 9 since it’s mostly aimed at the ground. We’re increasing its damage to keep it feeling effective relative to her primary fire beam.

Particle Cannon
  • Secondary fire minimum damage increased from 47 to 55.
  • Secondary fire maximum damage increased from 95 to 110.

Damage

Echo

Developer Comment: No additional adjustments to support the reduced health pool as, like Pharah, Echo was one of the top performing Damage heroes recently.

Base health reduced from 250 to 225.

Hanzo

Developer Comment: Hanzo doesn’t quite fit the category of being as highly mobile as the other heroes we’re moving to 225 HP, but like Widowmaker, has the potential long-range lethality merits, as he is now able to one-shot the 225 HP heroes. It’s also nice for the Hanzo mirror match to be more decisive as well.

  • Base health reduced from 250 to 225.

Junkrat

Developer Comment: This is mostly a reversion back to how Junkrat’s grenades used to ricochet in early Overwatch, which enables more control over the angle of the bounce and helps the weapon better control spaces with some tricky shots, but the projectile size is now reduced after a couple of bounces so there will be fewer random feeling direct impacts near the end of the projectiles lifetime.

Frag Launcher
  • Projectile size is now reduced by half after the second ricochet.
  • Projectiles preserve slightly more velocity on ricochet.

Sojourn

Developer Comment: After reducing the maximum damage of the Railgun’s secondary fire, we’re continuing to look at the effectiveness of Sojourn’s primary fire. These changes are to make it more accurate and better reward accuracy by increasing the energy gained from headshots.

Railgun
  • Primary fire weapon spread reduced from 2 to 1.6 degrees.
  • Critical hits now grant 10 energy.
  • Energy degeneration rate reduced from 33 to 15 per second after 7 seconds.

Sombra

Developer Comment: The increased movement speed while in stealth will better enable Sombra to get into advantageous positions or be slightly more evasive with the new lower health.

Base health reduced from 250 to 225.

Virus

Impact damage increased from 25 to 35.

Stealth

Bonus movement speed increased from 45 to 60%.

Torbjörn

Developer Comment: This shift in armor health for Torbjorn is to increase survivability against the heroes which are most affected by armor’s damage reduction, such as Tracer.

  • Base health reduced from 250 to 225.
  • Base armor increased from 50 to 75.

Support

Illari

Developer Comment: Illari can deal a lot of damage over the course of a game but may have too much ammo, given that her projectiles are easier to land hits due to their increased projectile size. We’re also removing the extra environment collision size on her Captive Sun projectile so that it doesn’t accidentally detonate early when firing at nearby walls and such. There is a similar fix to prevent her secondary fire beam from impacting a wall instead of allies near it.

Solar Rifle
  • Maximum ammo reduced from 16 to 14.
Captive Sun

Projectile environment collision size reduced from 0.15 to 0 meters.

Juno

Developer Comment: Community feedback on Juno’s trial was split between over and underpowered. On the stat side, she performed strongly in most every categories but particularly overperformed in healing output over the course of a game. These changes are improving her utility while pulling back lightly on healing throughput, since we’d still like her to launch in a strong state as players grow accustomed to her playstyle. There were also quite a few quality-of-life improvements that are listed elsewhere in the patch notes.

  • Juno has been added to the lineup.
  • Juno is now eligible for Competitive Play.
  • Base health reduced from 250 to 225.
Mediblaster
  • Burst projectile volley rate of fire reduced from 34 to 28 shots per second.
Pulsar Torpedoes
  • Damage and Healing impact increased from 75 to 85.
  • Heal-over-time reduced from 60 to 50 health.
Hyper Ring
  • Deploy range increased by 3.5 meters.
  • Cooldown reduced from 16 to 14 seconds.
Orbital Ray
  • Deploy range increased by 3.5 meters.
  • Cooldown reduced from 16 to 14 seconds.
Kiriko

Developer Comment: Despite the perception of how powerful Kiriko feels to play against, she is a hero that consistently underperforms when it comes to winning games. However, she is a highly evasive hero that makes a lot of sense to be in the 225 health bracket. To help counterbalance the loss of health, we’re smoothing out her damage dealing consistency by increasing the Kunai weapon’s base damage and removing the enhanced critical multiplier.

Base health reduced from 250 to 225.

Kunai
  • Critical multiplier reduced from 2.5 to 2x.
  • Damage increased from 45 to 60.
  • Recovery time increased from 0.5 to 0.55 seconds.

Lifeweaver

Developer Comment: The Petal Platform was too easy to waste if a player accidentally ran over it without intending to make use of it. Now it resets back to the ground if no one is standing on it. We’re also reducing its health so that it’s more reasonable counterplay to destroy the platform. Healing Blossom will now passively charge at a slower rate to enable players to swap between weapons without the fear of falling too far behind when swapping back to healing.

Healing Blossom
  • Healing progress can now charge passively at a reduced rate.
  • No longer reduces movement speed when holding a full charge.
Petal Platform
  • Duration only counts down while the platform is raised.
  • Platform now resets if no one is standing on it for 2 seconds.
  • Duration increased from 10 to 12 seconds.
  • Health reduced from 400 to 300.
Rejuvenating Dash
  • Healing reduced from 60 to 45.

Mercy

Developer Comment: Mercy’s Guardian Angel movement enables her to be highly evasive and difficult to engage with for many heroes, but is also one of the most fun parts of her ability kit so we’d like to keep that strength, so we’re moving her to 225 HP and increasing the output of her Caduceus Staff beams.

  • Base health reduced from 250 to 225.
Caduceus Staff
  • Primary fire healing increased from 55 to 60 health per second.
  • Secondary fire damage boost increased from 25% to 30%.

Moira

Developer Comment: Moira can be difficult to take down between the low cooldown on her Fade ability and self-healing with the Biotic Orb, so now she has 225 HP and slightly higher damage output to keep an edge to her offensive potential.

  • Base health reduced from 250 to 225.
Biotic Grasp
  • Secondary fire damage increased from 60 to 65 damage per second.

Lúcio

Developer Comment: Lucio is one of the most mobile heroes and makes his allies faster as well, so we’re moving him into the 225 HP hero category. His playstyle tends to get into closer ranges more often than other heroes in this category, so we’re turning up his Primary fire damage output to increase his effectiveness at range before diving in.

  • Base health reduced from 250 to 225.
Sonic Amplifier

Primary fire damage increased from 18 to 22.

Hero Quality of Life Updates

Developer Comments: Alongside balance changes that should make Juno a strong and viable choice in the Support Role, we also heard community feedback to apply several small changes to make the experience of playing with or against Juno a lot more enjoyable. Thank you for your detailed feedback during Juno’s Hero Trial.

Support

Juno
Mediblaster
  • The weapon model visuals and firing sounds were updated to indicate when the weapon is at low ammo.
  • The heal sounds that play locally to the Juno player were updated to be more noticeable when healing allies closer to full health.
Pulsar Torpedoes
  • The cooldown when the ability is canceled after no successful lock-ons has been reduced from 5 seconds to 2 seconds.
  • Line of Sight checks were improved to better find targets with hitboxes in view.
  • Added range forgiveness of an extra 5 meters on current targets that might move beyond the max 40 meters range.
  • The local cancel sound was increased in volume to be more noticeable for the Juno player.
  • The ally and enemy impact sounds were updated to be more noticeable for the Juno player.
  • Healing torpedoes have new impact visuals when hitting enemy barriers and when clipping near walls.
Glide Boost
  • Now adjusts Juno better when she hits level architecture such as doorways.
Hyper Ring
  • Juno players will now hear the initial Hyper Ring apply sound when entering their own ring for the first time.
  • The sound when re-entering the Hyper Ring was updated to be more noticeable.
Orbital Ray
  • The Ultimate enemy voice line was updated in tone to better contrast the ally version.
  • The enemy version of the ray’s start sound was updated to be more noticeable.

Map Updates

Flashpoint

  • Passing through the spawn door barrier of your own spawn will apply a temporary speed boost to get to the capture point faster.
  • The speed boost is removed when taking or dealing damage.
  • The speed boost is applied by both the default and forward spawns.
  • The speed boost counts toward the existing movement speed bonus cap of 75%.

Push

  • The Push bot collision has been updated so players cannot contest from certain high ground positions.

General map & Mode updates

  • Updates to our map recency system to increase the frequency of new maps and modes at the start of each season.
  • Capture point outlines can now be seen through walls on Clash and Flashpoint when the capture point is unlocked.
  • Lighting scenarios are now randomized in Quick Play and Competitive Game Mode.
Bug Fixes
General
  • Fixed a bug where the Gotcha achievement was not awarding properly.
  • Fixed a bug where weapon skins were not showing in the weapon variant menu.
  • Fixed a bug where first-time users could not skirmish which waiting for a game.
Heroes

Ashe

  • Fixed a bug where some of the effects would not trigger with the Ashe mythic skin equipped on Steam.

Illari

  • Fixed a bug with Illari’s Solar Rifle secondary fire healing beam impacting the environment instead of players when aiming near edges of collision.

Juno

  • Cleaned up some of the effects of Juno’s Pulsars torpedoes when they landed as D.Va was re-entering her mech.

That’s one hefty patch! Don’t be surprised if a hotfix is released in the coming weeks.

,[Source: Overwatch]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Borderlands 4 Officially Announced With New Teaser Trailer, Out in 2025

Kicking off gamescom Opening Night Live, it’s none other than Gearbox Software’s Borderlands 4! Yes, the franchise’s latest entry is now official even if everyone knew it was in development.

Check out the teaser trailer below, and while there’s no actual gameplay from it, seeing that official logo plastered on the screen does give a little tingle.

Hopefully, more info about the game surfaces soon. Although we do know it’s set for release in 2025, and we presume it’ll be for consoles and PC.

For everything Borderlands, make sure to bookmark our franchise hub for it.

Stay tuned to MP1st for more gamescom news as it happens.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Report: Marvel Rivals Release Date Is Dec. 8, as Leaked Trailer Features Captain America & Winter Soldier

While we already know that NetEase is set to unleash something later at gamescom Opening Nigh Live, it seems we now know what that is! Not only are we getting a new trailer, but the planned announcement for Marvel Rivals’ release date has leaked!

The leak stems from the Epic Games Store, which mentions the free-to-play hero shooter is incoming on PS5, Xbox Series X|S and PC this December 8, 2024!  The tweet has since been pulled, but not before it was captured. Thanks to reliable leaker Visceral who posted not only the pre-mature announcement, but also the trailer set to air later today where we see Captain America and The Winter Soldier confirmed to be part of the heroes stable.

Check out the video below before it gets officially revealed later: Added the official trailer for better quality!

As you can see, Captain America is a Vanguard (tank), and we see some of his abilities in action which uses his shield to great effect! Heck, it can even counter ultimates per the trailer. As for Bucky, his metallic arm can morph and he’s clearly a Duelist (damage) character.

Of course, there’s also a CGI trailer incoming later today, and if I had to hazard a guess, we’ll be getting an open beta before the full game launches in December.

Once the official info is out later today, we’ll add the relevant info to the article. If you’re nota familiar with the game, head on over here to see our impressions of the closed beta.

Update: Added the official trailer confirming the release date and other info.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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New Fallout 76 Atomic Shop Weekly Update for August 20, 2024

It’s a new Tuesday, bringing yet another store refresh for Fallout players. That’s right, the items for sale in Fallout 76’s Atomic Shop have been updated!

As usual, MP1st is here with the new Fallout 76 Atomic Shop weekly update today, August 20’s list of items for sale. Check out this week’s best Atomic Shop items and bundles below.

New Fallout 76 Atomic Shop Weekly Update for August 20:

Fallout 76 Atomic Shop weekly update for August 20

Notable Items This Week:

  • Red Rocket Dumpster Bundle – 1500
  • Light ‘Em Up Paint – 700
  • Red Rocket Dumpster – 500
  • Mothman Weather Bundle – 1500
  • Weather Station (Mothman) – 1200
  • Mothman Wind Chime – 300
  • Powering Up Bundle – 1500
  • Crafter’s Corner Bundle – 1500
  • Red Rocket Machinest Bundle – 1500
  • Showcase – Free
  • Free Scrap Kit – Free
  • Double Dunk Paint – 250
  • Triumph Terrace Housing Development Shelter – 1500
  • Order of Mystery Set – 490
  • Mothman Cultist Torches – 210

What is the Fallout 76 Atomic Shop?

The Atomic Shop is an in-game store in Fallout 76 offering cosmetics, C.A.M.P. objects and more in exchange for a special currency called Atoms. Most purchases are unlocked account-wide, and may be accessed by any character on the account.

Some objects require an in-game plan to be learned in order to gain access, while other items are only unlocked for a single, specified character. All exclusive items are character-bound, and cannot be dropped or traded with other players. The Atomic Shop is accessible at any time from the main menu, as well as the pause screen after leaving Vault 76 for the first time.

That’s it for this week’s refresh. Is there anything in particular that interests you?

If not, there’s always next week, which we’ll have covered, so be sure to check again next Tuesday!

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Salman Haider Zaidi

That's a nice argument, Senator.

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New Destiny 2 Weekly Reset August 20, 2024 and Eververse Inventory

As Xur and his wares take their leave from Destiny until next Friday, a new set of weekly activities and Eververse offerings have been pushed out to keep players busy. The new Destiny 2 weekly reset August 20, 2024 refresh of activities is now live, detailed in full below along with the new Eververse inventory.

New Destiny 2 Weekly Reset August 20, 2024 and Eververse Inventory:

The highlights of this week’s update are:

  • Last week of Solstice
  • Crucible: Countdown (3v3), Mayhem (6v6)
  • Nightfall: Exodus Crash (Weapon: Scintillation)
  • Exotic Mission: Operation: Seraph’s Shield
  • Raid: Vault of Glass
  • Dungeon: Prophecy

That’s all for this week’s Destiny 2 update. Stay tuned for our Xur and Trials of Osiris posts on Friday.

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

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Destiny 2 Update 3.36 for Version 8.0.5.2 Released, Here’s What’s New

August 20, 2024 – Bungie has released Destiny 2 update 3.36 on consoles, which is tagged as version 8.0.5.2. Those on current-gen, this will show up as Destiny 2 patch version 1.131), and players can expect changes to the weapons, activities and more. While this isn’t a major title update, there’s still a lot of significant improvements rolled out by the studio.

PATCH NOTES:

Activities

Crucible

  • Trials of Osiris
    • Updated the Special ammo rules for Trials of Osiris.
      • Players will no longer spawn with one kill’s worth of Special ammo at the beginning of the round.
      • A second set of Special ammo crates will now spawn at two fixed neutral locations 10 seconds before the Dominion zone becomes active.
      • Each crate will still grant a single kill’s worth of ammo.

Gameplay and Investment

Armor

  • Osmiomancy Gloves & Spirit of Osmiomancy
    • Fixed an issue where Coldsnap grenades were not consistently granting energy back when used against Champions.
  • Added an unkindled (non-glow) version of the Solstice 2024 Sublime armor as universal ornament options for Hunters and Titans (see note below).
    • For players that have unlocked the armor glows for these sets during this year’s Solstice, both versions will be available to unlock in the appearance screen. If a player has not unlocked the glows, they will not be able to view the unkindled ornaments.
    • Note: We’ve identified a last-minute issue where the unkindled ornaments are not appearing on Warlocks. Additionally, these ornament selections do not currently have text strings. We plan to fix this in a future update.

Weapons

  • General
    • Fixed an issue where after acquiring all six of the Salvation’s Edge weapon patterns, Adept weapons did not drop with a third perk in the right trait column.
  • Glaives
    • Fixed an issue where Glaives had their melee damage reduced.
  • Graviton Lance
    • Fixed an issue where Graviton Lance’s RPM was unintentionally nerfed.
  • Fortunate Star
    • Fixed an issue where the Fortunate Star Bow was showing incorrect stat values on the inspection screen.

Stay tuned for more Destiny 2 coverage here on MP1st.

[Source: Bungie]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Apex Legends Update 2.64 Released This August 20 (Update)

Apex Legends just got a new update this August 20! Respawn Entertainment has pushed out Apex Legends update 2.64 on all platforms, and this unannounced title update has been available as a pre-load for PlayStation gamers since yesterday.

Apex Legends Update 2.64 Patch Notes:

Update: Respawn has revealed the patch notes and we’ve included them below:

  • The first few seconds of Shield + Syringe sound effects not playing
  • Blank images appearing on Battle Pass screen
  • Flickering during Legend select in Control/Gun Run
  • Performance fix for PS5 Performance Mode
  •  Battle Pass can now be purchased on Switch
  • A crash when scrolling between challenge blocks and rerolling Daily Challenges

Respawn hasn’t shared the patch notes just yet, but we’ve listed the known issues the dev team is looking into as per the official Apex Legends Trello board.

INVESTIGATING:

  • [E-District] Occasional flashing textures at Resort
  • [Bangalore/Akimbo] Unable to shoot after using Tac while weapons were holstered
  • [Revival] Requeue displays “party not ready”
  • [Alter] Occasionally skipping Tac teleport animation
  • [Xbox] FPS drops with Bloodhound Ult
  • [Broken Moon] Zip Rail near Terraformer missing on mini map
  • [R-99/Peacekeeper] Specific trials not tracking in BR/Mixtape
  • Founder’s badge shows as locked, but can still be equipped
  • [Mad Maggie] Ultimate not impacting some pass/tacs/ults
  • Weapon Mastery + Trackers show different values

FIX IN PROGRESS:

  • [PC] Loss of input when tabbing out and back in
  • [PC] Mouse not tracking camera movement
  • R-99 can be found as ground loot
  • [Map] Object icons fail to disappear after being interacted with
  • [Challenge] “Revive Squadmates 30 Times” tagged NBR isn’t possible
  • [Console] Premium+ shows full rate for those with Premium BP **

Expect some of the issues mentioned above to be part of the fixes for today’s title update. Once the official patch notes are out, we’ll update the article with the info.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

MultiVersus New Update 1.040 Calls in Beetlejuice, Character Balance Changes

MultiVersus new update 1.040 is available now for download on consoles and PC, and this not only introduces Beetlejuice to the roster, but a lot of character balance changes are included as well.

Patch Notes:

General 

Characters

  • New Fighter: Beetlejuice, Beetlejuice, Beetlejuice joins the Multiverse! He is available for Gleamium and character ticket purchase starting today, and he will be available for purchase with fighter currency in 3 days on August 23, 2024.
  • Coming soon: All fighters will be available for play in local play game modes

Netcode Updates

  • Performance improved during periods of low client framerate
  • Server better handles periods of packet loss
  • Fixed handling of input delay incurred from high ping
  • Clients have better handling for staying in line with the server
  • Server input overrides will return the player to neutral quicker (should address issues where lag spikes are causing players to run off the map)

Social

  • Friends list is now sorted alphabetically

Rifts

The “Ghost with the Toast” PvE Rift is NOW AVAILABLE!

The Crisis in Townsville Rift has been added and will unlock later in the season:

Rift Updates

  • Replaced the mission “Freeze an opponent” with the mission “Hit an enemy with 5 dash attacks” on Node 4a in the Upgrade War Rift
  • Fixed issue with Treasure Missions not processing correctly
  • Fixed issues with Bonus Nodes playing incorrect ambient audio
  • Removed yellow text from the Quiet Mind Gem effect – the bonus does not change with gem level
  • Fixed camera being too close to players while playing CoOp in Target Break and Adventure style levels

Rift Combat Updates

  • Bots are now more likely to pick up and throw items
  • Rift Buddy Bubble movement changed to better work with Dexter’s Lab map
  • Rift Jump Pads now launch players higher.
  • Rift Electric Fences now have a warning phase before damaging shock is active.
  • Rift Fireballs no longer apply stacks of ignite on contact

Maps

Teen Titans Tower Map has been added to the game!

  • Variants:
  • Teen Titans Tower
  • Teen Titans Tower (1v1)
  • Teen Titans Tower 2

General

  • All maps’ upper blast zone grace area has been extended 50%. This should help prevent players from accidentally jumping into a ring out while trying to escape a combo.

Throne Room (1v1)

  • Walls are no longer there at the start of the match.
  • No longer has wall and floor transition.
  • Now available in Ranked 1v1 map pool.

Tree Fort 2

  • Removed bounce pad trees.

Water Tower

  • Center fall-through platform and door hazard raised on all variants to address bad interactions with certain projectiles.
  • Main variant and 1v1 variant added back to their respective Ranked map pools

Ranked Mode Changes

  • Grandmaster rank returns to Multiversus! Players with a character RP in the top 100 highest RP across all characters will qualify for the Grandmaster tier. Players that finish the season in Grandmaster tier will earn a special banner.
  • There is a new leaderboard that shows the players that have reached the Master’s tier with the most characters. Show the world that you’re not just a character specialist by placing as many characters into the Master’s tier as you can!
  • Players can now choose to concede a ranked match in between games in the best-of-3
  • Players can now be immediately promoted out of Bronze and Silver if they win a game with a high MMR
  • There is now less difference in RP rewards between Gold V and Platinum V
  • Potential RP loss per game is now capped at all tiers. Silver and Gold players can no longer lose more than 1 game worth of RP for a loss.

Grandmaster rewards:

Combat Changes

We’re making a myriad of general combat changes in an attempt to reward more offensive gameplay. These changes affect all fighters universally, but any additional character-specific changes will be listed in the character patch notes.

Dodge Cancels

  • Dodge Attacks now cost only 2 units of dodge meter, down from 3 units
  • Dodge Attacks and Dodge Jumps now play a special visual effect to help with clarity for all players
  • Receiving a hit after a Dodge Cancel where the initial Dodge avoided an attack will now remove the “DODGED” text pop-up
  • Dodge Jump cancel window while dodge meter is empty (fatigued) delayed 18 frames; now matches fatigued Dodge Attack cancel window

Dodge Lands

  • Fixed an issue where fighters could sometimes dodge into the ground without Dodge Landing
  • Dodge Land cancel window advanced 7 frames, fatigued cancel window delayed 5 frames
  • Fighters now retain more momentum on a dodge land
  • Fighters now have more movement control on the ground during a dodge land
  • Forward Dodge Lands can now carry fighter momentum off the ledge of the main platform

Dodge Fatigue (Empty Dodge Meter)

  • Base dodge fatigue time increased to 10 seconds from 8 seconds

Wall Cling & Wall Fatigue

  • Fighters will reach maximum wall fatigue after spending 5 seconds on a wall, down from 8.5 seconds.
  • Fighters will begin to slide faster on a wall after 2 consecutive wall clings, down from 4.
  • Fighters will reach maximum wall fatigue after 8 consecutive wall clings, down from 12.
  • Fighters will no longer refresh their air dodges or air specials if they wall cling at maximum wall fatigue
  • Fighters losing dodge meter from maximum wall fatigue can no longer gain any dodge meter until the fighters land on solid ground.

*NEW* Priority Hitboxes

Certain attacks can now be classified as “low priority” hitboxes. Low priority attacks cannot trade with normal attacks. If a low priority attack connects with an enemy on the same frame the attacker is hit with a normal attack, the low priority attack will be ignored. Character-specific low priority attacks will be listed in the character patch notes.

  • All ground side attack combo hits (besides the finisher attack) are now considered low priority attacks.

Terrain Bounces

  • No longer affected by attack decay
  • Knockback reduced

*NEW* Automatic Ground Teching

When a fighter is the victim of a combo that includes a terrain bounce, if they are floor bounced again in the same combo they will instead perform an automatic tech. An automatic tech breaks the combo by stopping the fighter on the ground and returning them to an idle pose with invincibility frames. If the fighter holds left/right during the tech, they will move a short distance in that direction while retaining fewer invincibility frames. The automatic tech will not occur if the floor bounce happens too soon after the first terrain bounce.

This will allow us to add more power into ground bounce combos without fear of accidentally introducing infinite loops in the future.

General Bugfixes

  • Fixed an issue where end-of-game and mission damage dealt stats were inaccurate.
  • Fixed an issue where certain attacks would trade incorrectly.
  • Fixed an issue where fighters could perform certain actions while rung out

General Perks

  • Clear The Air
  • Reflecting a projectile now increases the projectile’s speed 25%

Characters

Legend:
= Buff
– = Nerf

~ = Change

= Bugfix
Note: Attacks callouts reference default controls.

Agent Smith

  • Ground Down Special
    • * Fixed an issue where the agent clone would remain idle if Smith was hit on the same frame he summoned the clone
    • * Fixed an issue where the agent clone would whiff grab if it hit enemies in certain positions
    • * Fixed an issue where the agent clone would hit enemies that were above the clone’s head
    • * Fixed an issue where the agent clone would not turn around at ledges.

Arya

  • General
    • – Head hurtbox size increased; will fix certain projectiles whiffing versus Arya on the ground
  • Dodge Land
    • * Fixed Arya’s neutral dodge playing the wrong animation
  • Ground Neutral Attack
    • – Hitbox active duration reduced 2 frames
    • + Forward movement speed increased slightly; distance unchanged
  • Air Side Attack
    • – Charge knockback multiplier reduced to 1.25 from 1.6
  • Air Down Attack
    • – Repeat-move lockout increased to 20 frames from 8 frames
  • Air/Ground Up Special
    • – Repeat-move lockout increased to 20 frames from 15 frames

Banana Guard

We felt like Banana Guard could use more combo starter approach options so we’re making adjustments on Air Neutral Attack to serve that purpose.

  • Air Neutral Attack
    • + On-hit cancel window advanced 4 frames
  • Ground Down Special
    • + On-hit cancel window advanced 18 frames (after second hit)

Batman

We are trying to make the Air Down Special (“Crashing Justice” dive kick) less centralizing and more challengeable. We’re beginning to evaluate how to make Batman feel more dynamic in an upcoming patch.

  • Air/Ground Neutral Attack
    • ~ Batarang will only attempt to home in towards Batman for a maximum of 3 seconds.
    • ~ Batarang will be destroyed if Batman is still the owner of the Batarang when he is rung out
    • ~ Batarang will be destroyed if Batman is still the owner of the Batarang when he attempts to spawn a new one
  • Air Down Special
    • – Start-up window increased 6 frames
    • – Leg hurtbox size increased
    • – Hitbox size reduced

Black Adam

  • General
    • – Weight reduced to 75 from 85

Bugs Bunny

  • Air Side Attack
    • – Hitbox size reduced so it is less likely for Bugs to hit enemies behind him
  • Air Side Special
    • ~ Rocket is considered an “untechable” surface
    • ~ Knockback made more horizontal
  • Air/Ground Up Special
    • ~ Rocket is considered an “untechable” surface
  • Air/Ground Down Special
    • * Fixed an issue where the tunneling visual effects were not displaying while Bugs was underground

Finn

Finn is living up to his ideal as a speedy, combo-heavy assassin a little too well right now with his ability to carry opponents across the stage resulting in very low damage ring outs. We want to promote a little more offense from Finn by reducing his ability to charge his attacks for extended periods of time, while also making his combo game a little easier to deal with.

  • Ground Neutral Attack
    • – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
    • – On-whiff cancel window delayed 4 frames
  • Ground Side Attack 1
    • – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
    • – On-whiff cancel window delayed 6 frames
  • Ground Up Attack
    • – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
    • – On-whiff cancel window delayed 6 frames
  • Ground Down Attack
    • – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
  • Air Neutral Attack
    • – No longer launches Finn forward on-hit; cooldown removed
  • Air/Ground Neutral Special
    • – Maximum charge time reduced to 1.25 seconds from 4.0 seconds
  • Ground Down Special
    • + Boots of Speed buff duration increased to 25 seconds from 10 seconds

Garnet

  • Ground Side Attack 2 (Side)
    • + Now applies armor on start-up
  • Ground Neutral Attack
    • + Hitbox size increased to better match visuals
    • + Hitbox active duration increased 4 frames to better match visuals
  • Air Neutral Attack
    • + Start-up window before charge reduced 3 frames
  • Air Up Attack
    • – First hit hitbox size reduced to better match visuals

Gizmo

  • General
    • – Head hurtbox size increased; will fix certain projectiles whiffing versus Gizmo on the ground
  • Air/Ground Neutral Attack
    • – Added maximum charge time of 1.9 seconds
  • Air/Ground Neutral Special
    • * Fixed an issue where holding the neutral special bind would not continue the attack
  • Air/Ground Up Special
    • – On-hit cancel window delayed 3 frames
    • – Knockback angle made more horizontal
    • + Knockback increased to 1750 from 1500

Harley Quinn

  • Dash Attack
    • + Made hits more consistent and the multiple hits to drop less
  • Ground Down Attack
    • * Fixed an issue where Harley could cancel the second kick on-hit by taunting
  • Air Up Special
    • – Hitbox size reduced; ground version unchanged – hitbox now better matches visuals

Iron Giant

  • Air Side Attack
    • * No-fuel knockback reduced to 2050 from 2595 – This fixes an issue where the no-fuel version had higher knockback than the fueled version of the attack
  • Rage Mode Ground Down Attack
    • – Repeat-move lockout increased to 24 frames from 17 frames

Jake

Jake has been underperforming for a while due to the over-centralizing strength of his Bite neutral special. We are looking to evaluate some quality-of-life buffs for a future patch to make his strategy less Bite-dependent.

  • General
    • * Fixed an issue where Jake’s neutral dodges were not playing their ending animations
  • Air Down Attack
    • ~ A floor bounce incurred from the first hit of this attack will not count towards the automatic tech bounce threshold
  • Air/Ground Neutral Special
    • – Armor duration from eating an ally reduced to 1.5 seconds from 4.0 seconds
    • ~ Eating an ally now interrupts their current action

Jason

  • Ground Up Attack
    • ~ First hit prevents terrain bounce on knockback; final hit unchanged
  • Ground Down Attack
    • * Fixed an issue where using this attack could ring out Jason if the ground was broken during the attack
  • Air Neutral Special
    • + Now has armor during attack start-up
  • “Resurrectionist” Perk
    • * Fixed an issue where Jason would get rung out even while Resurrectionist was active, causing a double ringout

LeBron

Congratulations to LeBron James on winning Gold! In celebration we’ve given LeBron some buffs, but only because he won. Our new Auto-Tech system allows us to prevent an infinite loop that was occuring due to being able to repeatedly ground-bounce opponents so we’re reverting the change to Air Down Special from the last hotfix patch.

  • Ground Side Attack 1
    • + Now more consistently combos into ground side attack 2
  • Air/Ground Side Special
    • + Land cancel window advanced 4 frames
  • Air Down Special
    • + Start-up window reduced 5 frames; this is a revert from patch 1.2.1

Marvin

  • General
    • ~ Marvin’s role is now Mage instead of Assassin
    • – Head hurtbox size increased; will fix certain projectiles whiffing versus Marvin on the ground

Morty

  • General
    • ~ Morty’s role is now Mage instead of Bruiser
  • Air Up Attack
    • – On-hit cancel window delayed 4 frames
    • – On-whiff cancel window delayed 8 frames
  • Air Down Attack
    • + Hitbox size increased to better match visuals

Reindog

  • Air/Ground Down Special
    • * Fixed an issue where Reindog fireball had no hurtbox – this will fix issues with reflection and projectile clank interactions

Rick

Rick has become very frustrating for opponents due to the large size of his jab and how often players use the move in neutral. We want to reduce the strength of his jab while also giving him better combo tools across his kit to increase diversity in his moveset.

  • General
    • * Fixed an issue where Rick could not use Instant Air Dodge Cancel to use aerial specials near the ground
  • Ground Side Attack 1
    • – Start-up window before charge increased 4 frames
    • – Hitbox size reduced
    • – On-whiff cancel window delayed 10 frames
  • Ground Side Attack 2
    • + On-hit cancel window into side attack 3 advanced 1 frame
  • Ground Side Attack 3
    • + Start-up window before charged reduced 1 frame
    • – Cancel window delayed 1 frame
    • + Rocket spawn time advanced 2 frames
    • + Rocket base speed increased to 3000 from 2000
    • + Rocket base damage increased to 6 from 5
    • + Rocket knockback increased to 1600 from 1200
    • + Rocket knockback scaling increased to 22 from 19
  • Ground Up Attack
    • + First hit now more consistently combos into second hit
  • Ground Down Attack
    • + Bomb spawn time advanced 1 frame
    • + Bomb maximum detonation delay reduced to .35 seconds from .5 seconds
  • Air/Ground Neutral Attack
    • * Fixed an issue where charged and uncharged lasers were not properly handling projectile interactions
  • Air Side Attack
    • – On-hit general cancel window delayed 6 frames; on-hit cancel window into side special unchanged
    • ~ Now ignores player collisions during movement
  • Air Up Attack
    • + Charge damage multiplier increased to 1.75 from 1.2
    • + More upwards momentum is maintained on start-up
  • Air Down Attack
    • + Hitbox active duration increased 2 frames; now better matches visuals
    • + Hitbox size increased; now better matches visuals
  • Ground Neutral Special
    • + Meeseeks command window advanced 3 frames
    • + Up Meeseeks hitbox size increased
  • Air Neutral Special
    • – Hitbox size reduced
    • + Hitstun increased
    • ~ Now ignores player collisions during movement
  • Air/Ground Side Special
    • * Fixed an issue where fighters could dodge out of portal travel
  • Air Up Special
    • – Reduced backwards horizontal momentum during launch
    • * Fixed an issue where using up special near a wall would not launch Rick upwards
  • Air/Ground Down Special
    • ~ Polymorph debuff now shows a timer icon for remaining duration

Samurai Jack

Samurai Jack was released as an incredibly popular new fighter, and players immediately found success with his strong side special and quick Focus Meter gain. We’re hoping to tone down his side special as a “do everything” attack and also reduce the number of times players can use his super strong Focus Meter attacks in a single game. This should bring him more in line with the rest of the cast.

  • General
    • * Fixed an issue where Jack was rotated perpendicular to terrain when terrain bouncing
    • * Fixed issue where Jack’s dance animation wouldn’t play when affected by Gizmo’s “Rhythm’s Gonna Getcha” perk
  • Passive
    • – Focus meter gain from hitting enemies reduced 30%
    • – Focus meter gain from receiving hits reduced 25%
  • Ground Side Attack 1
    • – Hitbox size reduced
  • Ground Side Attack 2
    • – Hitbox size reduced so it is less likely for Jack to hit enemies behind him
  • Ground Side Attack 3
    • – Hitbox size reduced so it is less likely for Jack to hit enemies behind him
  • Air Up Attack
    • – Repeat-move lockout increased to 15 frames from 12 frames
  • Air Neutral Special
    • – Removed armor applied on start-up; rage version unchanged
    • – No longer allows changing the throw direction after a successful grab
  • Air/Ground Side Special
    • – On-whiff cancel window delayed 3 frames
    • – Hitbox size reduced so it is less likely for Jack to hit enemies behind him on start-up
  • Focus Air/Ground Side Special
    • – On-whiff cancel window delayed 8 frames
    • – Hitbox size reduced to better match non-focus side special
    • – Attack will now only transition to multiple slashes if the first attack hits an enemy
  • “Shadow Step” Perk
    • * Fixed an issue where Jack would sometimes move behind his enemy and whiff his counter attack

Shaggy

  • Air/Ground Neutral Special
    • – Rage duration reduced to 12 seconds from 25 seconds
  • Rage Air/Ground Side Special
    • – No longer breaks armor
  • Rage Air/Ground Up Special
    • – No longer breaks armor
  • Rage Ground Down Special
    • – No longer breaks armor
    • * Fixed an issue where the shockwave could get stuck traveling between identical terrains
  • Rage Air Down Special
    • – No longer breaks armor
    • * Fixed an issue where the shockwave could get stuck traveling between identical terrains

Steven Universe 

  • General
    • – Enemies can now knock back Steven to reduce stacks of bubble debuff
  • Air Side Attack
    • – Hitbox size reduced; now better matches visuals
  • Air/Ground Side Special
    • ~ Shield is considered an “untechable” surface
  • Air/Ground Up Special
    • ~ Shield is considered an “untechable” surface
  • Air Down Special
    • – Start-up window increased 6 frames
    • – Fall acceleration reduced slightly
    • – Hitbox active duration after landing reduced 6 frames
    • – Air on-hit cancel window delayed 2 frames

Stripe

  • Air/Ground Down Special
    • + Base cooldown removed
    • + Ammo cooldown reduced to 12.5 seconds from 15 seconds

Taz

  • General
    • ~ Taz’s role is now Assassin instead of Bruiser
  • Air/Ground Neutral Special
    • * Fixed an issue where Taz could become permanently stuck if hit while eating certain projectiles

The Joker

  • Ground Side Attack 1
    • – Hitbox size reduced; visuals updated to match
  • Air/Ground Up Special
    • * Fixed an issue where The Joker could sometimes not ride his balloon immediately on spawn

Velma

Velma can be oppressive as a projectile zoner, but still lacks the tools to complete her combos when she gets into melee range. We are limiting the strength of her projectile tools while increasing the strength of her close-range attacks to give her a better punish-game when she finds her moment to strike. We have also given her a new attack in the form of an on-cooldown down special that she can use to start combos at close range.

  • Dodge Land
    • * Fixed an issue where Velma was unable to Dodge Land
  • Ground Side Attack 1
    • + Start-up window reduced 2 frames
    • – On-whiff cancel window delayed 3 frames
  • Ground Side Attack 2
    • + Hitstun increased
  • Ground Up Attack
    • + Hitbox added to Velma’s chest; should help with hitting smaller characters more consistently
  • Ground Down Attack
    • + Start-up window reduced 2 frames
    • – On-whiff cancel window advanced 8 frames
  • Air Side Attack
    • + Uncharged damage increased to 9 from 8
    • – Uncharged knockback reduced to 1300 from 1450
    • + Uncharged knockback scaling increased to 18 from 12.5
    • – Maximum charge knockback multiplier reduced to 1.15 from 1.5
    • ~ Visuals now better match hitbox
  • Air/Ground Neutral Special
    • – Homing speech bubbles now stop homing if the target enemy dodges the speech bubble
    • – “Sass” speech bubble maximum lifetime reduced to 2.5 seconds from infinite
    • ~ “Sass” speech bubble knockback angle made more horizontal and backwards towards Velma
    • – Ally-empowered “Toodles” speech bubble maximum lifetime reduced to 8 seconds from 10 seconds
    • * Fixed an issue where the ally-empowered “Toodles” speech bubble could home towards Mojo Jojo on the Townsville map
    • * Fixed an issue where speech bubbles would home towards certain characters’ feet rather than their midpoint
  • Ground Down Special (Mystery Machine)
    • – Mystery Machine capture hitbox is now low priority
    • + Can now re-hit enemies that have dodged the capture hitbox after one second
  • Air Side Special
    • ~ Movement and knockback have been completely revamped. This attack now moves Velma farther and knocks back enemies into her path, allowing her to use this attack as a combo starter.
  • Air Up Special
    • + Vertical movement increased
  • Air/Ground Down Special (Book)
    • + Book spawn location moved closer to Velma; should prevent close-range whiffs
  • *NEW* Air/Ground Down Special (Cooldown)
    • ~ Down special can now be used while on cooldown to spawn a short-range book projectile. The projectile can be used as a combo starter in air and on ground. The projectile does not grant any buffs to Velma or her allies.

Wonder Woman

  • Ground/Air Neutral Special
    • – Armor duration on hitting an ally reduced to 0.5 seconds from 2.25 seconds
  • Ground/Air Down Special
    • – Armor duration reduced to 2.25 seconds from 3.7 seconds

Now that’s one jampacked patch!

[Source: MultiVersus]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

MultiVersus Update 1.40 Summons Beetlejuice, Improvements in Patch 1.2.2 This Aug. 20

Beetlejuice! Beetlejuice! Beetlejuice! Say that name three times, and the ghoul with a soul will come a-knockin’! Player First Games has done just that with MultiVersus update 1.40! This is the mid-season patch for the brawler, and aside from Beetlejuice, there are Rift updates, gameplay updates and more, all listed in the official patch notes.

MultiVersus Update 1.40 Patch Notes for Mid-Season Patch 1.2.2:

General 

Characters

  • New Fighter: Beetlejuice, Beetlejuice, Beetlejuice joins the Multiverse! He is available for Gleamium and character ticket purchase starting today, and he will be available for purchase with fighter currency in 3 days on August 23, 2024.
  • Coming soon: All fighters will be available for play in local play game modes

Netcode Updates

  • Performance improved during periods of low client framerate
  • Server better handles periods of packet loss
  • Fixed handling of input delay incurred from high ping
  • Clients have better handling for staying in line with the server
  • Server input overrides will return the player to neutral quicker (should address issues where lag spikes are causing players to run off the map)

Social

  • Friends list is now sorted alphabetically

Rifts

The “Ghost with the Toast” PvE Rift is NOW AVAILABLE!

The Crisis in Townsville Rift has been added and will unlock later in the season:

Rift Updates

  • Replaced the mission “Freeze an opponent” with the mission “Hit an enemy with 5 dash attacks” on Node 4a in the Upgrade War Rift
  • Fixed issue with Treasure Missions not processing correctly
  • Fixed issues with Bonus Nodes playing incorrect ambient audio
  • Removed yellow text from the Quiet Mind Gem effect – the bonus does not change with gem level
  • Fixed camera being too close to players while playing CoOp in Target Break and Adventure style levels

Rift Combat Updates

  • Bots are now more likely to pick up and throw items
  • Rift Buddy Bubble movement changed to better work with Dexter’s Lab map
  • Rift Jump Pads now launch players higher.
  • Rift Electric Fences now have a warning phase before damaging shock is active.
  • Rift Fireballs no longer apply stacks of ignite on contact

Maps

Teen Titans Tower Map has been added to the game!

  • Variants:
  • Teen Titans Tower
  • Teen Titans Tower (1v1)
  • Teen Titans Tower 2

General

  • All maps’ upper blast zone grace area has been extended 50%. This should help prevent players from accidentally jumping into a ring out while trying to escape a combo.

Throne Room (1v1)

  • Walls are no longer there at the start of the match.
  • No longer has wall and floor transition.
  • Now available in Ranked 1v1 map pool.

Tree Fort 2

  • Removed bounce pad trees.

Water Tower

  • Center fall-through platform and door hazard raised on all variants to address bad interactions with certain projectiles.
  • Main variant and 1v1 variant added back to their respective Ranked map pools

Ranked Mode Changes

  • Grandmaster rank returns to Multiversus! Players with a character RP in the top 100 highest RP across all characters will qualify for the Grandmaster tier. Players that finish the season in Grandmaster tier will earn a special banner.
  • There is a new leaderboard that shows the players that have reached the Master’s tier with the most characters. Show the world that you’re not just a character specialist by placing as many characters into the Master’s tier as you can!
  • Players can now choose to concede a ranked match in between games in the best-of-3
  • Players can now be immediately promoted out of Bronze and Silver if they win a game with a high MMR
  • There is now less difference in RP rewards between Gold V and Platinum V
  • Potential RP loss per game is now capped at all tiers. Silver and Gold players can no longer lose more than 1 game worth of RP for a loss.

Grandmaster rewards:

Combat Changes

We’re making a myriad of general combat changes in an attempt to reward more offensive gameplay. These changes affect all fighters universally, but any additional character-specific changes will be listed in the character patch notes.

Dodge Cancels

  • Dodge Attacks now cost only 2 units of dodge meter, down from 3 units
  • Dodge Attacks and Dodge Jumps now play a special visual effect to help with clarity for all players
  • Receiving a hit after a Dodge Cancel where the initial Dodge avoided an attack will now remove the “DODGED” text pop-up
  • Dodge Jump cancel window while dodge meter is empty (fatigued) delayed 18 frames; now matches fatigued Dodge Attack cancel window

Dodge Lands

  • Fixed an issue where fighters could sometimes dodge into the ground without Dodge Landing
  • Dodge Land cancel window advanced 7 frames, fatigued cancel window delayed 5 frames
  • Fighters now retain more momentum on a dodge land
  • Fighters now have more movement control on the ground during a dodge land
  • Forward Dodge Lands can now carry fighter momentum off the ledge of the main platform

Dodge Fatigue (Empty Dodge Meter)

  • Base dodge fatigue time increased to 10 seconds from 8 seconds

Wall Cling & Wall Fatigue

  • Fighters will reach maximum wall fatigue after spending 5 seconds on a wall, down from 8.5 seconds.
  • Fighters will begin to slide faster on a wall after 2 consecutive wall clings, down from 4.
  • Fighters will reach maximum wall fatigue after 8 consecutive wall clings, down from 12.
  • Fighters will no longer refresh their air dodges or air specials if they wall cling at maximum wall fatigue
  • Fighters losing dodge meter from maximum wall fatigue can no longer gain any dodge meter until the fighters land on solid ground.

*NEW* Priority Hitboxes

Certain attacks can now be classified as “low priority” hitboxes. Low priority attacks cannot trade with normal attacks. If a low priority attack connects with an enemy on the same frame the attacker is hit with a normal attack, the low priority attack will be ignored. Character-specific low priority attacks will be listed in the character patch notes.

  • All ground side attack combo hits (besides the finisher attack) are now considered low priority attacks.

Terrain Bounces

  • No longer affected by attack decay
  • Knockback reduced

*NEW* Automatic Ground Teching

When a fighter is the victim of a combo that includes a terrain bounce, if they are floor bounced again in the same combo they will instead perform an automatic tech. An automatic tech breaks the combo by stopping the fighter on the ground and returning them to an idle pose with invincibility frames. If the fighter holds left/right during the tech, they will move a short distance in that direction while retaining fewer invincibility frames. The automatic tech will not occur if the floor bounce happens too soon after the first terrain bounce.

This will allow us to add more power into ground bounce combos without fear of accidentally introducing infinite loops in the future.

General Bugfixes

  • Fixed an issue where end-of-game and mission damage dealt stats were inaccurate.
  • Fixed an issue where certain attacks would trade incorrectly.
  • Fixed an issue where fighters could perform certain actions while rung out

General Perks

  • Clear The Air
  • Reflecting a projectile now increases the projectile’s speed 25%

Characters

Legend:
= Buff
– = Nerf

~ = Change

= Bugfix
Note: Attacks callouts reference default controls.

Agent Smith

  • Ground Down Special
    • * Fixed an issue where the agent clone would remain idle if Smith was hit on the same frame he summoned the clone
    • * Fixed an issue where the agent clone would whiff grab if it hit enemies in certain positions
    • * Fixed an issue where the agent clone would hit enemies that were above the clone’s head
    • * Fixed an issue where the agent clone would not turn around at ledges.

Arya

  • General
    • – Head hurtbox size increased; will fix certain projectiles whiffing versus Arya on the ground
  • Dodge Land
    • * Fixed Arya’s neutral dodge playing the wrong animation
  • Ground Neutral Attack
    • – Hitbox active duration reduced 2 frames
    • + Forward movement speed increased slightly; distance unchanged
  • Air Side Attack
    • – Charge knockback multiplier reduced to 1.25 from 1.6
  • Air Down Attack
    • – Repeat-move lockout increased to 20 frames from 8 frames
  • Air/Ground Up Special
    • – Repeat-move lockout increased to 20 frames from 15 frames

Banana Guard

We felt like Banana Guard could use more combo starter approach options so we’re making adjustments on Air Neutral Attack to serve that purpose.

  • Air Neutral Attack
    • + On-hit cancel window advanced 4 frames
  • Ground Down Special
    • + On-hit cancel window advanced 18 frames (after second hit)

Batman

We are trying to make the Air Down Special (“Crashing Justice” dive kick) less centralizing and more challengeable. We’re beginning to evaluate how to make Batman feel more dynamic in an upcoming patch.

  • Air/Ground Neutral Attack
    • ~ Batarang will only attempt to home in towards Batman for a maximum of 3 seconds.
    • ~ Batarang will be destroyed if Batman is still the owner of the Batarang when he is rung out
    • ~ Batarang will be destroyed if Batman is still the owner of the Batarang when he attempts to spawn a new one
  • Air Down Special
    • – Start-up window increased 6 frames
    • – Leg hurtbox size increased
    • – Hitbox size reduced

Black Adam

  • General
    • – Weight reduced to 75 from 85

Bugs Bunny

  • Air Side Attack
    • – Hitbox size reduced so it is less likely for Bugs to hit enemies behind him
  • Air Side Special
    • ~ Rocket is considered an “untechable” surface
    • ~ Knockback made more horizontal
  • Air/Ground Up Special
    • ~ Rocket is considered an “untechable” surface
  • Air/Ground Down Special
    • * Fixed an issue where the tunneling visual effects were not displaying while Bugs was underground

Finn

Finn is living up to his ideal as a speedy, combo-heavy assassin a little too well right now with his ability to carry opponents across the stage resulting in very low damage ring outs. We want to promote a little more offense from Finn by reducing his ability to charge his attacks for extended periods of time, while also making his combo game a little easier to deal with.

  • Ground Neutral Attack
    • – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
    • – On-whiff cancel window delayed 4 frames
  • Ground Side Attack 1
    • – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
    • – On-whiff cancel window delayed 6 frames
  • Ground Up Attack
    • – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
    • – On-whiff cancel window delayed 6 frames
  • Ground Down Attack
    • – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
  • Air Neutral Attack
    • – No longer launches Finn forward on-hit; cooldown removed
  • Air/Ground Neutral Special
    • – Maximum charge time reduced to 1.25 seconds from 4.0 seconds
  • Ground Down Special
    • + Boots of Speed buff duration increased to 25 seconds from 10 seconds

Garnet

  • Ground Side Attack 2 (Side)
    • + Now applies armor on start-up
  • Ground Neutral Attack
    • + Hitbox size increased to better match visuals
    • + Hitbox active duration increased 4 frames to better match visuals
  • Air Neutral Attack
    • + Start-up window before charge reduced 3 frames
  • Air Up Attack
    • – First hit hitbox size reduced to better match visuals

Gizmo

  • General
    • – Head hurtbox size increased; will fix certain projectiles whiffing versus Gizmo on the ground
  • Air/Ground Neutral Attack
    • – Added maximum charge time of 1.9 seconds
  • Air/Ground Neutral Special
    • * Fixed an issue where holding the neutral special bind would not continue the attack
  • Air/Ground Up Special
    • – On-hit cancel window delayed 3 frames
    • – Knockback angle made more horizontal
    • + Knockback increased to 1750 from 1500

Harley Quinn

  • Dash Attack
    • + Made hits more consistent and the multiple hits to drop less
  • Ground Down Attack
    • * Fixed an issue where Harley could cancel the second kick on-hit by taunting
  • Air Up Special
    • – Hitbox size reduced; ground version unchanged – hitbox now better matches visuals

Iron Giant

  • Air Side Attack
    • * No-fuel knockback reduced to 2050 from 2595 – This fixes an issue where the no-fuel version had higher knockback than the fueled version of the attack
  • Rage Mode Ground Down Attack
    • – Repeat-move lockout increased to 24 frames from 17 frames

Jake

Jake has been underperforming for a while due to the over-centralizing strength of his Bite neutral special. We are looking to evaluate some quality-of-life buffs for a future patch to make his strategy less Bite-dependent.

  • General
    • * Fixed an issue where Jake’s neutral dodges were not playing their ending animations
  • Air Down Attack
    • ~ A floor bounce incurred from the first hit of this attack will not count towards the automatic tech bounce threshold
  • Air/Ground Neutral Special
    • – Armor duration from eating an ally reduced to 1.5 seconds from 4.0 seconds
    • ~ Eating an ally now interrupts their current action

Jason

  • Ground Up Attack
    • ~ First hit prevents terrain bounce on knockback; final hit unchanged
  • Ground Down Attack
    • * Fixed an issue where using this attack could ring out Jason if the ground was broken during the attack
  • Air Neutral Special
    • + Now has armor during attack start-up
  • “Resurrectionist” Perk
    • * Fixed an issue where Jason would get rung out even while Resurrectionist was active, causing a double ringout

LeBron

Congratulations to LeBron James on winning Gold! In celebration we’ve given LeBron some buffs, but only because he won. Our new Auto-Tech system allows us to prevent an infinite loop that was occuring due to being able to repeatedly ground-bounce opponents so we’re reverting the change to Air Down Special from the last hotfix patch.

  • Ground Side Attack 1
    • + Now more consistently combos into ground side attack 2
  • Air/Ground Side Special
    • + Land cancel window advanced 4 frames
  • Air Down Special
    • + Start-up window reduced 5 frames; this is a revert from patch 1.2.1

Marvin

  • General
    • ~ Marvin’s role is now Mage instead of Assassin
    • – Head hurtbox size increased; will fix certain projectiles whiffing versus Marvin on the ground

Morty

  • General
    • ~ Morty’s role is now Mage instead of Bruiser
  • Air Up Attack
    • – On-hit cancel window delayed 4 frames
    • – On-whiff cancel window delayed 8 frames
  • Air Down Attack
    • + Hitbox size increased to better match visuals

Reindog

  • Air/Ground Down Special
    • * Fixed an issue where Reindog fireball had no hurtbox – this will fix issues with reflection and projectile clank interactions

Rick

Rick has become very frustrating for opponents due to the large size of his jab and how often players use the move in neutral. We want to reduce the strength of his jab while also giving him better combo tools across his kit to increase diversity in his moveset.

  • General
    • * Fixed an issue where Rick could not use Instant Air Dodge Cancel to use aerial specials near the ground
  • Ground Side Attack 1
    • – Start-up window before charge increased 4 frames
    • – Hitbox size reduced
    • – On-whiff cancel window delayed 10 frames
  • Ground Side Attack 2
    • + On-hit cancel window into side attack 3 advanced 1 frame
  • Ground Side Attack 3
    • + Start-up window before charged reduced 1 frame
    • – Cancel window delayed 1 frame
    • + Rocket spawn time advanced 2 frames
    • + Rocket base speed increased to 3000 from 2000
    • + Rocket base damage increased to 6 from 5
    • + Rocket knockback increased to 1600 from 1200
    • + Rocket knockback scaling increased to 22 from 19
  • Ground Up Attack
    • + First hit now more consistently combos into second hit
  • Ground Down Attack
    • + Bomb spawn time advanced 1 frame
    • + Bomb maximum detonation delay reduced to .35 seconds from .5 seconds
  • Air/Ground Neutral Attack
    • * Fixed an issue where charged and uncharged lasers were not properly handling projectile interactions
  • Air Side Attack
    • – On-hit general cancel window delayed 6 frames; on-hit cancel window into side special unchanged
    • ~ Now ignores player collisions during movement
  • Air Up Attack
    • + Charge damage multiplier increased to 1.75 from 1.2
    • + More upwards momentum is maintained on start-up
  • Air Down Attack
    • + Hitbox active duration increased 2 frames; now better matches visuals
    • + Hitbox size increased; now better matches visuals
  • Ground Neutral Special
    • + Meeseeks command window advanced 3 frames
    • + Up Meeseeks hitbox size increased
  • Air Neutral Special
    • – Hitbox size reduced
    • + Hitstun increased
    • ~ Now ignores player collisions during movement
  • Air/Ground Side Special
    • * Fixed an issue where fighters could dodge out of portal travel
  • Air Up Special
    • – Reduced backwards horizontal momentum during launch
    • * Fixed an issue where using up special near a wall would not launch Rick upwards
  • Air/Ground Down Special
    • ~ Polymorph debuff now shows a timer icon for remaining duration

Samurai Jack

Samurai Jack was released as an incredibly popular new fighter, and players immediately found success with his strong side special and quick Focus Meter gain. We’re hoping to tone down his side special as a “do everything” attack and also reduce the number of times players can use his super strong Focus Meter attacks in a single game. This should bring him more in line with the rest of the cast.

  • General
    • * Fixed an issue where Jack was rotated perpendicular to terrain when terrain bouncing
    • * Fixed issue where Jack’s dance animation wouldn’t play when affected by Gizmo’s “Rhythm’s Gonna Getcha” perk
  • Passive
    • – Focus meter gain from hitting enemies reduced 30%
    • – Focus meter gain from receiving hits reduced 25%
  • Ground Side Attack 1
    • – Hitbox size reduced
  • Ground Side Attack 2
    • – Hitbox size reduced so it is less likely for Jack to hit enemies behind him
  • Ground Side Attack 3
    • – Hitbox size reduced so it is less likely for Jack to hit enemies behind him
  • Air Up Attack
    • – Repeat-move lockout increased to 15 frames from 12 frames
  • Air Neutral Special
    • – Removed armor applied on start-up; rage version unchanged
    • – No longer allows changing the throw direction after a successful grab
  • Air/Ground Side Special
    • – On-whiff cancel window delayed 3 frames
    • – Hitbox size reduced so it is less likely for Jack to hit enemies behind him on start-up
  • Focus Air/Ground Side Special
    • – On-whiff cancel window delayed 8 frames
    • – Hitbox size reduced to better match non-focus side special
    • – Attack will now only transition to multiple slashes if the first attack hits an enemy
  • “Shadow Step” Perk
    • * Fixed an issue where Jack would sometimes move behind his enemy and whiff his counter attack

Shaggy

  • Air/Ground Neutral Special
    • – Rage duration reduced to 12 seconds from 25 seconds
  • Rage Air/Ground Side Special
    • – No longer breaks armor
  • Rage Air/Ground Up Special
    • – No longer breaks armor
  • Rage Ground Down Special
    • – No longer breaks armor
    • * Fixed an issue where the shockwave could get stuck traveling between identical terrains
  • Rage Air Down Special
    • – No longer breaks armor
    • * Fixed an issue where the shockwave could get stuck traveling between identical terrains

Steven Universe 

  • General
    • – Enemies can now knock back Steven to reduce stacks of bubble debuff
  • Air Side Attack
    • – Hitbox size reduced; now better matches visuals
  • Air/Ground Side Special
    • ~ Shield is considered an “untechable” surface
  • Air/Ground Up Special
    • ~ Shield is considered an “untechable” surface
  • Air Down Special
    • – Start-up window increased 6 frames
    • – Fall acceleration reduced slightly
    • – Hitbox active duration after landing reduced 6 frames
    • – Air on-hit cancel window delayed 2 frames

Stripe

  • Air/Ground Down Special
    • + Base cooldown removed
    • + Ammo cooldown reduced to 12.5 seconds from 15 seconds

Taz

  • General
    • ~ Taz’s role is now Assassin instead of Bruiser
  • Air/Ground Neutral Special
    • * Fixed an issue where Taz could become permanently stuck if hit while eating certain projectiles

The Joker

  • Ground Side Attack 1
    • – Hitbox size reduced; visuals updated to match
  • Air/Ground Up Special
    • * Fixed an issue where The Joker could sometimes not ride his balloon immediately on spawn

Velma

Velma can be oppressive as a projectile zoner, but still lacks the tools to complete her combos when she gets into melee range. We are limiting the strength of her projectile tools while increasing the strength of her close-range attacks to give her a better punish-game when she finds her moment to strike. We have also given her a new attack in the form of an on-cooldown down special that she can use to start combos at close range.

  • Dodge Land
    • * Fixed an issue where Velma was unable to Dodge Land
  • Ground Side Attack 1
    • + Start-up window reduced 2 frames
    • – On-whiff cancel window delayed 3 frames
  • Ground Side Attack 2
    • + Hitstun increased
  • Ground Up Attack
    • + Hitbox added to Velma’s chest; should help with hitting smaller characters more consistently
  • Ground Down Attack
    • + Start-up window reduced 2 frames
    • – On-whiff cancel window advanced 8 frames
  • Air Side Attack
    • + Uncharged damage increased to 9 from 8
    • – Uncharged knockback reduced to 1300 from 1450
    • + Uncharged knockback scaling increased to 18 from 12.5
    • – Maximum charge knockback multiplier reduced to 1.15 from 1.5
    • ~ Visuals now better match hitbox
  • Air/Ground Neutral Special
    • – Homing speech bubbles now stop homing if the target enemy dodges the speech bubble
    • – “Sass” speech bubble maximum lifetime reduced to 2.5 seconds from infinite
    • ~ “Sass” speech bubble knockback angle made more horizontal and backwards towards Velma
    • – Ally-empowered “Toodles” speech bubble maximum lifetime reduced to 8 seconds from 10 seconds
    • * Fixed an issue where the ally-empowered “Toodles” speech bubble could home towards Mojo Jojo on the Townsville map
    • * Fixed an issue where speech bubbles would home towards certain characters’ feet rather than their midpoint
  • Ground Down Special (Mystery Machine)
    • – Mystery Machine capture hitbox is now low priority
    • + Can now re-hit enemies that have dodged the capture hitbox after one second
  • Air Side Special
    • ~ Movement and knockback have been completely revamped. This attack now moves Velma farther and knocks back enemies into her path, allowing her to use this attack as a combo starter.
  • Air Up Special
    • + Vertical movement increased
  • Air/Ground Down Special (Book)
    • + Book spawn location moved closer to Velma; should prevent close-range whiffs
  • *NEW* Air/Ground Down Special (Cooldown)
    • ~ Down special can now be used while on cooldown to spawn a short-range book projectile. The projectile can be used as a combo starter in air and on ground. The projectile does not grant any buffs to Velma or her allies.

Wonder Woman

  • Ground/Air Neutral Special
    • – Armor duration on hitting an ally reduced to 0.5 seconds from 2.25 seconds
  • Ground/Air Down Special
    • – Armor duration reduced to 2.25 seconds from 3.7 seconds

Now that’s one jampacked patch!

[Source: MultiVersus]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.