We've just released a new update for Robot Arena Survivors.
Say hello to the new playable H.C.U.
Many thanks for all of the support lately! The wishlists, the purchases, the reviews... it means a lot!
Changelog
New features:
Implemented a brand new H.C.U. "MK-04 Bright Revenge", with its own railgun gameplay. This unit will shoot a powerful piercing round by default, with a slow rate of fire, and shoot way faster when staying steady!
Adjustements:
Reduced token gains when defeating an endless Elite from 8 to 5.
Increased the amount of stats gained for all damage-related rewards (but Elemental).
Reworked the SFX used for healing: periodic heal will be less noisy, and added a new healing SFX for single heal reward activation.
Improvements:
Changed the way the upgrades were distributed for abilities: you'll now see them appear as possible rewards when reaching the ability level 5 and 10, and have the choice to take them or not.
This patch includes the first portion of a server sharding system that will allow different areas in the tower to be controlled by different server processes, so that the overall number of simultaneous players and npcs in the dungeon can be greatly increased without performance issues. Note that within each regional server there is a single unique dungeon, so you can still control areas, contest the boss, etc. The only change is that now different server processes control different parts of the dungeon which will allow for a very large number of concurrent players.
In addition, this patch includes most of the client side features of the new ability loadout system but without the UI. Loadouts can currently only be changed via chat commands. The next patch will contain a set of prebuilt example loadouts that players will be able to switch between via chat commands. In the future loadouts will require crafting, equipping and upgrading abilities but the UI and server side code for that is still in progress.
I also implemented a number of smaller changes to the core gameplay based on player feedback from the June playtest. The most impactful of these are making the early release portion of swings blockable and adding a new "block assist" feature that will nudge your mouse input in the direction that blocks a swing of the person you are currently targetting if they are charging an attack or swinging and near you. The "block assist" is just strong enough to significantly reduce the frequency of minor input errors, most of the time you won't even realize it exists.
Finally, a significant portion of the server side system for securely managing player inventories is also functional now, but is hidden for the time being.
Changes:
The tower entrance and the rest of the dungeon are sharded into two processes. A second sharding patch will come later this quarter that will split the dungeon itself across several processes as well.
The client side loadout system is implemented but without UI.
Implemented a "block assist" that makes it such that if your enemy is attacking with an overhead it is easier to block "up" and harder to block "up right" or "up left" while all 3 of the down blocks are totally unaffected.
Changed the way your upper body rotation is replicated / smoothed. I think you should feel like you have significantly smoother control of your character
Made attacks blockable during Swordai's equivalent of the "early release" attack phase.
Fixed a bug with the overhead swing where the sword was turning off to late and you could hit someone in the shin with the recovery
Made the sword turn on later when doing an overhead swing when you are looking up
Changed the down left swing animation
Made the up right and up left swings slightly floatier to allow for a bit more swing manipulation
Added a limited turn cap effect to your camera while swinging so that people aren't confused. The "real" turn cap is enforced server side and is on your character, not your camera and that is unchanged.
Completely removed the dead zone for mouse input in drag click mode at max sensitivity
Starting a block cancels the hit reaction animation so if you try to start blocking shortly after getting hit it feels more responsive (shouldn't really affect gameplay too much, but might reduce partial blocks when you are getting comboed) and might make 1vX feel a bit better
Added visual smoothing to the drag click direction indicator so it looks better at high sensitivities. Your actual mouse input it not smoothed, it just captures the mouse delta of the most recent frame, the change is purely cosemetic.
Fixed a bug where if you got kick stunned while jumping you would hover in mid air until the stun ended.
Hello to all of our long-time Peglin players and those just joining us from this Steam Summer Sale! We’re here with a pretty big update, one that takes us very close to what we envisioned our 1.0 would look like. We’ve got our final “core game” boss and the first version of the Encirclepedia, where you can learn much more about the enemies you battle and the world of Radia!
We’re not quite at 1.0 yet: we’ve still got a bunch of minibosses, regular encounters, scenarios, orbs + relics, and the remaining Cruciball levels to add (not to mention a loooot of balance) but the game is getting there! We will also still be adding an optional, shorter Act 4 that will truly test even the strongest builds, though we’re still unsure whether this will be released in 1.0 or as a post-1.0 update.
We’d love to hear your thoughts on the new features and the new lore - we haven’t been able to keep up with the Steam Community Forums as much as we’d like but we are better equipped to handle feedback in our Discord so please come join us over there!
New Content/Features
The Encirclepedia is here! In addition to displaying your achievements it now allows you to view statistics and results from your recent runs, and to complete your own Bestiary to learn more about the creatures that inhabit Radia. Defeat enemies and collect loot to acquire research points, which will unlock enemy hints and information (including commentary on the game’s development from the team!).
[New Castle Boss!] Pigment of Imagination - The last of the castle boss trio, this painter can draw evil paintings that turn pegs into dull pegs and add Spinfection to the player.
[New Miniboss] ??? - Can spawn in ? nodes in all acts on Cruciball 2+.
[New Rare Relic] Counterfeit Crits - Hitting a non-bonus crit adds 2 bonus crits to the board.
[New Relic] Torn Sash - ???
[New Secret Relic] Call of the Void - ???
Added a copy button to seed displays when they’re hovered over by the mouse.
New art for the all black knights in the mines.
The Infernorb now also pierces through the Leshy’s vines.
Added the ability to inspect your current relics and upcoming orbs on controller and keyboard.
Added button prompts to move your target on enemies left or right.
Added vibration to controllers, with a slider in the settings to adjust its intensity percentage.
Added a death jingle when you lose a run.
Music now crossfades. No more popping!
Orbs trapped in the Leshy’s vines now have large and small variants for large and small orbs.
Added a sparkle animation whenever you add a coin to a peg.
Added the options gear button back to chests and scenarios.
Split out relics unavailable to a class from the secret relics page into their own page in the custom start menu.
Balance Changes
Resistance Knight starting reflect reduced to 2%.
Haglin's Satchel now gives only rare orbs and one extra upgrade.
Rainbow slimes now drop an extra coin for every 10% of their health lost by a single attack in addition to the original amount that they drop when defeated. They also drop a few more coins when defeated now. (With a pretty animation too!)
Prime Slime hits needed per activation increased from 13 to 17.
The Weighted Chip 0.5x + fire slot has been converted to 1x + fire.
Alchemist's cookbook conversion percent reduced from 6% to 5%.
Healing Qaballistic Ruin Heal Buff modifier increased to 10x per Muscircle.
Modest Mallet no longer damages the player on discard.
Navigationflation now works during scenario navigation (i.e. the Midas event)
Bats now absorb HP back when damaging the player.
To avoid softlocks, orbs will now be destroyed if they hit a single peg over 100 times in one shot. This shouldn’t affect regular gameplay, but will let you not have to restart a fight if your orb gets stuck bouncing.
Super Sapper & Sapper Enemy Rework
Peglin Sapper enemies reworked. They now deal damage to neighbouring enemies when they are defeated. Their movement speed has been reduced to 1 tile a turn but their HP has been increased from 300/450 to 500/750 and their damage from 35 to 40.
Super Sapper HP reduced to 5000/7500. Now spawns a ground minion every turn, and buffs all enemies when a rigged bomb is detonated. One more row added to the Super Sapper pegboard, and fewer empty spaces should appear on the board.
Flying Sapper C10+ HP increased from 375 to 400.
One new Sapper added to the Sapper + Lightning Rod fight and one sapper has been moved onto default spawns from upcoming spawns.
One sapper has been moved onto the starting board for the Mines Sapper-Only Fight.
Bugfixes
Roundrel Unlock string now correctly says 40+ Spinfection.
Fixed refreshes and crits disappearing from the Resistance Knight’s pegboard.
Fix refreshes and crits getting duplicated,sometimes by flickering pegs.
The Leshy can now be encountered in the Forest tear event.
Targeted attacks will now no longer miss entirely if there is only a dead stump on the board.
Pasting seeds now works with Command + V on OSX instead of Control + V.
Quitting and continuing a run after entering a secret tunnel now loads you in at the correct node.
Fixed Summoning Circles firing an orb that deals no damage looking like they would do damage.
Fixed the summoning circle rotating effect sticking around if you defeat the last enemy while it's still summoning orbs.
Fixed Kinetic Meteorite, Ancient Meteorite, and slime/shield applying orbs activating when a brick peg is Activated via Morbid.
Fixed demon squirrels fired by summoning circles getting buffed by spinventorigionality.
Fixed boss relic grants breaking when you already have all the boss relics.
Fix a tunnel going forward one node in the mines.
Fixed gold peg multiballs being too big when caught in Leshy vines.
Fixed the game having different randomization when playing seeds on PC vs android.
Fixed the “+x” on the upcoming enemy display appearing under enemy images.
Fixed text scenarios having different randomization between runs on the same seed.
Fix secret seed save and load error.
Fix Redoublet adding crits to the board during navigation.
Fixed the Crystal Alter event never showing up.
Cursor size should no longer be massive on OSX.
Fixed the targeting indicator in the Resistance Knight fight jumping to the wrong spot when targeting a rainbow slime.
Fixed not being able to get an extra relic from destroying all the bombs in a haglin scenario navigation.
Enemies now can spawn during a reload phase
Fixed the Slime after slime achievement bounce count not resetting in-between battle and navigation.
Fixed not being able to obtain a bonus relic from the Haglin scenario navigation
Consolation prizes now don't show the new ! indicator.
Coins are no longer visible over slime only pegs that have been turned into bombs.
Fixed Critiball activating an extra crit when drawn after firing the orb before it
Thank you all for playing! Peglin continues to be a very fun game for us to work on and we hope this update provides a breath of fresh air for those that have been with us since the very beginning. This lore of the world and its inhabitants has been bouncing around our heads for a long, long time so we’re very excited to get that into the game.
For our friends in the Northern Hemisphere we hope you have an amazing summer, and for those in the South it’s an excellent season to play games :D
Very small update this time around, mostly minor fixes:
1. Fixed a crash with Aphorius that can happen when an abnormally high number of minions are summoned! In general minions have now a max. number of 32 that can be summoned at a time. 2. Fixed some instances of damage received being wrongly registered. 3. Fixed a specific case with Banished items, where if you Banished an item you already had some levels on, the Boss Reward could still grant you levels for that Banished item.
Special thanks to our Discord members for helping us to make the game better!
I'm aware some of these encore battles are frustrating to play with a gamepad / keyboard. I'm working on a second playable character that works better with those input methods. But I will still be improving gamepad controls in general.
Changed victory screen a bit when beating encore from a normal fight.
Changed Diver EX to be a bit cleaner.
Driller EX is fixed when fighting it from the base battle.
The third installment of the OOTP 25 Era Perfect Team content set is here - and WOW does it deliver great cards and rewards! From incredible pitching to stellar defense, massive power to game-changing speed, these cards are ON FIRE just in time for the 4th of July!
Plus! Perfect Points are now on sale, for just 1 more day. Save up to 30% on Perfect Points!
And! Out of the Park Baseball 25 is on sale too! Grab it today for 50% off!
Features: Fairy now teleports to the player if she gets stuck Added option to hide magic effects
Bugfixes: Fixed a possible null pointer relating to poofah animations Added a failsafe for corrupt save files on the load screen, no longer blocking you from accessing your still working saves Fixed an issue with the inventory when delivering quest items Fixed an issue with the shops
~ Updated knockback to hit more consistently near the ledge
Air/Ground Neutral Special
* Fixed an issue where Arya would float into space while attempting to use face steal
Banana Guard
Air Neutral Attack
+ On-hit branch window 5 frames earlier
Air Side Attack
- Damage reduced to 11 from 12
- On-whiff branch window delayed 4 frames
Air/Ground Neutral Special
- Strength buff is now consumed after a successful attack to an enemy
Ground Down Special
+ On-hit branch window can be canceled 26 frames earlier
Ground Side Special
- On-whiff branch window delayed 4 frames
Batman
Ground Dash Attack
- On-whiff branch window delayed 8 frames
Air/Ground Neutral Special
* Fixed an issue where Bat Bomb could be applied to two enemies simultaneously if hit on the same frame
Air Down Special
- Leg hurtbox size increased
Black Adam
Ground Up Attack
- Lightning strike projectile now applies a 4-second cooldown
Ground Down Attack
+ Knockback increased to 2300 from 2200
- On-hit dodge branch window delayed 5 frames
Air Up Attack
- Final hit base knockback reduced to 1500 from 1750
- On-whiff branch window delayed 5 frames
Air Neutral Attack
~ Visuals now better match hitbox size
Bugs Bunny
Bugs Bunny is living up to his identity as a strong mage a little bit too well right now. We're hoping to reduce the time that his safe can remain on screen by making it a bit more fragile, and we're looking to tone down some of the more toxic loops that come from his air neutral attack.
Air Neutral Attack
- Repeat-move lockout increased to 18 frames from 8 frames
- On-hit jump branch window delayed 4 frames
~ Attacking a safe will now only knock back the safe on the last hit of the attack
We're keeping an eye on this change and may adjust in a hotfix if this makes neutral air attack + safe interactions too difficult
Air Up Attack
- Hitbox active duration reduced 2 frames
Air/Ground Down Attack (Pie)
~ Pie projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
Air Down Attack (No Pie)
+ More aerial momentum is maintained on attack start-up
Air/Ground Neutral Special (Safe)
~ Enemy attacks only do one damage to the safe; armor break hits still immediately destroy the safe
- Safe health reduced to 3hp from 16hp
Air/Ground Neutral Special (Cooldown)
- On-hit branch window delayed 5 frames
~ Knockback angle made more horizontal
Air/Ground Up Special
~ Lowered platform height of vertical rocket to address issues where platform collision would push enemies away from the hitbox
Air/Ground Down Special
* Addressed several issues with tunnels where fighters could be trapped indefinitely or teleported off-screen without ringing out
Bugs will now attempt to reverse direction if his destination tunnel is destroyed while he is traveling between tunnels
"Lingering Love" Perk
+ Now has a melee hitbox while projectile spawn is on cooldown
Finn
Ground Neutral Attack
+ Knockback scaling to 15.5 from 14
Ground Up Attack
+ Knockback scaling to 20.5 from 19.5
Ground Down Attack
* Fixed an issue where this attack was not breaking armor on both hits
Garnet
Air Side Attack 1
- Now applies a repeat-move lockout after ground side attack 1; air lockout duration matches ground lockout duration of 16 frames
Ground Side Attack 2 (Up)
- Hitstun reduced
+ Knockback increased to 1750 from 1650
+ Hitbox start-up time advanced 5 frames
Ground Down Attack
+ On-hit branch window advanced 2 frames
Air/Ground Down Special
~ Placing the star will automatically adjust its position to prevent Garnet from ringing herself out on star dash
"Marker" Perk
~ Gauntlets no longer spawn a star if the gauntlets were destroyed from leaving the arena
Gizmo
Gizmo's balance has looked much better after his nerfs in the 1.02 patch. We are hoping to address a few lingering issues with his arrow and car gameplay before we let the dust settle for a bit.
Air/Ground Neutral Attack
* Fixed an issue where Gizmo would get multiple jumps in air while charging an arrow
~ Adjusted jump height during arrow charge to better match his normal jump heights.
Ground Up Attack
- Popcorn charge no longer affects arrow explosion damage/knockback
Ground Side Special
- Car speed reduced to 2350 from 3000
- Car health reduced to 5 hp from 8 hp
- Car is now automatically destroyed if left idle for 6 seconds
Air Side Special
- On-whiff branch window delayed 8 frames
Air/Ground Up Special
~ Increased attach radius to 575 units from 250 units; Gizmo should have an easier time snapping to his car or his allies without needing to precisely aim the attack
Harley Quinn
Harley's balance was mostly tackled in the 1.02 patch, we made some additional finer tuning based on feedback. We have adjusted Ground Up attack to feel more responsive and to allow Harley to pressure her opponents with follow ups. Both Harley's neutral special Bat Doll and Stripe's down special Dynamite have been adjusted so the item timer begins to tick down immediately once equipped to make these items have windows of counterplay.
Ground Up Attack
+ On-hit branch window advanced 6 frames
Ground Down Attack
+ Maximum movement from charge increased 5%
Air Up Attack
- On-hit branch window delayed 5 frames
- On-whiff branch window delayed 5 frames
+ Knockback increased to 1250 from 1175
Air/Ground Neutral Special
~ Explosion timer now begins while the bat doll is in Harley's hands
~ Cooldown timer now begins while the bat doll is in Harley's hands
~ Bat doll will only spawn an explosion hitbox if it explodes after being thrown by Harley
~ Bat doll is now considered an item while Harley has it equipped
+ Throwing the bat doll no longer consumes an air special
* Fixed an issue where bat doll would not attach to a fighter after colliding with certain projectiles or terrain
* Fixed an issue where bat doll could be equipped while Harley had an available bat doll to detonate
Air/Ground Down Special
~ Explosion now classified as a "projectile" hit, meaning it can proc projectile effects like the "That's Flammable, Doc!" perk
Iron Giant
Passive
~ Allies can no longer enter the pilot turret while Iron Giant is in a grabbed state
* Fixed an issue where Iron Giant could still use rage mode attacks while polymorphed
Ground Side Attack
- On-whiff branch window delayed 6 frames
Air Side Attack
- Hitbox size adjusted so it is less likely for Iron Giant to hit enemies behind him
Air Neutral Attack
- On-whiff branch window delayed 6 frames
Air/Ground Up Special
~ Attack now transitions to final hit after successfully damaging an enemy
+ Upper body is now projectile intangible while Iron Giant is spinning
* Fixed a bug that would allow this attack to hit 5 times on occasion instead of the intended max of 3 hits
Jake
Jake has been having a rough time since our official launch. With these changes we're looking to make him feel more like an aerial bruiser and less like a bite-spammer.
General
* Fixed an issue where Jake could not hold special inputs using the right stick
Ground Neutral Attack
+ Start-up window before charge reduced 6 frames. Start-up window after charge reduced 4 frames.
Air Side Attack
+ Hitbox size increased to better match visuals
+ Hitbox active duration increased 3 frames
Air Neutral Attack
+ Hitbox start-up time advanced 2 frames
Air Down Attack
+ More aerial momentum is maintained on attack start-up
Air Up Attack 1
+ Hitbox start-up time advanced 3 frames
Ground/Air Neutral Special
~ Now applies incapacitate-resistance buff to incapacitated enemies
Jason
General
~ Machete hitboxes on several attacks now better match attack visuals
Ground Neutral Attack
+ Hitbox start-up time advanced 2 frames
Ground Side Attack 1
+ Hitbox start-up time advanced 1 frame
Ground Up Attack
* Fixed an issue where the first hit would not properly vacuum into the second hit under certain circumstances
Air Neutral Attack
+ Start-up window reduced 3 frames
- On-whiff branch window delayed 5 frames
Air Down Attack
+ Hitbox start-up time advanced 1 frame; will now hit higher up on Jason
+ Hitbox added to Jason's head
Ground Down Special
~ Removed sleeping bag's properties as a projectile attack; it should no longer interact with Marvin bubble or Rick portal
* Fixed an issue where Jason could grab certain boss enemies in Rifts
LeBron
Ground Dash Attack
+ Hitbox start-up time advanced 6 frames
+ No longer prevents terrain bounce on knockback
Ground Dash Attack (No Basketball)
+ No longer prevents terrain bounce on knockback
Ground Neutral Attack
+ Hitbox start-up after charge advanced 10 frames
~ Maximum charge time increased
- Required charge amount for armor increased 4 frames
Ground Side Attack 1
* Fixed an issue where dodge attack momentum was not properly conserved
Ground Down Attack
+ First hit damage increased to 9 from 7
+ First hit knockback increased to 1825 from 1650
+ Second hit knockback increased to 1750 from 1650
+ First hit knockback scaling increased to 16 from 14
~ Knockback made more vertical
Air Neutral Attack
+ First hit more reliably combos into second hit
- Repeat-move lockout increased to 15 frames from 8 frames
Air Side Attack
+ Hitbox start-up time advanced 4 frames
+ Knockback scaling increased to 19 from 15
Air/Ground Side Special
+ Start-up on hitting ground increased 6 frames
+ Hitbox size increased
Air Down Special (No Basketball)
+ Now allows ground movement while holding the special button
- Max horizontal speed reduced
Marvin
Air/Ground Neutral Attack
+ Bubbled projectiles now have a minimum additional lifetime of 5 seconds, to prevent projectiles breaking immediately after being trapped
* Fixed an issue where the bubble would get unnecessarily large after trapping certain projectiles
* Fixed an issue where certain projectiles would not be properly trapped
Ground Side Attack
- Projectile lifetime reduced to 2.75 seconds from 4.25 seconds
Air/Ground Down Special
* Fixed an issue where the flag would fall through the platform on which it was placed
Morty
General
* Fixed his drive animation facing the wrong way
Ground Side Attack 3
+ Uncharged hitbox start-up time reduced; allows easier combos from Side Attack 2 into Side Attack 3
Air Side Attack 2
- Hitbox active duration reduced to prevent Morty from hitting behind himself
Air/Ground Neutral Special
- Grenade are now properly blocked by projectile-blocking effects
Ground Side Special
~ Splitting a grenade properly spawns two grenades moving in opposite directions
- On-whiff branch window delayed 10 frames
* Fixed an issue where the on-hit branch window was not being acknowledged; attack can now branch much sooner on-hit
"I'm More Than Just A Hammer" Perk
- On-whiff branch window delayed 15 frames
- Horizontal movement reduced
Reindog
Ground/Air Neutral Attack
+ Uncharged damage increased to 4.5 from 4.0
+ Uncharged knockback increased to 1250 from 1200
+ Uncharged knockback scaling increased to 26 from 24
Air Up Special
+ Reindog now flies more horizontally when thrown sideways by an ally
Air/Ground Neutral Special
- No longer damages invulnerable enemies
Rick "Bit Of A Stickler Meeseeks" Signature Perk Returns!
Perk effect: "Rick's Meeseeks deal extra damage to fighters that are already in hitstun."�
Ground Side Attack 1
- Hitbox active duration reduced 1 frame
Air/Ground Side Special
* Addressed several issues with portals where fighters could be trapped indefinitely or teleported off-screen without ringing out
Rick now takes priority traversing through portals if he attempts to spawn a second portal while another fighter is entering the first portal
Shaggy Ground Up Attack
- Hitstun reduced
Ground Down Special
+ Sandwiches no longer collide with the bottom of fall-through platforms
Air Up Special
- Damage reduced to 9 from 10; ground up special unchanged
- Knockback reduced to 1400 from 1500; ground up special unchanged
~ Knockback made more horizontal
Hangry Man Perk
- Charge duration while holding a sandwich extended
Steven Universe
Steven's long range and low whiff-recovery has made him feel incredibly oppressive in close fights. His low whiff-recovery combos pair particularly well with his bubble shield passive making it very difficult to punish Steven when he makes a mistake. These changes target his range and whiff-recovery to bring him more in-line with the rest of the cast.
General
* Fixed an issue where Steven's enemies could stack rose debuff on themselves by hitting each other
* Fixed an issue where dodge attack momentum was not properly conserved on grounded attacks
Passive
- Neutral dodge shield start-up increased to 20 frames from 8 frames; this adds a vulnerable window after a neutral dodge before shield begins
- Directional dodge shield start-up increased to 10 frames from 4 frames
- Bubble shield ammo cooldown increased to 13 seconds from 5 seconds
Ground Up Attack
- Charge knockback multiplier reduced
~ Hitbox size adjusted so it is less likely for Steven to hit enemies behind him
Air Neutral Attack
~ Attack no longer classified as a "projectile" hit, meaning it can no longer proc projectile effects like the "That's Flammable, Doc!" perk
- On-whiff branch window delayed 8 frames
Air Down Attack
- On-whiff branch window delayed 8 frames
- Hitbox start-up delayed 1 frame
- Repeat-move lockout increased to 16 frames from 8 frames
Air/Ground Side Special
~ Spawned shield no longer counts as "solid ground" for beginning up special cooldown
Air/Ground Up Special
- Now takes damage on fighter terrain bounce and will break after 3 bounces; behavior matches side special shield
Ground Down Special
* Fixed an issue where the animation would not cancel if Steven became airborne during the attack
Air Down Special
- Hitbox size reduced once Steven has landed on the ground
Stripe
General
* Fixed an issue where Stripe"s hurtboxes would be misaligned during dodge animations
Air/Ground Down Special
~ Now begins a 5-second explosion timer once equipped
* Fixed an issue where the dynamite would not visually appear in Stripe's hands if the equip animation was interrupted
Superman
"Flaming Re-Entry" Signature Perk Returns!
Perk effect: "Superman's leap attack is stronger and ignites enemies. The landing from the attack leaves a firewall on the ground."
Ground Up Attack
- Hitstun reduced
Air/Ground Neutral Special
- No longer infuses projectiles with ice above 6 stacks
Air Side Special
* Fixed an issue where Superman would drop a fighter if the button was released too early
* Fixed an issue where grabbed fighters could get stuck to Superman if he grabbed a wall
Air Up Special
- On-whiff branch window delayed 4 frames
Air/Ground Down Special
* Fixed an issue where Superman would float away while attacking certain conditions
"Break The Ice" Perk
* Fixed an issue where bonus damage was not being applied to frozen enemies
Taz
Ground Dash Attack
+ First hit more reliably combos into second hit
Ground Side Attack 1
* Fixed an issue preventing Taz from doing actions other than side attack after jab 1
Ground Neutral Attack
+ Damage from charge increased
+ Uncharged knockback increased to 1450 from 1200
+ Uncharged knockback scaling increased to 20 from 12.5
- Hitstun reduced slightly
~ Knockback made more vertical
- On-hit branch window delayed 7 frames
Ground Up Attack
~ First hit prevents terrain bounce on knockback; final hit unchanged
Air Neutral Attack
- Charge damage multiplier reduced; maximum damage after both hits reduced to 19 from 29
Air Side Attack
+ Hitbox size increased 20%
Air Down Attack
+ Second hit damage increased to 8 from 4
+ Second hit knockback increased to 1250 from 440
+ Second hit knockback scaling increased to 22 from 17
Ground/Air Neutral Special
~ Now applies incapacitate-resistance buff to incapacitated enemies
* Fixed an issue where Taz could get stuck in an eat loop indefinitely until he was hit
Tom & Jerry
General
+ Jump 1 speed increased
+ Jump 2 speed and height increased
Passive
* Fixed a visual arrow indicator meant to show Jerry's location when Jerry is off-screen
Air/Ground Up Special
* Fixed an issue where Jerry cooldown would not start if Jerry died while attached to a rocket
The Joker
General
- Ground side dodge distance reduced 10%
Ground Side Attack 1
~ Hitbox size adjusted so it is less likely for The Joker to hit enemies behind him
- On-whiff branch window delayed 4 frames
Air/Ground Neutral Attack
~ Diamond card now properly comes to a stop after colliding with terrain
Air Up Attack
- Now applies repeat-move lockout for 8 frames
- On-whiff branch window delayed 4 frames
Air Side Special
- On-hit branch window delayed 10 frames
Air/Ground Up Special
* Fixed an issue where riding the balloon would immediately ringout the rider
Air Down Special
- Repeat-move lockout increased to 15 frames from 8 frames
Joker's Wild Perk
- Knockback scaling reduced to 21 from 27
Velma
These are the changes we were referring to after our Velma changes in the 1.02 patch. We hope to address some of the worst bugs impacting Velma players and also give her some strength in her zoning tools.
General
* Fixed an issue where Velma could get stuck to any fighter that grabbed Velma under certain conditions
Passive
* Fixed an issue where evidence would stop randomly spawning on the map after Velma was rung out.
Ground Side Attack 1
+ On-whiff branch window advanced 4 frames
Ground Side Attack 2
+ On-whiff branch window advanced 4 frames
Ground Up Attack
+ Velma can now hold forward to slide forward during attack start-up
Air/Ground Neutral Attack
+ Velma can now aim the megaphone
Air/Ground Neutral Special
~ Branch windows now standardized for both air and ground versions
~ "Heyyy" projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
+ All speech bubble types no longer collide with fall-through platforms
Ground Side Special
+ Minimum charge run speed increased
- Knockback reduced to 2300 from 2500
+ Knockback scaling increased to 9 from 0
* Fixed an issue where Velma could run off the screen if the ground was destroyed beneath her while running
Air Side Special
~ Now ignores player collisions during movement
Air Up Special
+ Now has a chance to spawn evidence
Ground Down Special (Mystery Machine)
* Fixed an issue where Velma could fall to her death if the ground was destroyed beneath her while summoning the Mystery Machine
Wonder Woman
Wonder Woman has been feeling a little strong since the official launch. We want her to keep her identify as the easy-to-pickup, armor tank, but in that vein we don't think she should be able to score ringouts easier than the rest of the cast. These changes should make her feel a little easier to play against while slightly toning down her KO power.
Passive
~ Blocking a projectile will only charge Wonder Woman's passive if the projectile has an active hitbox. This will fix issues where Wonder Woman could gain a full passive charge from projectiles like Jerry or Bugs' Safe
Ground Up Attack
- On-hit branch window delayed 3 frames
Ground Down Attack
- Additional damage from passive charge reduced
- Additional knockback from passive charge reduced
- Self-applied armor now falls off after the hitbox ends; ally armor unchanged.
Air Side Attack
- On-whiff branch window delayed 2 frames
- Damage reduced to 9 from 11
- Knockback scaling reduced to 19 from 20.5
+Knockback increased to 1350 from 1250
Base knockback was increased to account for the lower knockback from the reduced damage
Air Down Attack
~ Reduced duration visually in attack pose; branch windows and hitbox timing unchanged
Air/Ground Neutral Special
* Fixed an issue where lasso could sometimes be reflected; lasso is not reflectable
Ground Side Special
- Self-applied armor now falls off after the initial dash; ally armor unchanged
- Repeat-move lockout increased to 18 frames from 8 frames
* Fixed an issue where the self-imposed slow while holding the shield could be cleansed
Ground Up Special
- Hitbox start-up delayed 2 frames
Air Up Special
- Knockback angle made more diagonal; ground up special knockback unchanged
- Hitbox start-up delayed 2 frames
~ Updated movement after launch to prevent Wonder Woman from falling too quickly
Air/Ground Down Special
- Cooldown increased to 33 seconds from 28 seconds
“Shield of Athena” Perk
* Fixed an issue where Wonder Woman could block ally projectiles
We hope that you're as excited as we are for all of the changes heading to MultiVersus in v1.05 following a brief maintenance. Be sure to let us know your thoughts by joining our awesome community on our social channels. We'll be back with more updates soon. Stay tuned!