MultiVersus - chris.azar
Hello MVPs! Our mid-season 1.05 patch is here, and with it comes the addition of Free-For-All mode, Spectator mode, post-game stats, and various character balance changes. As always, thanks so much for your valuable feedback on Reddit, Discord, and our other social channels - you are appreciated! Let's go ahead and dive in, shall we?

General

  • New Fighter: Agent Smith joins the Multiverse! If players complete enough tiers in the "Beat Rifts, Get Agent Smith Free!" event, they can begin playing with him as early as July 8! How's that for breaking reality? Agent Smith will then be available for purchase on July 23.




  • New Mode: Free-For-All game mode has been added to our Normal PvP Queues! Battle against up to 3 other players to become king of the Multiverse. First player to 4 ringouts is the winner! We're experimenting with a different, more simplified ruleset for Free-For-All. Let us know how you like the mode!

  • New Mode: Spectator mode is now available for custom games! Become the ultimate support teammate and cheer on your friends without entering the ring yourself. Lobbies can support up to 4 spectators per game.

  • Post-game stats have returned! You can now see your total ringouts and damage dealt on the results screen after any PvP or PvE match.

  • Battle Pass Tiers can now be purchased with Gleamium.

  • Added a daily free item available to be collected in the Store.

  • Fighter Select Portraits have been changed from 3D to 2D art renders for Fighters only. Variants will retain the 3D renders.

  • Added an option to edit Perks in Custom Game mode.

  • We've added the option to turn on/off both Outline Colors and Team Colors in PvP and PvE. These can be configured in the Settings menu.


Rifts

The Megalodog PvE Rift is NOW AVAILABLE!

Future Rifts have been added and will unlock later in the season:


  • "Age of Smith" Rift
  • "Triple Threat" Rift



Rift Updates

  • "Rift Cauldrons" are now called "Rift Star Meters." Star Meters can now be completed by collecting 72% of available stars in a Rift, down from 80%. Players who have already completed 72% of available stars can claim their rewards retroactively by completing a node in the relevant Rift.
  • Daily Gem Rewards now appear on a Rift of each attunement each day.
  • Added a new button to auto-equip gems before the match if currently equipped gems are mismatched.
  • Added a new button to retry a Rift node when the Rift is completed in single-player mode.
  • Added a new button to leave Rift matches when in single-player mode.
  • Defeated Boss requirements have been lowered to unlock Matrix Code Superman, Matrix Code Bugs Bunny, and Matrix Code Jake variants.

Rift Balance Updates

  • Area-Of-Effect attack damage has been reduced on higher difficulties
  • Reflect damage has been reduced on higher difficulties
  • Armature knockback reduced

Account Systems

  • Badges now show stats on Account Cosmetics screen
  • Account mastery, character mastery, and leaderboards now show progress for all matches in a set in the post-match match summary rather than just the last match
  • Fixed an issue where incomplete matches would display as losses on the Career screen

Input Preferences

We are re-introducing some of the input preferences that were popular during our Open Beta. We hope this helps players feel more comfortable as they fine-tune their combat experience.

Added this patch:
  • Customizable input buffer timing
  • Customizable control stick input deadzones (both left and right sticks)
  • Swap side/neutral attack inputs for ground or air
  • Toggleable option to use attack inputs to pick up items
  • Fastfall method input settings (tap down or hold down)
  • Customizable Neutral Dodge input binding

Combat Changes

  • Upon hitstun ending, fighters now incur a 6-frame lockout on the neutral dodge action. This will make it more difficult to parry attacks in the middle of a combo. Directional dodges are unaffected.
  • Excessively long combo strings now apply a vacuum attack hitstun decay penalty. This should allow for players to more easily escape previously inescapable infinite team combos such as alternating Superman rapid jab combos.
  • Attacks that incapacitate fighters now apply a temporary incapacitate-resistance buff to the incapacitated fighter. This will make subsequent incapacitate attacks have a much shorter duration. This should allow for players to more easily escape previously inescapable infinite incapacitate combos such as alternating Jake bite/spit. Affected attacks will be noted in individual character patch notes.
  • Side attack combo input buffers have been standardized for all fighters. It should now be easier to buffer a different attack during a jab combo without accidentally inputting further attacks in the jab combo.

General Bugfixes

  • Fixed an issue where fighters that took fire or shock damage on the same frame they were hit by an attack would cause the attack to be ignored.
  • Fixed an issue where fighters could respawn without spawn invulnerability.

General Perks

  • Fixed an issue where all Team perks were always giving their stacked effect.
Protective Momentum
  • Projectile shield now breaks after blocking one normal or heavy projectile
Maps

The Court 2 variant has been added to the game!



Cromulons

2v2 Variant
  • Main stage and side speakers width increased 20%
  • Blast box size increased 10%
1v1 Variant
  • Main stage width increased 20%
  • Blast box size increased 10%
Dexter's Laboratory 1
  • Scroll speed reduced
  • Reverse scroll button cooldown increased to 15 seconds from 1 second
  • Possible generated layouts updated
Throne Room

2v2 Variant
  • Increased upper limit 300 units
Townsville
  • Mojo Jojo increased interval between attacks
  • Bombs and laser knockback reduced
  • Mojo Jojo takes more damage before attacks are interrupted
Tree Fort
  • Bounce pads should more reliably bounce fighters and prevent them from fully landing on the platform.

These patch notes are continued in Part 2

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!

Twitter: https://go.wbgames.com/MVSTwitter
TikTok: https://go.wbgames.com/MVSTikTok
Instagram: https://go.wbgames.com/MVSInstagram
Facebook: https://go.wbgames.com/MVSFacebook
Reddit: https://go.wbgames.com/MVSReddit
Discord: https://go.wbgames.com/MVSDiscord
Jul 3, 2024
Logic Town - Divide The Plunder
- Added a fix for the new "Clean Sweep" achievement not unlocking. If it doesn't fire for you immediately after completing the third puzzle, please try exiting and re-entering the daily challenge screen.
Jul 3, 2024
Meow Moments: Celebrating Together - su.menssana
Hi, thanks for playing the game!
This is a small update to improve the game performance on Windows system.
Best regards
Bobo Bay Playtest - NewFutureKids
- set name to nothing when mashing bobo
- fixed bug after giving bobo a skateboard
- dance actually different now for bobos. wasn't saving the value before.
- stat potential memory saves between play sessions now
- bobos shouldn't turn around in your hand when being waved at by another bobo anymore(??) im gonna redo all the bobo interactions stuff some point soon anyways. hopefully it doesn't happen tooo often if it's still broken.
- on screen keyboard is working
Jul 3, 2024
em.Path Playtest - nocoldiz
- Camper physics
- Map not opening when departing
- Some unreachable destinations
Max Capacity - tatmanblue
Summary
We are excited to announce some major changes and improvements to Max Capacity, expected to be released in late summer. Here's a quick overview:

Player Abilities:
  • New abilities to pick up, place, sell, and buy inventory.
  • No need to hire stockers, sales, or buying agents; you can handle inventory yourself or continue hiring employees for these tasks.

Employee Behaviors:
  • Employees now work in shifts, enhancing factory efficiency.
  • Employees will chat with you and each other, providing hints and entertainment.
  • Improved handling of inventory by employees, including alternative actions if blocked and behaviors upon being fired.

Multiplayer Updates:
Global market price influences based on actions of all players. Option to opt in or out of global market price influences, with a new game required to resume.

More Details

Player Abilities

We realize the early release of Max Capacity focused on employees and machinery over how you play the game, which can become stale. We have been adding more abilities for you as the player.

You will be able to:
  1. Pick up inventory
  2. Place inventory in containers
  3. Sell inventory on the market
  4. Buy from the market

You will no longer need to hire stockers, sales, or buying agents to work with the inventory in your factory. You can do this all yourself now. You can continue to hire these employees to do the work for you if you prefer.


Employee Behaviors

The primary focus of Max Capacity has always been making a profitable factory through your dealings with and interactions with employees. We have added more ways employees interact with you to create more dynamic gameplay.



Employees are now assigned shifts and come and go according to their shift assignments. This should help you create a more dynamic and efficient factory as you schedule work in accordance with your needs. Time will speed up for shifts that have no active employees working.

Employees will now chat with you and each other. Pay close attention to what they say, as their conversations provide hints about what they need from you and add some entertainment.

Employees who are blocked because they cannot add inventory to containers will now try to add their inventory to another container. If that fails, they may drop it on the floor. Either way, you will need to get involved to correct it.

Employees who are fired may attempt to add any inventory they hold to containers before leaving. However, do not count on it, as some of them may be upset and act out by leaving with the inventory or dropping it on the floor, creating a mess.


Factory Environment

When a shift has no active employees, the factory lights will dim. Safety and ambient lights remain on however.


Multiplayer

We are continuing to expand on the multiplayer aspects of the game. If you opt in for global market price influences, the prices listed on markets will be impacted not just by your actions but also by those of other players.

You can opt out of the global market price influences at any time. However, to resume global market price influences, you will need to start a new game.

This new global market price influence feature will create a much more fluid game, and you will need to keep up to date with current market trends to make the most profit.


Internet Connection Required

For employee conversations and global market price functions, an internet connection will be required. Bandwidth and usage charges may be incurred while you play, and these charges are not included in the price of the game. Please consult with your internet provider to understand these additional costs.

We take your privacy seriously. This game does not collect or transmit any personally identifiable information (PII) from you. The only data transmitted to our servers concerns game-related market transactions you make within the game. This data is used solely for processing those transactions and is stored securely.

We will never share any data collected with any third party without your consent.
Cozy Space Survivors - simonschreibt
This will be most likely my last content update. If there are bugs, I will try to fix them and there might be smaller patches to update the localization. But apart from that, I need to take care of other projects and this one took all my spare-time for the last 11 months.

New Shipy

I added an "AI"-Shipy which you can NOT control directly! There is a little menu opening up when you press a key/button or move the mouse, and with that you can tell the ship where to go. It knows the positions of all quests and crates. But be careful! The ship might appear intelligent, but it will fly straight away to its target: if there is an asteroid in its way, it will crash into it!



Bugfixes
  • Water Alien Enemies (Tier 2) did not respawn after a while
  • Enemy Laser Projectiles were not be destroyed by shooting at them
Multiverse Designer - Santo
Hi everyone! Today, we’re releasing a new update that includes some new features of certain importance, fixes for reported bugs, and some quality-of-life improvements. The most relevant of these new features is the inclusion of auto-saving – we know firsthand how maddening it is to lose your work due to a power outage or computer crash (oh gosh, how much we wish we didn’t), and that’s something we don’t want you to experience, so this was something we wanted to implement as soon as possible.

We’re also including some new shortcuts (check the patch notes below for more details), new maps that use objects from the Enterable collections (that is, the interactive buildings), and tags for lots of objects and assets. Again, please check the patch notes for all the details – we really recommend you read them carefully so you don’t miss anything.

This new version also implements the first parts of Criteria, the scripting language that Multiverse Designer will use to create and automatize rules for your tabletop rpgs. Now you can create character sheets and tables, as well as import and export tables to any spreadsheet editor. Mind you, this is still in alpha version. That means that it’s not just rough around the edges: there might be issues and unexpected problems, and data filled now might get lost, or just not be compatible with future versions of Criteria. Use with caution! If you want to give it a go, you can find tutorials about Criteria on our Youtube channel, and you can always drop by our Discord server to ask questions.

Having said that, here are the full patch notes for this update. We hope you enjoy it!

New features/content

  • This is the first version of MD containing a part of the Criteria language. You can create character sheets and tables. You can import and export tables to any spreadsheet editor. THIS IS AN ALPHA VERSION. Data filled in this version may be lost or not compatible with future versions
  • Alt + M now also hides the red warning messages;
  • Inclusion of the Alt + W shortcut to hide only the red warning messages while keeping the screen icons
  • The object that loads textures comes by default listing only .png files;
  • New user preferences menu on the main screen (for now only for the Autosave options)
  • Autosave (with the possibility of customizing the saving frequency and the number of history files, values ​​filled in the new user preferences menu)
  • Weather effects are now applied to the trees, grasses and plants of the Jungle level (the weather effects for the landscape itself still need to be included, it will be done in a future version)
  • Specific tag included for the horse saddle object
  • Specific tag included for the spline wall object
  • Rampart tag included for all walls
  • Tags included to identify Kitbash3D sets (Valhalla, Iron Forge, Medieval Siege, Outpost, Neo SanFrancisco, Secret Lab, Dark Fantasy, Medieval Market, Art Nouveau, Victorian, Ancients and Future Warfare)
  • Added a new button on the object properties screen that shows its general information (unique identifier number, size and linked tags)
  • New messages for the map loading screen (thanks for all the suggestions!)
  • Added new maps that use objects from the Enterables collection (Eastern, Mesoamerica, Jungle, Wild West and Old Desert New)
  • The cutscene spline can now be selected by clicking on the yellow spline path
  • New objects placed on the map will always appear over the landscape

Fixed bugs

  • Fixed a bug in the spline wall object that caused the height of one of the sides of the spline to not be saved
  • Correction in the arch with floor object
  • Correction in the gothic cathedral object (floating boards)
  • Fixed a bug that caused cube objects placed on a map overlapping other objects to lose the scale changes made when loading the map
  • Modification to not allow the scale in all directions gizmo to be used on objects that cannot be scaled in all directions
  • Fixed a bug that closed the game when saving a map with an object using the landscape blend texture on a level with landscape (for example, the Jungle) and trying to open it in the Dungeon level
  • Alternative to minimize the impact of a bug that sometimes leaves the object preview thumbnail always open - now, if it occurs, when clicking on any of the object menu buttons, the thumbnail should disappear
  • Fixed a bug that left some stones "blue" when they were close to or below the grid line
  • Correction in the textures of some tent and cloth objects so they can be seen from both sides
  • Correction of the “grass disabler” object so that it works in the Forest, Castle and Jungle
  • Fixed a bug that could cause a map to fail to load in some situations
  • Fixed a bug that could cause copied objects to be created under the landscape
  • Fixed a bug that could cause water/lava objects to have a distorted texture or even disappear when scaled
  • Correction in some object pivots (trash can, wall and water)
  • Correction in some door objects
  • Merged Tags "Walls" into "Wall"
  • Correction in the appearance of some trees in the Castle level
Jul 3, 2024
Sicaria - KorutoSK
What we fixed
  • controller is now fully supported
  • Serial killer and Skill issue achievements now functional
  • fire VFX visuals updated
  • lighting in the Docks level updated
  • main character skinning updated
  • controls scheme layout images updated

Known issues
  • when using controller at the beginning of each level the player must use mouse for a second for controller to work properly
Tower Song - Omega Intertainment
Quick fix for Early Access players today to improve backwards compatibility with pre-v1.0 save files.

Bug Fixes
  • Early Access campaigns that were started prior to the Fury content update should no longer reset the main character's level during party change sequences
  • Early Access save files loading into the Fire Tower's Main Hall or Emerald River's Thick Woods should no longer have the possibility of trapping players in terrain
...