Sturdy Dodger: Fixed an issue where the perk would not stack properly.Perk description text for this change will not be updated until the next patch.Stacked projectile speed buff reduced to 20% from 25%.Make it Rain, Dog!: Unstacked projectile speed buff reduced to 10% from 20%.This change was already released for online matches and will now be reflected in local play.Stacked cooldown refund decreased from 1 second to 0.5 seconds.I’ll Take That: Unstacked cooldown refund decreased from 0.5 seconds to 0.25 seconds.This change was already released for online matches and will now be applied in local play.Ice To Beat You!: Projectiles will only apply Ice debuff to fighters that are not already debuffed by Ice.Clear The Air: Updated description text to explain that perk effect only applies to non-Heavy Projectiles.This change will improve the responsiveness of short hop Attacks and Specials. In the past, it was possible for jumps to interrupt Attacks and Specials, thus leading to “ignored” actions. Improved input handling when an Attack/Special is executed at the same time as a jump.Wall, floor, and ceiling bounces no longer restore Dodge Meter energy.This change also involved adjusting the floor collision for the following maps: Scooby’s Haunted Mansion, Cromulons, Cromulons (1 vs 1), Tree Fort (1 vs 1), and all versions of Sky Arena. Adjusted character mesh vertical offsets so that characters’ feet don’t clip into the floor as much.In total, there are 8 new keyboard binds: Up Attack, Right Attack, Down Attack, Left Attack, Up Special, Right Special, Down Special, Left Special.For example, Down Attack can be mapped to a key so that you can perform Down Attacks without also Fast Falling. Directional Attacks and Specials can now be mapped to specific keyboard keys.Projectiles that explode no longer hit fighters that blocked the projectile.ĭirectional Action Key Mappings for Keyboard.Barriers and buffs that “Block Projectiles” more consistently block all projectiles.Introduced the Heavy Projectile – Heavy Projectiles break enemy projectiles, can only clank with other Heavy Projectiles, and cannot be reflected.Standardized opposing projectiles to always clank, destroying both projectiles.This update is just the first part of our projectile systems changes, so expect more updates in a future patch. Our goal with this update is to standardize global projectile behaviors so players can better adapt strategies around projectiles. MultiVersus is a game that thrives on interesting interactions between fighters, between allies, and between projectiles, but a player shouldn’t need an encyclopedic knowledge of every attack in the game to feel comfortable understanding those interactions. This patch also includes the first part of our projectile systems update. Specific adjustments may not be listed in the character notes. This will be a process for us to get there, but this is our first step towards truly accurate hitbox/hurtbox detection and gives us a foundation to permanently fixing issues going forward. We will be keeping an eye on how this update affects the player experience and we are ready to implement additional patches if any problems arise. Our goal with this update is to more tightly tie hitboxes and hurtboxes to our character animations. This patch includes our hitbox/hurtbox system overhaul.
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