[b]*NEW* Arena Mode[/b]
Bring a friend or twelve in this all new way to play Multiversus! With support for up to 16 players, eight teams of 2 battle it out in round after round of intense combat. With each round, teams purchase power-ups to build their strength and become the last team standing. Learn more [url=https://www.youtube.com/watch?v=e4jpQj_4hS4]from our teaser trailer[/url]!
[b]*NEW* Fighter Road[/b]
Starting with Season 4, fighters can be acquired through our new rewards track called the Fighter Road. Learn more from our [url=https://multiversus.com/de/news/multiversus-developer-series-fighter-road]developer blog about Fighter Road[/url]!
[b]Wacky Weekend returns with a new game mode[/b]
Queueing for Wacky Weekend has a chance to start a game of Star Contender! Use a limited moveset to knock star coins out of your opponents. First team to 7 coins wins.
Ice Pit game mode has been removed from Wacky Weekend.
[u][b]Rifts[/b][/u]
The "Trigon on the Loose!" PvE Rift is NOW AVAILABLE!
The "Welcome to Mythic Vista" PvE Rift has been added and will unlock later in the season:
[u][b]Events[/b][/u]
The "Enter the Arena!" Event is NOW AVAILABLE!
The "Azarath Metrion Zinthos!" Event is NOW AVAILABLE!
The "Trouble at the Academy" Event will be released later in the season.
[u][b]Maps[/b][/u]
[b]New Maps:[/b]
- Back to the Past
- Back to the Past (The Future)
[b]New Bonus Maps:[/b]
- Space (Station)
- Space (Jam)
- Beach 2
- Beach (Boat)
[b]Beach[/b]
- Fixed an issue where background audio would not play
- Blast Box width increased 15%
- Hammers starting speed increased by 120%
- Hammers max speed increased by 25%
- Hammers now alternate activation when the center Button is hit
- Back to the Past has been added to the 1v1 and 2v2 pools
- Beach has been removed from the 1v1 and 2v2 pools
- Space has been removed from the 1v1 pool
- Dexter's Lab 3 has been removed from the 1v1 pool
- Back to the Past has been added to the 1v1 and 2v2 pools
- Back to the Past (The Future) has been added to the FFA pool
- Bamboo's E.D.G.E. has been added to the FFA pool
- Batcave (Hammer Time) has been added to the FFA pool
- Beach has been removed from the 1v1, 2v2, and FFA pools
- Beach (Boat) has been added to the FFA pool
- Dexter's Lab 3 has been removed from the 1v1 pool
- Space has been removed from the 1v1 and FFA pools
- Space (Jam) has been added to the FFA pool
- Space (Station) has been added to the FFA pool
- Netcode compression algorithm improved. Network traffic reduced by over 50% in most cases.
- Now adapts better to current network conditions to improve overall player feel
- Game should play better during network spikes or cases of packet loss
- In cases where the server needed to override a player's input because it came in too late should now use predicted input before overriding (less cases of complete character control loss)
- Maximum fast fall speed increased to 3750 from 2800. Maximum fall speed unchanged at 2800.
- Fast fall now has a minimum duration of 12 frames
- When inputting a fighter's grounded jump, releasing the jump input before jumpsquat has completed (5 frames) will launch the fighter upward at half of their normal jump velocity.
- Successful parries can no longer be canceled into another neutral dodge. This will fix issues where players have been accidentally neutral dodging after a successful parry
- Fighters now receive 10 frames of invulnerability after a successful parry
- Automatic tech forward launch velocity increased to 5200 from 4400
- Fighters will now push other fighters when colliding on the ground
- Enraged Buff no longer applies Weakened Debuff on-hit
- Fixed an issue where hitstun would not be properly applied when two attacks connected in quick succession
- Shield Break Attacks (Neutral Dodge + Attack input) standardized to have more consistent frame data and sizes
- Shield breaks from Shield Break Attacks and stamina drain both pop up victims for a consistent punish window
- Steven Universe passive is reworked to allow for air shielding and an air Shield Break Attack. He can also now perform a ground parry out of shield.
- Attacks that connect with a shielding enemy no longer grant on-hit cancel window timing
- ~ Now applies 15 gray health on respawn instead of armor for 2 seconds
- + Now applies 2 seconds (4 when stacked) of armor after dodging a projectile, increased from 1 second (2 when stacked) after parrying a projectile
- - Now ignites enemies for 1 second (3 when stacked), down from 3 seconds (5 when stacked)
- + Now deals 3 damage to enemies that perform a tech when knocked back into terrain
- ~ Now electrifies your next projectile after successfully hitting 4 distinct moves against enemies in under 3 seconds
