featured image

MultiVersus is getting a brand new update today (September 8), although you’ll have to endure a period of server downtime first. MultiVersus Update 1.02 has a September 8 release date and a 5pm BST UK launch time. Downtime lasts about an hour, which means MultiVersus will be back online at 6:00 PM BST. The main new feature of update 1.02 is the addition of Gizmo from Gremlins.

The new character is accompanied by a major new gameplay update, which brings huge changes to the game balance, maps and characters.

This includes adjustments to the hitbox/hurtbox system, which has undergone a major overhaul. According to the developer, the goal with the update is to “tie hitboxes and painboxes more tightly to our character animations”.

The projectile system is also standardized, making it easier for new players to figure out. There is a new heavy projectile, which breaks enemy fireballs. Barriers will also block opposing projectiles more consistently.

Elsewhere, each character has been tweaked to balance things out a bit more, while maps like Cromulons and Cromulons have been updated with a new floating platform.

You can view the MultiVersus update 1.02 patch notes below.

GENERAL

• Gizmo arrives on 09/08! He has his popcorn and is ready to pop!

• Spectator mode now displays team colors correctly

GAMEPLAY SYSTEMS

Hitbox/Hurtbox update

This patch includes our hitbox/hurtbox system revision. Our goal with this update is to more tightly link hit boxes and pain boxes to our character animations. We are monitoring how this update affects the player experience and we are ready to roll out additional patches if issues arise. This will be a process for us to get there, but this is our first step towards really accurate hitbox/hurtbox detection and gives us a foundation to permanently fix problems in the future.

Changes:

• Updated Hurtboxes for each character.

• Updated hitboxes for most attacks. Specific customizations may not be mentioned in the character notes.

Projectile systems update

MultiVersus is a game that thrives on interesting interactions between fighters, between allies, and between projectiles, but a player wouldn’t need an encyclopedic knowledge of every attack in the game to feel comfortable understanding those interactions. Our goal with this update is to standardize projectile behavior worldwide so that players can better adapt strategies around projectiles. This update is only the first part of our projectile system changes, so expect more updates in a future patch.

Changes:

• Standardized opposing projectiles to always ring and destroy both projectiles

• Heavy Projectile Introduced – Heavy Projectiles break enemy projectiles, can only clatter with other Heavy Projectiles, and cannot be reflected

• Barriers and improvements that “block projectiles” block all projectiles more consistently.

• Exploding projectiles no longer hit fighters who blocked the projectile.

Directional Keyboard Action Key Assignments

• Directional attacks and specials can now be assigned to specific keyboard keys.

– For example, Down Attack can be assigned to a key so you can perform Down Attacks without also Fast Falling.

• There are a total of 8 new keyboard bindings: Attack Up, Attack Right, Attack Down, Attack Left, Special Up, Special Right, Special Down, Special Left.

Various gameplay updates:

• Adjusted vertical shifts of character mesh so that characters’ feet don’t pinch the floor so much.

– This change also included adjusting the floor crash for the following maps: Scooby’s Haunted Mansion, Cromulons, Cromulons (1 vs 1), Tree Fort (1 vs 1) and all versions of Sky Arena.

• Bouncing walls, floors, and ceilings no longer restore the Dodge Meter’s energy.

• Improved input handling when an attack/special is performed simultaneously with a jump.

– In the past, jumps may have interrupted Attacks and Specials, leading to “ignored” actions. This change improves the responsiveness of short jump attacks and specials.

GENERAL BENEFITS

• Clear The Air: Updated description text to explain that the perk only applies to non-heavy projectiles

• Ice To Beat You!: Projectiles only apply Ice debuff to fighters who have not yet been debuffed by Ice

– This change has already been released for online matches and is now applied in local game

• I’ll Take That: Refund of unstacked cooldown reduced from 0.5 seconds to 0.25 seconds

– Stacked cool down payback reduced from 1 second to 0.5 seconds

– This change was already released for online matches and is now reflected in local play

• Make it Rain, Dog!: Unstacked projectile speed improvement reduced from 20% to 10%

– Stacked projectile speed improvement reduced from 25% to 20%

– Perk description text for this change will not be updated until the next patch

• Sturdy Dodger: Fixed an issue where the perk was not stacking properly

CARDS

2v2 Boom Fort Map

• Trampoline tree health decreased from 30 . to 15

EDGE of the trophy

• Fix minor asymmetry in the collision of the main platform so that it is now perfectly centered.

Cromulons and Cromulons (1 to 1)

• Added a new floating platform to both versions of Cromulons.