MultiVersus update 1.05 is out today for PS4, PS5, Xbox One, Xbox Series, PC, and Nintendo Switch. You can get the complete patch notes here.
The new update for MultiVersus brings a new playable character, Gizmo. It also makes several changes to the game overhauling the gameplay and adjusting the character balance. Take a look at the complete set of patch notes for this update below, or you can have a look at the full details on the official website.
MultiVersus Update 1.05 Patch Notes
Overall patch summary
General
- Gizmo will be arriving on 09/08! He has his popcorn and is ready to pop off!
- Spectator Mode now displays Team Colors properly
- Fast settings have been added to support lower-end PCs
Gameplay Systems
Hitbox/Hurtbox Update
These are the before and after of our hurtbox update.
You’ll notice that the hurtboxes are closely tied with the animations now after the update.
- Hurtboxes updated on every character.
- Hitboxes updated on most attacks. Specific adjustments may not be listed in the character notes.
Projectile Systems Update
- Standardized opposing projectiles to always clank, destroying both projectiles
- Introduced the Heavy Projectile – Heavy Projectiles break enemy projectiles, can only clank with other Heavy Projectiles, and cannot be reflected
- Barriers and buffs that “Block Projectiles” more consistently block all projectiles.
- Projectiles that explode no longer hit fighters that blocked the projectile.
Directional Action Key Mappings for Keyboard
- Directional Attacks and Specials can now be mapped to specific keyboard keys. For example, Down Attack can be mapped to a key so that you can perform Down Attacks without also Fast Falling.
- In total, there are 8 new keyboard binds: Up Attack, Right Attack, Down Attack, Left Attack, Up Special, Right Special, Down Special, Left Special.
Miscellaneous Gameplay Updates:
- Adjusted character mesh vertical offsets so that characters’ feet don’t clip into the floor as much. 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.
- Wall, floor, and ceiling bounces no longer restore Dodge Meter energy.
- Improved input handling when an Attack/Special is executed at the same time as a jump. In the past, it was possible for jumps to interrupt Attacks and Specials, thus leading to “ignored” actions. This change will improve the responsiveness of short hop Attacks and Specials.