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GET OVER HERE - Mk11 Xbox Patch Notes [6/11/19] PS4

A patch came out of nowhere for Mortal Kombat 11. Catch the patch notes here if they aren't in game yet. If they are, catch them here anyway



[6/11/19] PS4/Xbox Patch Notes

General Gameplay Adjustments


• Move list corrections


• Improvements to AI logic


• Fixed several rare online desync causes


• Fixed minor visual issues related to some Brutalities


• Removed a rare crash that could occur after a Quitality


• Fixed an issue that cause users to lose controller functionality when trying to record an AI command after pausing the game with very specific timing


• Trying to Practice Reset while waiting in a KOTH lobby will no longer sometimes reset twice in a row


• Added an Easy Krushing Blows option to Practice Mode’s Practice Options which will bypass most Krushing Blow’s conditional requirements


• Added Random Hidden option to Practice Mode AI Options’ Playback Recording Slot selection


• Added several new Brutalities for players to discover


• Added Variation info to the pause menu and some multiplayer online loading screens


• Added Kombat League online game mode. Season I (The Season of Blood) starts on June 18th!


• Ranked Sets (only available when a Kombat League season is not active) are now a first to 2 match set


Krypt


• Fixed a rare bug that could cause players to be locked out of the armory after getting the Spear


• Removed the ability to get out of bounds of the environment under certain circumstances


• Removed a rare crash when exploring the Krypt after playing several hours of Towers of Time


• All Skeleton Key Gates will now reward some currency when opened


Towers of Time


• Adjusted the difficulty of some starting towers on some tower platforms


• Added new Boss Fights & rewards


• Added new Tower Platform rewards


Character Specific Adjustments




Baraka - High and Mid parries now work correctly against War Banner Charge


• Baraka - Sinister Slice (Jump+Back Punch) no longer has an inconsistent hit region when auto-facing the opponent


• Cassie Cage - When an opponent loses a round to BLB-118 Bitchin' Bubble, they will no longer continue to play out some animations


• Cassie Cage - BLB-118 will no longer sometimes lose functionality when the opponent loses a round to Control BLB-118’s Wub Wub Wub or Fun Phaser attacks


• Cetrion - When an opponent loses a round to Ring Of Fire, they will no longer continue to play out some animations


• Cetrion - High and Mid parries now work correctly against Unlimited Potential (Towards+Back Punch, Front Kick, Back Kick)


• D'Vorah - Adjusted Getup Roll Backwards animation to no longer recover slower than intended


• Erron Black - Added an ammo counter showing how many Locked And Loaded Rifle shots are currently available


• Erron Black - When an opponent loses a round to Zaterrean Spit, they will no longer continue to play out some animations


• Erron Black - Swinging Pistol (Jump+Front Punch) no longer has an inconsistent hit region when auto-facing the opponent


• Erron Black - Fixed a rare issue that could cause his Hat to be misaligned after being knocked off when losing a match as a rollback occurred


• Erron Black - fixed an issue that could cause Dynamite to be misaligned when doing it again immediately after the previous one exploded


• Erron Black - Corrected damage scaling going into the On The Shoot (Back Punch, Front Punch, Back Punch, Front Punch, Back Punch) Krushing Block cinematic which results in it doing 10 less damage


• Frost - Adjusted repel during Throw Escape to eliminate some clipping issues


• Frost - When an opponent loses a round to Core Trap, they will no longer continue to play out some animations


• Frost - Core Overload amp no longer still occurs after a Krushing Blow cinematic


• Frost - Fixed a rare occurrence when hitting an opponent out of a the air at a specific height with Terminal Burrowing (Fatal Blow)


• Geras - High and Mid parries now work correctly against Gauntlet Slam (Down+Front Kick)


• Jacqui Briggs - When an opponent loses a round to Grenade Launcher, they will no longer continue to play out some animations


• Jacqui Briggs - Fixed a rare issue that could cause her Shield Generator to be misaligned after being knocked off when losing a match as a rollback occurred


• Jade - Fixed a rare issue that could cause her Staff to be misaligned after being knocked off when losing a match as a rollback occurred


• Jax - Adjusted repel during Throw Escape to eliminate some clipping issues


• Jax - Fixed a rare issue that could cause his Thumper to be misaligned after being knocked off when losing a match as a rollback occurred


• Johnny Cage - Adjusted repel during Throw Escape to eliminate some clipping issues


• Kabal - When an opponent loses a round to Gas Blast Amplify, they will no longer continue to play out some animations


• Kabal - Fixed a rare issue that could cause his Hook Swords to be misaligned after being knocked off when losing a match as a rollback occurred


• Kano - When an opponent loses a round to Magnetic Trap or Molotov Cocktail they will no longer continue to play out some animations


• Kano - High and Mid parries now work correctly against Under Kick (Towards+Front Kick)


• Kano - Fixed a rare issue that could cause his Shanks to be misaligned after being knocked off when losing a match as a rollback occurred


• Kitana - High and Mid parries now work correctly against Noble Assault (Back Punch, Front Punch, Back Kick, Front Kick, Back Kick)


• Kitana - Fixed a rare issue that could cause her War Fans to be misaligned after being knocked off when losing a match as a rollback occurred


• Kollector - Adjusted repel during Throw Escape to eliminate some clipping issues


• Kollector - When an opponent loses a round to Vial Of Sorrow, they will no longer continue to play out some animations


• Kollector - Fixed a rare issue that could cause his Chained Ball or Satchel to be misaligned after being knocked off when losing a match as a rollback occurred


• Kotal Kahn - When an opponent loses a round to God Ray, they will no longer continue to play out some animations


• Kotal Kahn - High and Mid parries now work correctly against Xolotl (Towards+Front Kick, Back Kick)


• Kotal Kahn - fixed a visual issue when Kotal was hit by Geras’s Temporal Advantage while transformed during Tecuani Maul & Tecuani Pounce attacks


• Kung Lao - The Great Kung Lao Spiritual Guidance attacks can no longer be parried


• Kung Lao - High and Mid parries now work correctly against Twin Kicks (Towards+Back Kick)


• Kung Lao - fixed a bug where Z Hat would not reset some connect in a row Krushing Blow & Brutality conditions


• Kung Lao - Mind Of Its Own Brutality from Z Hat once again plays out the full animation


• Liu Kang - Adjusted repel during Throw Escape to eliminate some clipping issues


• Liu Kang - Fixed a rare issue that could cause his Nunchaku to be misaligned after being knocked off when losing a match as a rollback occurred


• Liu Kang - (Air) Fireball can now be correctly 2in1 cancelled into from a Jump Attack when playing with Alternate Controls enabled


• Noob - Adjusted repel during Throw Escape to eliminate some clipping issues


• Noob - Fixed a rare issue that could cause his Sickle to be misaligned after being knocked off when losing a match as a rollback occurred


• Raiden - When an opponent loses a round to Rolling Thunder, they will no longer continue to play out some animations


• Skarlet - Adjusted repel during Throw Escape to eliminate some clipping issues


• Skarlet - When an opponent loses a round to Red Mist or Blood Ritual, they will no longer continue to play out some animations


• Sonya - (Air) Energy Rings can now be correctly 2in1 cancelled into from a Jump Attack when playing with Alternate Controls enabled


• Shao Kahn - High and Mid parries now work correctly against DIE (Front Punch, Back Punch, Throw) and Last Breath (Towards+Front Kick, Back Kick, Throw)


• Shao Kahn - Hammer Poke (Jump Front Punch) & Final Strike (Jump Back Punch) now correctly gain additional damage when Dark Priest Buff is active


• Kronika - When an opponent loses a round to Orb of Confusion, they will no longer continue to play out some animations
 
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Comments

Yeah exactly. Fixing bugs and unintended aspects is great news. And not doing straight up balance patches yet is also great news. They are doing it absolutely right this time. Next on the agenda will hopefully be looking into whiffing issues.

In my opinion, once they fix all the unintentional stuff, THEN they can start making MINOR balance tweaks. Gotta have a solid foundation before you start building stuff onto it, otherwise it will all come krumbling down.
Well that may be true but I think they could have done a minor balance patch today. Some of us Want to use our:
Kotal's, D'Vorah, Shao's.
But I agree that hitbox issues are priority.
 
Well that may be true but I think they could have done a minor balance patch today. Some of us Want to use our:
Kotal's, D'Vorah, Shao's.
But I agree that hitbox issues are priority.
What’s stopping you from using these characters? I’ve played against fantastic Kotal’s and Shao Kahn’s, and seen great D’Vorah’s. Shao Kahn and Kotal if played right are very good characters. Haven’t played against a D’Vorah yet though.
 
I'd rather them be FT5 so players can adapt to thier opponents and possibly make that hype comeback. With FT2 it allows many players to get away with shit they won't in FT5's
FT5? That’s way too many games for a ranked or tournament pool set. That could potentially be 9 full matches.

I love ft3’s for tournaments and ranked. As I’ve stated before, I have reverse OCV’d aka reverse 3-0’d my opponents in ranked countless amount of times. But the Kombat League mode matching tournament rules makes sense and is warranted, imo.
 
To match the pro series rules. This was heavily requested. If the pro series rules is ft2, the Ranked Modes should be ft2 so it can be practiced.
I'm attending tournaments (non pro series but still a commitment of my time to travel) that are FT2 and still feel FT3 ranked online prepares me better. I won't speak for anyone else but I'd imagine many players attending pro series tournaments feel the same- just because matches are limited to FT2 in pro series doesn't mean the levels of adaptation you see in FT3 won't be beneficial.

FT2 in pro series is very much an understandable consequence of managing big tournaments. So I totally understand that. But for online ranked it's not an excuse.
 
If Tekken can be FT3, we should be FT3. I’m not sure why we allow anything else — it should definitely be standard by now, as evidenced by the hype in every FT3 NRS tournament ever, and the amount of comebacks we see.
 
Nice to see UI improvements and the inclusion of easy krushing blows in practice. It sounds like they cleaned up much of that jank from damage over time and the end of rounds.

• Geras - High and Mid parries now work correctly against Gauntlet Slam (Down+Front Kick)

Curious.... What would Geras do against Liu Kang's F43U3 and F43~Parry without a D3 that can interrupt?
 
Why is the krushing blow change a big deal? Just wondering. Does it just help to do krushing blows in practice or does it help the kharacter towers too?
You don't have to fill the requirements to do the krushing blow you're practicing or labbing against. Say I want to practice Jacqui's clench KB combos from midscreen, I'd have to do all the requirements, then move them back to the appropriate space, and if I messed it up, the KB is gone.