What's new

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
 
Last edited by a moderator:

Comments

Don't really like the ammo counter for Erron Black. It was more fun to have to manage remaining bullets in your head.
I actually prefer not having the counter either if you’re opponent doesn’t know. That way you can pull out the rifle, shoot low, cancel, then boot drop/FB. Now the mystery isn’t there.

edit: Unless only you can only see it on your screen, which I don’t know if that’s the case or not.
 
Has anyone noticed that Scorpion doesn't have 5 victory poses anymore he doesn't for me at least but sub-zero and jade still do.
Yes his OG "Honor Bound" pose is gone. It had a ??? anyways and no one had it or knew how to get it.
 
Sooooo we took away the only thing that required any brain activity from Erron Black players.

Gotta love the brutalities though!
 
They run FT3 rounds and Tekken takes forever at every tournament, and the FGC accepts it as normal.

Guaranteed that MK11 at FT3 is still faster than FT3 round sets of Tekken.
And? That’s fine, the better player ids still gonna win in a FT2 & it’s easier on Tournament Staff this way. Y’all really don’t think about this on more than one level do you.
 
I would love to see a bigger window to tech throws in the next patch.
I also wish either one of two things:

- Make it so you can tech throws by inputing the opposite direction + throw button (or any button)

OR

- Make it so the back throw and front throw tech buttons switch as the players switch sides to represent the side your on. For example, if i'm on the left, X should tech front throws (since the button is on the left), and circle should tech back throws since it's on the right. Then vice versa when player is on the right. I always have to consciously remember which button is for back and which is for front.
 
No more FT3's? What are they thinking? Maybe the only positive I see is that when I match with someone well below my skill level I don't have to play three matches. But now you take out all the hype of reverse 3-0's. Three matches was perfect, 2 matches WTFFFF. They just be changing anything for no reason omg
 
So it looks like rewards for Shang Tsung have already been added to AI Battle and people are already earning them.

Pics taken from Reddit:




Additionally, I've seen some say that you can now get Shang Tsung Augments from Krypt chests now.
Yay, more random loot drops for dlc characters! I can't wait to spend millions of coins on augments while trying to roll for his skins and gear!
 
I also wish either one of two things:

- Make it so you can tech throws by inputing the opposite direction + throw button (or any button)

OR

- Make it so the back throw and front throw tech buttons switch as the players switch sides to represent the side your on. For example, if i'm on the left, X should tech front throws (since the button is on the left), and circle should tech back throws since it's on the right. Then vice versa when player is on the right. I always have to consciously remember which button is for back and which is for front.
Its weird how this game made pressing throw gives you a back throw? Thats fucking ass backwards! Pressing throw should give you FORWARD throw. And back throw should give you back throw. If they made it plainly simple as that, then teching throws such a headache.
 
More online players want ft2 than 3. That's just facts.
Based on the responses in this thread, the responses and votes in the other thread, the responses on Reddit, and the opinions of most top players (those who have voiced their opinion on the matter, anyway), this statement is objectively false.
 
Based on the responses in this thread, the responses and votes in the other thread, the responses on Reddit, and the opinions of most top players (those who have voiced their opinion on the matter, anyway), this statement is objectively false.
The responses in this thread and on reddit pale in comparison to the scores of people online not giving a shit about it. Why do you think it is the way it is, by accident or because NRS knows their audience?
 
Nice. I only wish they would change the 25 fatalities per characters in towers to 10, even down from 50 shit is still a time consuming grind. But thankfully I have almost half done anyway.