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Khaos Reigns Patch Notes 9/24/2024 (via MK's Discord)

Patch notes being posted in MK's official Discord:

• Various fixes to improve game stability
• Added a new [High] value for the existing Motion Blur setting, with the previous [ON] setting now being noted as [Medium]
• Added AMD FSR 3 Image Reconstruction as an additional Upscaling option available
• Added a new graphical setting to disable the Film Grain effect
• Updated Nvidia DLSS Image Reconstruction plugin to version 3.7.1 and changed the Upscaling Preset used to C
• Implemented first pass of Razer RGB peripheral support for certain in-game sequences
• Reworked file structure to optimize future Patch download & install sizes (Note that additional optimization to reduce Patch install & download size is unlikely to be possible)
• Various UI fixes and improvements
• Various Mouse & Keyboard input device related fixes
• Resolved issues that occurred when using Low graphics settings
• Further optimized the PSO Shader Cache boot flow for certain hardware set-ups
• Updated PC Hardware System Spec information to reference more recent hardware and provide additional context for target Resolution & Settings
• Additional Story Content has been added – Part 2: Khaos Reigns
• Additionally, all Mortal Kombat 1 owners will have access to new Arenas, new Arena Variants, & Animalities, the fan-favorite finishing moves that haven’t been seen since the ‘90s, allowing fighters to channel their inner animals. These features will be available on September 24 as a FREE content update in conjunction with the Mortal Kombat 1: Khaos Reigns release.
Title updated to Khaos Reigns
• Implemented file compression to reduce game size for future patch releases (Note that this will require a larger download than usual for this Patch)
• Move list corrections & Localization fixes
• AI adjustments & improvements
• Improvements to Screen Reader functionality
• Added Cyrax Fighter to Roster
• Added Sektor Fighter to Roster
• Added Noob Saibot Fighter to Roster
• Added Wedding skin for Scorpion, Empress skin for Mileena & UMK3 skin for Sub-Zero
• Added several new Brutalities for players to discover
• Fixed several visual issues during brutalities
• Added Kameo ease of use information shown during Kameo Selection
• Fixed rare situations where a successful Up Block against a vulnerable attack would result in the defender still receiving block pushback
• Adjusted distance that Fighters move when performing a buffered backdash after an attack
• Fixed issue with offline consoles sometimes not retaining hotfix data that has been previously downloaded
• Fixed issue that could cause players in Invasions to not use the latest hotfix data
• Added Towers of Time which now resides where the Gateway Mesa was
• You can now also enter Towers of Time from the Main Menu > Towers
• Added Towers of Time Challenges & Leaderboard with placement rewards
• Added Map to Mesa Pause Menu which shows pathways & key locations
• Main Fighters
Ashrah
• Fixed Enhanced Light Ascension causing camera to become misaligned in certain situations
• Fixed Dark debuff lingering after Ashrah is defeated during an Endurance fight

Baraka
• (Air) Death Spin final hit now only auto-corrects if one of the previous hits connected

General Shao
• Fixed Reverse Treechopper damage scaling when interrupted using default interrupted damage scaling instead of command grab damage scaling
• Fixed sound effects missing in certain situations when hitting with Haymaker (Away + Front Kick, Back Punch)

Geras
• Factual Force (Towards + Front Kick) now causes a bounce hit reaction instead of a splat knockdown & recovers 8 frames faster on hit
• History Lesson now recovers 17 frames faster on miss

Havik
• Added new Move Nether Snatcher & Enhanced Nether Snatcher
• Added new Move (Air) Nether Stomp & (Air) Enhanced Nether Stomp
• Added new Move Enhanced Corpse Taunt
• Helping Hand & Enhanced Helping Hand now startup in 45 frames (down from 59)
• Helping Hand armor now starts on frame 6 (was frame 10)
• Enhanced Helping Hand now has a different hit reaction if used more than once in a combo
• Crucial Strike (Jump Back Punch, Back Kick) now has a different hit reaction
• Fixed issue with Enhanced Blood Bath visual effects displaying improperly in certain situations where gameplay is paused
• Fixed missing sound effects on Neoplasm when the projectile is parried

Johnny Cage
• Fixed issue with Wowing Out special move limit not being reset if a Kameo Summon is used as a cancel
Kitana
• Fixed visual issue with Fancy Flick causing ground impact effects after it has been parried

Kung Lao
• Added new Move (Air) Buzzsaw & Enhanced (Air) Buzzsaw
• Shaolin Spin can now move forward or backward while holding Front Kick button
• Enhanced Shaolin Spin has increased movement speed forward or backward when holding Front Kick button
• Enhanced Shaolin Shimmy no longer automatically performs follow-up attack on block
• Enhanced Shaolin Shimmy when blocked can perform follow-up attack for 1 bar of meter with Back Kick + Block

Li Mei
• Fixed rare issue with opponent facing incorrect direction briefly if Lion's Pounce (Cancel) (Towards + Front Kick, Hold Front Kick) is performed while they are knocked down
• Fixed issue with Sky Lantern moving to an incorrect location if used immediately before Fatal Blow

Liu Kang
• Added new Kombo Attack Volcanic Palm (Away + Back Punch, Front Punch)

Raiden
• Enhanced Lightning Port has less damage scaling and on hit disables the opponent's ability to Breaker or use a Kameo until they land
• Fixed Enhanced Lightning Port having a stricter input window compared to other special move cancels
• Fixed specific input sequence to execute Uppercut Jump Cancel causing Lightning Port to be performed instead

Scorpion
• Blazing Charge hit animation adjusted, now has 19 more frames of advantage on hit

Sindel
• Fixed incorrect attack coming out when performing a buffered attack after Bodied (Jump Back Punch, Back Kick)
• Fixed Kartwheel having incorrect frame data shown in Practice Mode

Smoke
• Increased hit region on Smoked Out (Up + Front Punch, Front Punch, Back Punch)
• Spin Kicks (Jump Front Kick, Back Kick) and Airing Out (Jump Front Kick, Back Kick, Back Kick) now will auto face
• Invisibility now goes away when hit by a parry attack
• Fixed Vicious Vapors having incorrect frame data generated in Practice Mode
• Fixed issue that could cause the camera to become misaligned if Smoke is interrupted during Everywhere (Back Punch, Front Punch, Back Punch) at certain timing

Shang Tsung
• Added new move Kameo Kopy & Enhanced Kameo Kopy
• Added new Kombo Attack Orthopedic Takedown (Away + Front Punch, Back Kick) (Old Form)
• Pulse Check (Front Punch, Back Punch, Back Kick) recovers 2 frames faster and can be 2in1 cancelled
• Snake Oil (Away + Back Punch in Young Form) starts up 2 frames slower and recovers 1 frame slower
• Operation (Away + Back Punch in Old Form) starts up 2 frames faster and has an adjusted hit reaction
• Bed of Spikes & Enhanced Bed of Spikes now appear faster
• Bed of Spikes recovers 1 frame faster on hit and 3 frames faster on block & miss
• Enhanced Bed of Spikes recovers 4 frames faster on hit and 5 frames faster on block & miss

Tanya
• Spinning Splits Kicks now has a different animation when it is blocked and no longer does follow-up attacks
• Divine Protection now parries projectiles and allows for follow-ups with max charge
• Deity Push now has a different hit reaction with increased damage scaling
• Seeking Guidance now takes 5 frames longer to charge each Guidance level (Enhanced Seeking Guidance is unchanged)
• During Heavenly Hand, holding Front Punch allows you to spend Guidance charge to increase projectile speed and damage
• During Spinning Split Kicks, holding Back Kick allows you to spend Guidance charge to become projectile invulnerable and perform all attacks on block
• During Drill Kick hit reaction, holding Away + Back Kick allows you to spend Guidance charge to perform Deity Push
• During Drill Kick hit reaction, holding Towards + Back Kick allows you to spend Guidance charge to perform Umgadi Evade
• Fixed issues with Guidance lingering in certain situations

Omni-Man
• Around The World (Towards + Back Punch) now causes a bounce hit reaction instead of a splat knockdown

Quan Chi
• Best Foot Backward (Down + Towards + Back Kick) tracking timing adjusted by 8 frames
• Fixed incorrect projectile being used by Psycho Skull after exiting Zone of Power
• Fixed visual issue with Psycho Skull causing ground impact effects after it has been parried
• Fixed visual issue with Zone of Waste lingering during brutalities

Homelander
• Fixed Diabolical Dash > The Seven Slam damage scaling when interrupted using default interrupted damage scaling instead of command grab damage scaling
• Fixed Diabolical Dash > The Seven Slam not doing additional damage against an opponent performing Up Block
• Fixed being able to move outside of the arena constraints briefly after hitting with (Air) Diabolical Dash > Vought Drop
• Fixed (Air) Delay God Complex not being possible when (Air) God Complex is performed at the lowest possible height
• Fixed issue with Flight speed being reduced after performing (Air) God Complex
• Fixed issue with endurance fights being delayed if (Air) Diabolical Dash > Vought Drop is used as the final hit on an opponent
• Fixed camera becoming misaligned during Blast Off when playing online and experiencing connection issues

Takeda
• Twisting Blades (Front Punch, Back Punch) first & second hit do 10 more damage
• Ogre Slayer (Front Punch, Back Punch, Back Punch + Back Kick) does 20 more damage
• Rising Suns (Towards + Front Punch, Back Punch) first hit does 10 more damage
• Ryujin (Towards + Front Punch, Back Punch, Back Punch + Back Kick) does 20 more damage
• Falling Moon (Towards + Front Punch, Back Kick) second hit does 20 more damage
• Gate Splitter (Away + Back Punch) has 1 more active frame and had its hitbox adjusted
• Temple Razer (Away + Back Punch, Front Punch) has 1 more active frame and had its hitbox adjusted
• Serpent's Tail (Towards + Back Punch) has a different hit reaction and can now be special cancelled
• Sparrow Strike (Jump + Back Punch, Back Kick) does 40 less damage
• Shooting Star does 10 more damage
• Smart Shuriken explosion does 10 more damage
• (Air) Rushing Nimbus Attack first attack does no damage scaling
• (Air) Enhanced Rushing Nimbus Attack does 30 more damage
• If an allied Kameo interrupts Takeda after Smart Shuriken has touched the ground, the Shuriken will no longer disappear
• Fixed clipping issues when Enhanced Rushing Nimbus Attack is performed near Frost (Kameo) Ice Wall
• Fixed missing visual effects when more than six Smart Shurikens are used in rapid succession
Cyrax (Kameo)
• Self-Destruct no longer lingers when the round ends
• Fixed Horizontal Kopter Chopper chosen hit direction not working in certain circumstances during juggles

Darrius (Kameo)
• Ground Invitational and Army of Two can now be performed after Volleyballistic
• Fixed Army of Two attack going in the wrong direction under certain circumstances
• Fixed Heelturn being possible for an extended period of time if the opponent remains idle after being knocked down
• Fixed several situations where Darrius would not take damage or cause recharge delay when he is interrupted
• Fixed situation that could cause Volleyballistic to be possible from very far distance from his partner

Frost (Kameo)
• Fixed Ice Krash & Frosty's Revenge not being possible as a reversal
• Fixed visual issues that could occur with Ice Krash when performed on The Pyramid Arena Top Variant

Goro (Kameo)
• Fixed Punch Walk cancelled into Shokan Stomp causing slight damage to Goro's Partner
• Punch Walk can no longer be cancelled into other Kameo moves while Kameos are disabled

Jax (Kameo)
• Added new move Gotcha Grab

Kano (Kameo)
• Eye Laser now has multiple hits when blocked & has a longer recharge delay

Kung Lao (Kameo)
• Added new moves Orbiting Hat & Wobbly Hat
• Spin can no longer sometimes auto face during the first few frames
• Buzz Saw can no longer sometimes auto face during the first few frames

Motaro (Kameo)
• Fixed issue when Reflect parries a non-reflectable projectile that allowed the opponent to block punishes during their recovery
• Fixed rare instances of missing visual & sound effects when Motaro is hit by certain attacks

Sektor (Kameo)
• Added alternate Fatal Blow attack by pressing R1 during startup
• Activate Homing is now performed by holding R1
• Tele-Punch starts up 2 frames faster
• Fixed visual issue with Up Rocket causing ground impact effects after it has been parried

Shujinko (Kameo)
• Added new move Kingdoms Krumble
• Added new move Waterfall Chop
• Fixed interrupting Shujinko during Death's Embrace (Ermac) causing an excessively long recovery for his partner

Sonya (Kameo)
• Added new moves (Air) Ricochet Dive Kick & (Air) Bicycle Kick follow-up attack
• Sonya is now vulnerable for 17 more frames after Leg Grab misses

Sub-Zero (Kameo)
• Added new moves Deep Freeze & Iceball Special
• Fixed visual effects issues when partner misses with their Fatal Blow

Stryker (Kameo)
• Low Grenade Toss & High Grenade Toss have different hit reactions and less damage scaling

Tremor (Kameo)
• Crystal Wall Punch is now mid (was high)

Khameleon (Kameo)
• Added new move Alternate Disguises
• If either of the first two hits during Roll are Up Blocked, the final hit will not come out
• Fan Toss can no longer sometimes auto face during the first few frames
• Fixed issue with Glaive return attack not using correct hit reaction facing if the opponent jumped over

Mavado (Kameo)
• Fixed animation issue with Nomad's Touch when performed near corner while roster fighter has their back to the screen

Ferra (Kameo)
• Torr Stance: Slide! has 2 more recovery frames on block
• Ferra is now considered airborne during Yo-Yo Throw, Swings!, & Potato Sack Toss


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Comments

Takeda already hit like a cement truck,so its strange to se him get damage buffs. Baraka scratching his head right now...

Nice changes to shang,haviks a finsihed character now i guess,and some interrsting adjustments to a few other characters.

Overall the patch feels weirdly small,even though theres a decent chunk of new stuff.

Alot of fixed issue/visual bug changes akin to a run of the mill maintanence patch instaead of s big title version update.

Its strange,they dont patch often but then they release patches as if they do patch often.So even though theres good stuff in it, it still feels inadequate.
 
My first take was to agree with you all and say this patch is mid, this is much less than I was expecting, where’s Baraka’s (and other’s) much needed sauce etc, etc.

BUT, devil’s advocate (I hate me too), what if with all the kameo changes and additional moves to kameo’s, they are playing it safe with the giant shake up…? Like no knee jerk reaction wtf were they thinking meta nose dive patch??

I’m not tryin to make excuses for this giant, ultra successful company or excuse the shitty release or anything. I’m just sayin. In a perfect world the big, shake up patch would come soon after and they’d let us know, but it’s nrs sooo. I’m also not trying to create false hope for what’s to come, because I fucking hate when people do that.
 
Also, I think it's important to note that the robots and Noob themselves may be a shake up meta-wise.

We'll know more once we have the newest build in our hands. Overall, the patch feels very meh. Average. Okay. Mid. The sky isn't falling, but the whole cast isn't exactly eating, either.

This isn't really related but Sub Zero downplayers will never see the light of heaven.
 
Big fan of the Tanya changes. From the start (even made a thread recently) about how they need to change her to be centred around her buff making her specials better, and they've done exactly that. I'll look at using her again now after I dropped her after the first Lao Kameos nerfs lol
 
So, nrs would like me to give...70 dollars canadian for all the new stuff and this is what they give us. :coffee:
Well the balance changes are always free and should always be free,so that doesnt really have anything to do with the pricing of the expansion.

As for the kahos reigns expansion the meta is this:

Dont buy the expansion
Get all the animalities,tot,stages and qol updates that are free
Watch the story on youtube(though the trailers already spoil most of it lol)
Buy noob on october 15th

This is the way for maximum enjoyment and minimal investment.
 
Did Kung Lao (main roster) take a dump in Paulo's breakfast or something ? He doesn't get to keep the EX (EX !) wake up panic button and has to spend more for it in a game that's as meter-intense as this (not even sure if it was safe) but Tanya can get it for a measly price of 1 stock. So, not only you have to keep holding it - Tanya players have no reason to go in, they can just stay back and "camp" for stocks (which will make something like Tanya/Motaro an even stronger pairing). What a dumbfounded decision.

Overall, the changes are plentiful and there's more to a fighting game than balance changes, i'm not complaining there but it feels like it needs more. Admittedly, we were never lead to believe that EVERYONE would get something but considering this game had somewhat of an uphil battle, this might not be enough.

Curious how Kham's manual mode switch works, though. It has to be free, right... right ?!
 
You have to praise NRS for designing new moves for characters, which, from what I understand, is an arduous and expensive task.

The praise stops here, though.

The changes to the meta and characters, on the other hand, are a disgusting spit in the face to the unfortunate souls who still play Mortal Kombat 1 and who intend to spend $60 on this expansion.

Street Fighter 6, Tekken 8, and even Guilty Gear Strive have exposed Mortal Kombat 1 as a subpar and amateur fighting game whose gameplay MUGEN could easily replicate.

Most mid-season Tekken 8 patches were more involved and subtle. The Street Fighter 6 season 2 patch was gigantic.

Mortal Kombat 1 is devoid of effort, passion, and creativity.

In my humble opinion, Mortal Kombat 1 is not worthy of your support and hard-earned $60, much less $6, considering the original state of the game upon release.

WB and NRS must make amends with the next game to the players who still give a damn about this franchise.
The next game will not be a mk fighting game so the way to make amends is to fix and improve this game.

Just specualtion but i doubt we see another mk fighting game soon,like maybe in 4-5(maybe even more) years.The next game is either injustice 3 or a shaolin monks type game that can be in the mk unviers as the rumors suggest.
 
Meh. Not much here. Was hoping Reptile would've gotten something. Def won't be buying the expansion, but we can get Noob ala cart right?
 
For a $50 expansion, was expecting 3x as many changes if I’m being honest. I know the changes are free, but the expectation is that with this expensive expansion, they would be able to afford making a ton of changes to the game and characters. There goes expectations leaving me disappointed again, when will I ever learn? Luckily I was never planning on getting this expansion, just gonna get a few of the characters individually once they become available to purchase individually.
 
I was expecting more changes. Still a haarsh price point for what we are getting. I thought sub was going to get changes as well which is a bit dissapointing. As a MK9 CSZ player having his new kameo ice parry on all my characters excites the hell out of me though. First thing I am testing is if it works on Quans S4. Also whatever Shujinko is now. I will enjoy the core gameplay changes and competitive meta shake up but where are rooms!? Where are rooms I can throw tomatoes at my foes!?

Ed also stated that they still intend on focusing their efforts on MK1 so we will see

 
You have to praise NRS for designing new moves for characters, which, from what I understand, is an arduous and expensive task.

The praise stops here, though.

The changes to the meta and characters, on the other hand, are a disgusting spit in the face to the unfortunate souls who still play Mortal Kombat 1 and who intend to spend $60 on this expansion.

Street Fighter 6, Tekken 8, and even Guilty Gear Strive have exposed Mortal Kombat 1 as a subpar and amateur fighting game whose gameplay MUGEN could easily replicate.

Most mid-season Tekken 8 patches were more involved and subtle. The Street Fighter 6 season 2 patch was gigantic.

Mortal Kombat 1 is devoid of effort, passion, and creativity.

In my humble opinion, Mortal Kombat 1 is not worthy of your support and hard-earned $60, much less $6, considering the original state of the game upon release.

WB and NRS must make amends with the next game to the players who still give a damn about this franchise.
I dunno Dave, seems like the SF6 community is going through it right now:

Screenshot_20240924_085821_Chrome.jpg

Screenshot_20240924_085424_Chrome.jpg
 
With more thought, this is honestly maybe a nerf to Takeda's damage. J24 had been considerably nerfed, and it's used at least 2 times in most BnBs. The buffs are mostly to combo starters, I'm not sure that will outweigh the damage loss.

F2 being cancellable isn't really anything good. It's a high, which f1 is a better version of. It's something I'll have to test to see the benefit of.

Smart shuriken combos already did good damage, so this will definitely be a decent buff, but J24 nerfs may even it out to about the same.

Idk, he's definitely not gonna win any case against bottom 1 that he didn't before. He needed b3 to travel a little farther, b21 to have an aerial hitbox at parts or something, and his armor to have 2 hits or be a little faster, IMO.