What's new

MK1 Peacemaker Patch Notes - Feb. 28, 2024

CrimsonShadow

Administrator and Community Engineer
Administrator
PC Steam & Epic Games Store
  • System requirement changes
    • Size from 100GB to 140GB to account for current and future Kombat Pack content
General Fixes & Adjustments
  • Move list corrections & Localization fixes
  • AI adjustments & improvements
  • Improvements to Screen Reader functionality
  • Added Peacemaker Roster Character
  • Added Janet Cage Kameo Character (Available March 2024)
  • Added UMK3 skins for Scorpion, Reptile, & Smoke and MK3 Skin for Sub-Zero
  • Fixed several visual issues with brutalities
  • Fixed visual issues with several projectiles after being reflected
  • Fixed issue with cloth physics becoming active on frozen opponents during the in-game Fatal Blow attacks
  • Match Timer now resumes immediately if a Fatal Blow misses or is blocked
  • Added Kameo Form sound option to Accessibility Extra Audio Feedback Settings
  • Fixed issue with Up Block vulnerability persisting after knockdown if some wakeup attacks were performed
  • Fixed rare issue near arena corners that could result in excessively long delay before a turnaround occurs
  • Using a Breaker while a Kameo Summon is being performed will now always put the Kameo on cooldown
Online
  • Players can now manually link a game profile to a WB Friends Account
  • Added Social Menu where players can add others to their WB Friend List & manage their WB Friend Account
  • Added Krossplay support (PC, Xbox Series X/S, & PlayStation 5 versions) to Private Versus Matches
  • Added Krossplay support (PC, Xbox Series X/S, & PlayStation 5 versions) to Ranked Kombat League & Kasual Versus matchmaking
  • Fixed rare issue where UI & Announcer timing could be mismatched at round start in online matches
  • Fixed rare issue where health could be slightly visually incorrect for a few frames after losing a round during some Fatal Blow cinematics
  • Fixed online rollback issue with characters’ visuals changing when blocking certain brutalities starting attacks while at low health
  • Adjusted Match found sound when looking for a Kombat League match
  • Fixed an online issue that caused framerate to drop when the opponent continuously pauses during the match.
Invasions
  • Added in-game HUD indicators showing Invasion Character Level & Elemental Types for the player & their opponent
  • Added in-game HUD indicators displaying Modifiers active during a match
  • Significantly increased Fighter & Kameo Mastery XP base rewards per Encounter, which is no longer no longer repeatable and are no longer subject to diminishing returns if the opponent is a lower level
  • Increased Fighter & Kameo Mastery XP & item rewards from Encounters in the Gateway Mesa
  • Removed negative passive bonuses from some Relics
  • Konsumables with Stat Bonuses are now rewarded in more areas
  • Krowns can now be rewarded for defeating Major Enemies
  • Relic & Talisman Buy & Sell prices are now affected by Level & Rarity
  • Fixed end of round slow motion happening on certain attacks when there could be more opponents left to fight in the encounter
  • Fixed rare situation where the opponent losing to time out while performing an armored move could cause an incorrect animation
Practice Mode
  • Damage text in Practice mode when hitting an opponent with an air-only attack will now display AIR instead of UNBLOCKABLE
  • Added ability to configure the following Fighter & Kameo specific mechanics under "Practice Settings"
Ashrah

- Heaven / Hell Mode Debuffs

Geras

- Countdown Charges

General Shao

- Axe & Dark Energy

Johnny Cage

- Hype & Wowing Out

Kenshi

- Sento & Spirit

Havik

- Link Active

Nitara

- Blood Sacrifice

Raiden

- Electric Charge

Sindel

- Inspire Active

Tanya

- Royal Guidance

Quan Chi

- Zones

Tremor

- Variation

Khameleon

- Disguise




Character Specific Adjustments
Main Fighters
Ashrah
  • Bleeding Blade (Down + Back Punch) now deals bonus damage & causes knockdown reaction when hitting an opponent's Kameo
Baraka
  • Fixed Chop Chop using same input regardless of Alternate Kontrols setting
General Shao
  • Fixed incorrect animation used when Kameo Fatality is performed while Axe is planted
  • Fixed issue that could cause incorrect blood locations when komboing Jump Attacks into Basic Attacks
Geras
  • Fixed a rare issue that could cause Geras to not teleport after hitting a Main Fighter & Kameo with Inevitable at the same time
Havik
  • Skab Stab (Away + Back Punch, Back Punch, Throw) no longer allows the opponent to perform a Kameo Ambush Attack while in its hit reaction
  • Fixed Enhanced Neoplasm having no sound effects when performed at very close distance to the opponent
  • Fixed lingering visual with Enhanced Blood Bath if Disarmed And Dangerous (Fatal Blow) is used before activating Corpse Taunt
Johnny Cage
  • Fixed invulnerability to high attacks during the some of the recovery frames of Ball Buster while in Wowing Out hype state
Kenshi
  • Kameo Meter color is now blue when Ancestor is active
  • Kenshi will now take 20 damage when Ancestor is hit by an attack
  • Ancestor is now vulnerable to attacks while Kenshi is performing a throw attempt
  • Fixed situation where hitting the Ancestor while in certain actions would cause two hitsparks to occur
Kung Lao
  • Fixed throw immunity during some recovery frames of Hat Toss
Li Mei

  • Enhanced Nova Blast’s followup hits are no longer sometimes blockable when done at full screen against certain characters
Liu Kang
  • Fixed visual issue that could occur when Dragon's Breath is interrupted by Sub-Zero's Ice Klone
Mileena
  • Slightly adjusted Hit Region on Straight Sai & Enhanced Straight Sai
  • Fixed issue with Feral Gashes (Front Punch, Back Punch, Throw) no longer allows the opponent to perform a Kameo Ambush Attack while in its hit reaction
  • Fixed issue that could cause (Air) Enhanced Teleport Down & (Air) Homing Ball to not be possible while in the air from Khameleon's Fan Lift
  • Fixed issue causing a misaligned teleport attack to occur if Enhanced Sai Toss connects with an opponent's kameo
  • Fixed visual misalignment during "Maybe Next Time" brutality
Nitara
  • Fixed visual issue with Wings having improper animation after missing Fatal Blow
Rain
  • Rain God Waterball is no longer destroyed if Rain is hit after the projectile becomes active
  • Fixed Ancient Trap interacting with some reflect moves
  • Fixed issue that could cause (Air) Confluence Beam to not be possible while in the air from Khameleon's Fan Lift
Reiko
  • Fixed rare issue that could cause Reiko to switch sides with the opponent when performing The Soldier's Spearit (Fatal Blow) while close to the arena corner
  • Fixed visual issue when Tactical Takedown is interrupted by Kameo Kung Lao's Away We Go
Shang Tsung
  • Fixed Bed of Spikes interacting with reflect moves
  • Added visual effect to signify when Form Stealer damage boost has ended
  • Fixed issue with Form Stealer cloth physics not functioning correctly in certain circumstances when returning to Shang Tsung form
Sindel
  • Kameo Meter color is now pink when Enhanced Queen's Kommand is active
  • Using Snatched (Fatal Blow) while Enhanced Queen's Command is active no longer ends control over opponent's Kameo
  • Fixed rare issue that could cause Sindel's Kameo to become unresponsive if some Fatal Blows were performed immediately after hitting an opponent's Kameo with Enhanced Queen's Command
  • Stolen Kameos using Enhanced Queen's Kommand performing a buff move will no longer wait for the buff to expire before returning to their partner
Smoke
  • Fixed rare issue that could cause Smoke to become invisible for an extended period of time if he is interrupted during Everywhere (Back Punch, Front Punch, Back Punch) at specific timing
Sub-Zero
  • Fixed visual issue that could cause Ice Klones to appear in cinematics
Tanya
  • Spinning Splits Kick and (Air) Spinning Splits Kick can now hit the opponent’s Kameo
  • Heavenly Hand & Enhanced Heavenly Hand now continue to be active after hitting an opponent's Kameo
  • Spinning Splits Kick & (Air) Spinning Splits Kick air hit reaction knocks down for 1 frame longer
  • Fixed Cudgel Strike (Down + Back Punch) now deals bonus damage & causes knockdown reaction when hitting an opponent's Kameo
  • Fixed rare situation with 100 Hands (Fatal Blow) not going into cinematic despite its attack connecting on opponent in certain circumstances with Kameo Goro
Omni-Man
  • Fixed issue with Spilled Kontents (Towards + Back Kick, Front Punch, Throw) no longer allows the opponent to perform a Kameo Ambush Attack while in its hit reaction
Quan Chi
  • New move Zone of Waste added. It creates a zone that drains meter from the opponent and if the opponent stands in it for an extended period Quan Chi will briefly gain armor
  • Field of Bones & Enhanced Field of Bones now activates the cage trap if the opponent blocks the attack
  • Field of Bones & Enhanced Field of Bones now has an increased duration on the cage trap
  • Adjusted victim region while duck blocking
  • Fixed inconsistency between air and ground hit reactions for Zone of Power Enhanced Head Rush allowing the opponent to block followup attacks at certain distances
  • Fixed Koccyx Krusher (Away + Front Kick, Back Kick, Back Punch) having improper animation and auto-correcting if performed as the opponent jumps over
  • Fixed Sareena Jataaka's Kurse still triggering if it is only connecting with Field of Bones
  • Fixed Skewer Strike tracking the opponent if the first hit connects with Field of Bones
  • Fixed lingering visual effects if opponent is interrupted during the hit reaction of Enhanced Head Rush
  • Fixed several unintended visual effects lingering during cinematics
  • Fixed visual issue with skull projectiles lingering on screen if they are evaded by Omni-Man's Viltrumite Stance
  • Fixed visual issue with lingering effects after hitting Field of Bones with Sub-Zero's Ice Klone Charge
  • Fixed an issue which would allow opponent's Shujinko to use Zone of Power to buff their projectiles
  • Fixed visual issue with Zone of Fear that could cause visual effects on the opponent to linger after they have exited the zone
Kameo Fighters
Darrius (Kameo)
  • Fixed AI being unable to perform several followups to Tornado Kick
  • Twister Kicks, Double Daegon Kick, Eat Dirt, & Heelturn Attacks are no longer affected by projectile Invulnerability
Jax (Kameo)
  • Kameo Meter color now changes when Ground Pound is active
  • Adjusted AI behavior when it tries to avoid Ground Pound
Kano (Kameo)
  • Fixed visual issues with several Fighters’ weapons during the Eye Laser and Forward Throw animations
Kung Lao (Kameo)
  • Fixed animation issue when the Spin is blocked at far ranges
Motaro (Kameo)
  • Fixed rare issue with Reflect which could cause some projectiles to still be reflected after it hits a main character
Scorpion (Kameo)
  • The main character will now pass through other characters when pulled by Get Over Here
  • Fixed visual issue with Hell Blades brutality causing the victim to move in certain circumstances
Shujinko (Kameo)
  • When morphing into the opponent Shang Tsung's kameo and using the full Kameo Meter, Shujinko will return to his normal state
  • Stolen Kitana Fan-Nado can now be directed close or far
  • Fixed issue causing Kopy Kat & Mimic to increase the hype meter for Johnny Cage when used
  • Fixed visual issues with using Reptile Invisibility and Stolen Acid Spit at the same time
Sub-Zero (Kameo)
  • Fixed rare issue with Arctic Armor not deactivating when hit by low attacks in certain circumstances
  • Fixed lingering visual effects appearing after missing Fatal Blow
Tremor (Kameo)
  • Fixed issue with Tremor still being vulnerable to attacks after using Crystal Armor and disappearing
  • Fixed Rolling Rock visual effects lingering after it collides with Sub-Zero's Ice Klone
Khameleon (Kameo)
  • HUD weapon icon will now pulse to indicate Disguise is about to change
  • Slightly increased damage scaling on Glaive, Roll, & Fan Lift when used in a combo
  • Fan Lift will now work on characters that have projectile immunity active
  • Fixed Breaker being possible while Khameleon is on cooldown
  • Using Khameleon Roll & Mileena Roll in the same combo will no longer cause alternate hit reaction
  • Fixed visual issue that could cause weapons to appear incorrectly in Tower victory cinematic
 

Arqwart

D'Vorah for KP2 copium
I gotta say, this doesnt look like the absolute apocalypse some made it seem. It appears... reasonable, if a bit of a lighter touch than expected. Maybe I'm just a weirdo cause I despised how they treated balance in MK9 and MKX so this looks overall a-ok to me. Quan Chi changes look neat, Khameleon got a bit of a needed toning down, and Sento Stance got some touch ups to make defensive reads against it more valuable as well as zoning. Better training mode is absolutely one of the "about damn time" changes.

Anyway, a solid B- or B patch. Well above passing grade to me. I will still continue to cope and seethe over Johnny, though. As is my want and my Elder Gods given right.
 
Skab Stab (Away + Back Punch, Back Punch, Throw) no longer allows the opponent to perform a Kameo Ambush Attack while in its hit reaction
It's funny because I never thought this would be as big of a problem as it was. Like I assumed most people wouldn't know about the exploit and I'd be fine.

FUCKING. EVERYONE. KNEW. ABOUT. IT.
 

DarksydeDash

You know me as RisingShieldBro online.
  • Rain God Waterball is no longer destroyed if Rain is hit after the projectile becomes active
This is something that I thought was intentional..
 
So in nerfing Khameleon's damage scaling you nerfed Baraka AGAIN.

s22, Spending 2 Kameo Meters on Glaive, 22 Enhanced Barrage b31 s22 Stab Stab, Fan Lift, J12 Death Spin
This entire sequence was so cool and you got 43% from it. Know what you get now? 38%.

This poor character is not allowed to do any damage below 40% and that's bs.

We all know that Stryker nerf is coming sooner or later so give Baraka back the damage that was taken away from him in the Cyrax patch because this is ridiculous.

Meanwhile almost everybody else can break past 40 with a bar and/or a Kameo.
 

Gooberking

FGC Cannon Fodder
Looking at some of the commenting, I'm a little confused on what people were actually expecting this patch to be? I'm not seeing much saying what was expected; just "OMG...turd"

I get the feeling people were hoping they were going to deliver the patch in a clown car and throw silly string all over the meta for some reason.
 

Felipe_Gewehr

Twinktile
Looking at some of the commenting, I'm a little confused on what people were actually expecting this patch to be? I'm not seeing much saying what was expected; just "OMG...turd"

I get the feeling people were hoping they were going to deliver the patch in a clown car and throw silly string all over the meta for some reason.
They did just that in the first patch were they nerfed Raiden and gutted Baraka. They also did the same thing repeatedly in MK9 and MKX. Granted, in MK11 their approach was very conservative with buffs/nerfs, but that seemed to fit the slower, less combo-centric appeal of that game. It is quite unfitting of a game whose main selling point is being an assist fighter bringing back combo freedom.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
They did just that in the first patch were they nerfed Raiden and gutted Baraka. They also did the same thing repeatedly in MK9 and MKX. Granted, in MK11 their approach was very conservative with buffs/nerfs, but that seemed to fit the slower, less combo-centric appeal of that game. It is quite unfitting of a game whose main selling point is being an assist fighter bringing back combo freedom.
Baraka “gutted” :coffee:
 
Baraka “gutted” :coffee:
No that's not gutted because Baraka survives so long as Stryker is still stupid, the top tier pick still works for him.

Edit: Oh my bad you meant Cyrax. He didn't need his own damage nerfed when Cyrax was already getting nerfed twice over.
He is average with every other Kameo at this point and It needs to change.
 

Swindle

Philanthropist & Asshole
These palettes & skins are literally Haviks “chaos” palettes. The mohawk Kenshi with those colors is shown next to Havik during the aftercredits scene in the story mode.
WTF is NRS doing at this point?
 

Gooberking

FGC Cannon Fodder
They did just that in the first patch were they nerfed Raiden and gutted Baraka. They also did the same thing repeatedly in MK9 and MKX. Granted, in MK11 their approach was very conservative with buffs/nerfs, but that seemed to fit the slower, less combo-centric appeal of that game. It is quite unfitting of a game whose main selling point is being an assist fighter bringing back combo freedom.
Knee capping one character and one kameo isn't remotely the earthquake and Kazoo party I was alluding to.