Heute im Laufe des Tages werden große Neuigkeiten zu Mortal Kombat XL verkündet. Dies gaben die Entwickler über Twitter bekannt. Außerdem wurde ein neuer Mortal Kombat XL Patch 0. 288-5 veröffentlicht.
Mortal Kombat XL Patch Version number = XB1 – 0. 288-5- fd67e824
General Gameplay fixes
- There is no longer an addition frame of input delay when simulate online delay is on and should now better match online play
- Removed several camera, sound, and particle glitches due to rollback
- Removed several possible online desyncs
- If a breaker is initiated while the attacker is below ground it will no longer animate faster than normal
- Some knockdown reactions no longer reset the buffered combo damage scaling used by unavoidable off the ground situations
- Fixed a bug which could cause controller configuration options to be reset for a round after a rollback in an online match
- The timer in survivor koth now starts at 150 seconds
- Corrected some brutalities which had some issues with rollback
- Made some corrections to movelist frame data
- Some hotfix changes from the previous patch are now being applied correctly
- AI tweaks for the kp2 characters
- Multiple attacks hitting on the same frame should no longer sometimes break though Sonya’s, Subzero’s, Triborg’s (CyberZero) X-Ray parry
Character Specific Fixes
- Alien – Adjusted the collision of Towards+BK to no longer miss against some duck blocking characters
- Alien – Away+BK is no longer high attack immune for during its active frames
- Alien – Addressed an issue that was causing the opponents wakeup attacks to sometimes come out the wrong way after ending a combo in Tail Flip
- Alien – Adjusted Tail Flip to address it sometimes missing against some characters if they were duck blocking
- Alien (Acidic) – Can no longer win a round from poison damage
- Alien (Acidic) – Acid Blood is now +1 on hit (down from +11)
- Alien (Acidic) – Erosive Blood is now +8 on hit (down from +38)
- Alien (Konjurer) – Fixed a bug that caused Facehugger to sometimes remove Kung Lao’s hat for the rest of a round
- Alien (Tarkatan) – Reduced the meter gain on executing the Tarkatan Rush special moves
- Alien (Tarkatan) – Adjusted Away+BP to reduce it missing against some characters if they were duck blocking
- Alien (Tarkatan) – Straight Slice no longer builds meter on block
- Alien (Tarkatan) – Added 5 recovery frames on delayed Straight Slice on block
- Alien (Tarkatan) – Added 10 recovery frames on delayed Nail And Impale on block
- BoRaiCho – Adjusted Towards+FK to no longer miss against some duck blocking characters
- BoRaiCho – Reduced the stun length of Fart Cloud & Crop Duster by 39 frames
- Bo Rai Cho (Dragon Breath) – Added 10 miss recovery frames to Ground Blaze and it now has 2 active frames (down from 5)
- Bo Rai Cho (Dragon Breath) – Doing Ground Fire or Ground Blaze while in a combo adds some combo damage scaling
- Bo Rai Cho (Drunken Master) – Drinking no longer removes the full screen effects for Reptile’s (Nimble) Basilisk or Basilisk Runner and Jason’s (Relentless) Pursuit or Dark Pursuit
- Bo Rai Cho (Drunken Master) – Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
- Bo Rai Cho (Drunken Master) – Doing Drink or Chug while in a combo adds some combo damage scaling
- Bo Rai Cho (Bartitsu) – Chaining Down+BK after a jump punch does the correct Bartitsu attack
- Bo Rai Cho (Bartitsu) – Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
- Ferra/Torr (Lackey) – Colossal Crush will now correctly combo from a hit
- Jason – When Killing Machine is disabled after blocking an opponent’s X-Ray attack there will no longer be lingering effects and sounds
- Jason (Unstoppable) – Having a round end on Kano’s (Commando) Low or High Kounter will no longer skip to slowdown sequence which was removing the player’s ability to not have Resurrection trigger
- Jason (Relentless) – The opponent can no longer execute a run from a buffered command while Pursuit or Dark Pursuit was up
- Johnny Cage – Tweaked the 2nd hit of Nutcracker to remove some instances where it could miss from a some duck blocking characters from a certain distance
- Kano – Camera can no longer get out of sync if a rollback happened when Kano is hit out of the beginning of Black Dragon Ball
- Kitana – Slightly increased the range of Down+FK
- Kitana (Mournful) – Adjusted Glaive Return timing on hit to combo more consistently from mid screen to full screen
- Kotal Kahn – Adjusted the hit region of FP,FP to hit a little more consistently
- LeatherFace – Towards+BP is now +8 on hit (down from 13)
- LeatherFace – Towards+FK is now +15 on hit (down from 20)
- LeatherFace – Towards+BK is now +5 on hit (down from 15)
- LeatherFace (Killer) – Killing someone with Psycho Rush’s Meter Burn will no longer sometimes skip the Finish Him sequence
- LeatherFace (Butcher) – Skull Smash & Skull Fracture now have 8 startup frames (up from 6)
- LeatherFace (Butcher) – BP,BP is now +11 on hit (down from 21)
- LeatherFace (Butcher) – Towards+BP is now +12 on hit (down from 22)
- Liu Kang (Flame Fist) – Adjusted repel regions of Windmill Punch & Windmill Flurry so the last hit is harder to low profile on block removing his option to 2in1 cancel it on block
- Quan Chi (Sorcerer) – Having the armor trigger from Dark Curse while in a stun reaction will no keep his blocking disabled
- Quan Chi (Sorcerer) – Added code to Dark Curse to not add armor if he being juggled in a reaction. This is currently not active because it would likely be more detrimental in most cases
- Sonya (Special Forces) – Fixed being able to 2in1 cancel Drone summon into Drone attack commands
- Tanya – Adjusted BP,BK to hit duck blocking opponents more consistently
- Tremor – Added 5 recovery frames to Rock Shower
- Triborg – FP is now +12 on hit (down from 19)
- Triborg – FP,FP is now +9 on hit (down from 19)
- Triborg – FP,FP,FP is now +15 on hit (down from 17)
- Triborg – Towards+FP is now +13 on hit (down from 20)
- Triborg – BP is now +14 on hit (down from 19)
- Triborg – Towards+FK is now +15 on hit (down from 20)
- Triborg – BP,FP is now +17 on hit (down from 24)
- Triborg – BP,FP,FK is now -1 on block (down from -6)
- Triborg – FK is now +12 on hit (down from 29)
- Triborg – Away+FK now has 15 startup frames (up from 11)
- Triborg – Down+FK is now +12 on hit (down from 18)
- Triborg – BK is now +12 on hit (down from 17)
- Triborg (CyberZero) – Towards+BP will no longer sometimes be missing it’s hit regions when canceled into from a run
- Triborg (CyberZero) – Ice Ball now has 26 startup frames (up from 21)
- Triborg (CyberZero) – reduced the stun frames on Ice Ball by 13
- Triborg (Cyrax) – Shrapnel-Port now has armor, does 5 more damage, and causes a different reaction on the 2nd hit
- Triborg (Cyrax) – reduced the stun frames on Net & Advanced Net by 30
- Triborg (Smoke) – will no longer be invisible for some frames when 2in1 cancelling Away+BP,FP or Towards+BP,FP into some background interactions
- Triborg (CyberZero) – doing Drone summon while in a combo adds some combo damage scaling
- Triborg (CyberZero) – doing Dive Kick while in a combo adds some combo damage scaling
- Triborg (Cyrax) – doing Bomb or Hover Bomb while in a combo adds some combo damage scaling
- Triborg (Cyrax) – Net & Advanced Net will now miss-fire out if a Bomb or Hover Bomb has hit in the same combo
- Triborg (Cyrax) – Hover Bomb will now miss-fire after 3 Hover Bombs have hit in the same combo
- Triborg (Cyrax) – Bomb will now miss-fire after 3 Bombs have hit in the same combo
- Triborg (Cyrax) – adjusted BP,FP,BP to prevent all 4 hits from being forced to be blocked against some characters
- Triborg (Smoke) – reduced the initial damage of Smoke Cloud & Smoke Bomb by 2 and increased the drop damage by 2
- Triborg (Smoke) – doing Dissipate & Evaporate while in a combo adds some combo damage scaling
- Triborg (Smoke) – Doing Fade-Port & Smoke-Port while in a combo adds some combo damage scaling
- Triborg (Smoke) – Smoke Bomb is now +5 on block (down from +8)

Na da bin ich aber mal gespannt! Mortal Kombat XXL? 😀
@NXG-0neShot Das wären ja schon Capcom ähnliche Ausmaßen! 😉
Ja stimmt @Zorn 😀 Aber freuen würde ich mich trotzdem total 🙂 Ich meine, ein paar Kämpfer mehr sind immer gut und sorgen dafür, dass das Spiel noch weiter genutzt wird.