Mortal Kombat X: Große News werden heute enthüllt, Patch Notes veröffentlicht

Übersicht
Image: Warner Bros. Interactive

Warner Bros. und NetherRealm geben bekannt, dass heute große News für Mortal Kombat XL veröffentlicht werden.

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)
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3 Kommentare Added

  1. NXG 0neShot 55595 XP Nachwuchsadmin 7+ | 30.03.2016 - 11:24 Uhr

    Na da bin ich aber mal gespannt! Mortal Kombat XXL? 😀

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    • Z0RN 440135 XP Xboxdynasty Veteran Onyx | 30.03.2016 - 11:50 Uhr

      @NXG-0neShot Das wären ja schon Capcom ähnliche Ausmaßen! 😉

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  2. NXG 0neShot 55595 XP Nachwuchsadmin 7+ | 30.03.2016 - 12:26 Uhr

    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.

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