
Mortal Kombat 1's 'Khaos Reigns' update is finally here, adding in fresh story elements and characters. There's also a batch of free content to cover, so let's dive right into it.
The game's 'Year 2' expansion is the biggie here, with fighters Cyrax, Sektor, Noob Saibot, Ghostface, T-1000, and Conan the Barbarian all available for those with the DLC. On the free side of things, we have new arenas, arena variants and 'Animalities' — those creepy animal-based takedowns from the '90s.
Naturally, there's a bunch of balancing tweaks and bug fixes, too. The full patch notes were shared by Warner Bros. on the official Mortal Kombat website and we have gathered them together for you to check out below.
Mortal Kombat 1 Update (Released 24th September 2024)
Khaos Reigns Content Update
- Additional Story Content has been added – Part 2: Khaos Reigns
Free Content Update
- 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.
General Fixes & Adjustments
- 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
Invasions
- 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
Online
- Added Warrior Shrine
- Added Online Practice Mode
Character Specific Adjustments
- 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
- Ashrah
- Kameo Fighters
- 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
- Cyrax (Kameo)
What do you make of the latest update? Let us know in the comments below.
[source mortalkombat1.bugs.wbgames.com]
Comments 14
Nintendo should work with NetherRealm so we get some guest stars. It would be great.
Mario Fatality: Consumes mushroom, becomes giant and proceeds to stomp to death.
Bowser Fatality: Sets an opponent on fire then proceed to bite the upper half of their body clean off.
Link Fatality: Shoots the opponent with multiple arrows, runs towards them, jumps high in the air, and does a downward stab to finish them off.
Or slashes their body multiple times with the master sword, then proceeds to toss a bomb, exploding them to bits.
Or Link proceeds to thrust the master sword through the chest, rewinds time, and repeats this torture till boredom.
Ganondorf: Transforms into beast form, impales the opponent,, tosses them up in the air, then shoots a dark beam, wiping them away from existence.
How the performance on Switch these days? I got MK1 for PC after playing 11 on Switch but may double dip at some point in the future once a "everything at once" version is available.
@Noelemahc it's pretty decent now, definitely the handheld version but it looks and runs fine and would probably be considered a decent looking PS3 game (and really expecting PS5 parity isn't being realistic). Admittedly I am not a frame rate counter or EVO competitor but to my eyes it ticks the boxes. It is a bit of a hog for the Switch's limited storage options though.
@Warioware Thanks for answering, I was about to ask the same question…. For the first 3 seasonal towers/maps the Switch version was VERY rough. Hoping it’s gotten better now, and at least the boards and towers have the same parity. Really sucked that we got shafted on the “xp tower” while all other versions had it and could grind the chars to max within a few days. We got stuck with a previous season tower for 2 of those seasons….
@Dm9982 I am not the best to talk about online aspects since I generally don't bother with them, I just like single player content and local multiplayer (Netherealm being one of the few fighter producers who still seem to value the former). It seems fine to me performance wise and even my untrained eyes have noticed some visual improvements since I picked it up a couple of months ago.
However, as an indication of who you're talking to, I also consider the Switch Arkham Knight to be an almost entirely playable version of a not so great game, so maybe I am not the best reference for performance and graphics.....
@Warioware Lol you sound a lot like me. I wasn’t playing the Invasion stuff for MP or anything, just to clear the campaigns and unlock skins and such plus grind out chars and kameos. I’m mainly a single player gamer too, only dipping into online for something like Splatoon or to co-op Borderlands/Diablo with friends.
I’m also pretty forgiving with games, and graphics aren’t a prime factor for me, case in point I own Witcher 3 on Xbox, Ps, and Switch but I’ve only ever finished the switch version. Never played more than 2 hours on either other version. Playing a game like that in handheld is more immersive for me, much like reading a book or something.
My only real gripes with MK1 was the Invasion tower (I called it Seasonal Tower on accident) that leveled up everytime you beat it. It was introduced in the second Invasion, but only on other consoles, the Switch version was stuck with the original invasion tower that S2 replaced. Switch version didn’t level, and had crap rewards compared to the other versions. That sucked. The only other gripe was some of the graphical tearing and weirdness that occured especially during heavily crowded scenes like the final scene climbing the tower to the final battle in story mode. But to be fair, every version had graphical issues for the first few months, lol.
I’d be willing to bet it’s come a long way since those first few months…. I’ll have to grab the expansion and redownload it.
@Dm9982 again, I don't bother with much beyond seeing character endings, finishing the story and sometimes couch competition, and that is usually a fair amount with NR fighters. Tekken and ASW games used to be the same but now seems to focus more on the pro scene which I am not good enough for. I miss the old days of Tekken Force and FMV endings.....
They seemed to patch performance with all of the major updates. I only bought it a couple of months ago on sale but even since then there have been performance improvements and, I think, even texture improvements. I play it in handheld and if that's your bag then it is a perfectly fine version which I think has content parity at this point. And arguably it is surprising that we got a Switch version at all.
I gave the comparison to Arkham Knight because I find it helps if you consider it the "pocket version".
@Warioware I play almost exclusively in handheld mode, and I feel ya with fighters catering to pros and such. I used to be big into them, especially MK and Killer Instinct, back in the 90s.Was fun owning the machine at the local arcade for an hour or so. Now though, like you, I’m in it for the story, and maybe some couch co-op/online with my nephew or friend, but I avoid any competitive stuff outside that - not even casual public fights online.
I just basically wanna level up the characters/kameos and unlock all the finishers, then just mess around vs the npcs and such. Which is why I liked MK1 going with the invasion maps over the towers in MK11, plus so much crap being locked behind multiplayer and having to use an AI. I mean, at least having the AI was an option, but still….
@Dm9982 specifically with MK1 I am not keen on the Kameo system since it essentially just seems to be a glorified special move and puts characters next to each other who canonically want to kill each other 😆 Also, 11 had better guest characters in my opinion ( I digress but why Ghostface when Warner own Agent Smith, Imortan Joe and Feyd Rautha?). But despite the micro transactions, that I avoid, I respect that NR continue to deliver content that caters to all players and this expansion, if it's like the last one, will be a sizeable addition (although I will wait for a sale personally since I have tons left to do in the base game).
Most complete fighting game in my opinion was Tekken 3 on the PS1 with loads of content for all kinds of players.
@Dm9982 Also, totally agree with the Witcher which is awesome in handheld and I have put way more time into it on Switch
@Warioware lol yeah their guest spot characters are always off the wall. Some I enjoy a bunch, Predator and Xenomorph were fun times! Others, while well done, just felt odd as heck to have in the series.
As for most complete fighting game, I missed out on a bunch, like a lot of the Tekken series. I was a big fan of Soul Calibur on Dreamcast, had a really great campaign mode for single player, but it had a smaller roster. Overall I really couldn’t say which felt the most complete package to me. DB FighterZ has been a fun time on Switch, with a crap load of unlockables.
Still to me, I don’t think MK has been nearly as fun as it was back with MK2 or UMK3. Think that was pinnacle MK for me personally.
I really need to dig into SF6 on my Xbox at some point. Supposedly the create a char mode is pretty amazing. Like a full fledged adventure rpg fighter, which if true is amazing and right up my alley.
I miss the create a char days from Def Jam Vendetta/FFNY. God those games were fun
@Dm9982 Def Jam..... wish they could remaster them but I suspect it would be a licensing nightmare. I agree, MK2 was probably the pinnacle of the series. For some reason Terminator, Rambo and Robocop just felt right in 11. And MK1 needs more DC representation for me
@Warioware Ive been tempted a time or two to grab Injustice 2 on the Xbox store when it’s on sale for $5-7….. I loved the story in the first one and the fighting was fun.
Yeah Def Jam was amazing and the licensing would likely cost more than they expect to make in return, although most of us that played it would buy it again as a port or remaster in a heartbeat! I think it was Ghostface Killers entrance that lives rent free in my head, “Make room for Ashy Knuckles y’all!” That and DMX being like 3’8”…😂😂😂
I might be the only one, but Backyard Wrestling was fun too, wouldn’t mind playing that again either. I dig fighters, and games in general, that have just outlandish specials/moves/etc. Shaggy’s triple knee to the groin followed by a groin kick that shot the enemy across the screen…. 😂😂😂😂
But yeah, I blame Super Baseball Simulator 1.000 and Worms for my love of outlandish stuff in games. That and Looney Tunes. 😂
@Dm9982 Injustice 2 has a similar style to the first and the MK games. Again lots of content and DC fan service. I doubt we will see Def Jam again. The PSP one was good too
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