Publisher Warner Bros. Interactive Entertainment revealed on Monday the full patch notes from Mortal Kombat X’s most recent update.

The patch, which has already been deployed to PlayStation 4 and will soon be making its way to Xbox One and PC, addresses issues found with certain characters and their different variations, as well as fixing bugs and balancing out special and regular attacks for MKX matchups.

Earlier this month, Warner Bros. announced that it would continue to support Mortal Kombat X with further DLC in 2016, with series co-creator Ed Boon posting an image that features the silhouettes of four new characters that will be coming to Mortal Kombat X.

Mortal Kombat X was released worldwide in April for PS4, Xbox One and PC. Warner Bros., however, recently cancelled Mortal Kombat X for PlayStation 3 and Xbox 360, with the publisher claiming that the last-gen versions, which were being developed by High Voltage Software, didn’t meet “the quality expected of a Mortal Kombat game and [we] are very sorry for not being able to deliver the products as originally planned."

For more on NetherRealm Studios’ Mortal Kombat X, check out Hardcore Gamer’s review.

Listed below are the full details from Warner Bros.' official website on Mortal Kombat X’s patch:

  • D'Vorah (Venomous): Adjusted the Poison Stack algorithm to prevent the top end from getting so high
  • Ermac (Spectral): Fixed a bug in which he could get stuck in flight controls
  • Goro: Fixed a bug which was preventing Krush from having its landing location chosen
  • Goro: Slightly increased the input window to meterburn PunchWalk on hit
  • Jacqui (Full Auto): Decreased the block advantage on Up Rocket by 5 and slightly increased the pushback preventing a block trap
  • Jax: Adjusted Carl Weather skin hurt regions to better match the others
  • Johnny Cage: Ultra Flipkick now uses the correct damage value from hotfix data (12)
  • Kano (CutThroat): Adjusted the armor frames of Charge Up to compensate for the faster startup
  • Predator: Fixed a bug which allowed Predator to sometimes have 2 Smart-Disc on screen at the same time
  • Predator (Hish-Qu-Tien): Fixed a bug which was making it so Plasma Shot was ignoring some damage scaling
  • Quan Chi (Sorcerer): Fixed a bug which allowed him to reset the cooldown of runes after a Final Hex has run out
  • Quan Chi (Sorcerer): Reverted the temporary change of Final Hex block damage increase (back to 3x)
  • Reptile: Turned off the ability to 2in1 special cancel into Floating Ball
  • Reptile (Deceptive): Added a short cooldown after Invisibility to prevent players from spending multiple bars of meter if executed very fast
  • Reptile: Lowered the input priority of Floating Ball
  • Shinnok: Away+FK now auto-faces correctly
  • Takeda: Reduced the cancel advantage from Towards+FP,BP,BP+BK by 1 preventing a block trap
  • Takeda: Fixed a bug which would cause the reaction to Tri Kunai to sometimes play in the wrong direction
  • Takeda (Ronin): Reduced the block cancel advantage of Away+BP,FP,BP+BK by 3 preventing a block trap
  • Takeda (Ronin): Kool Whip Brutatlity when in Ronin should work more consistently now.
  • Tanya (Pyromancer): Fixed a bug which was applying the Dark Shroud & Devil's Dust damage to her throws and other misc damage
  • Tanya (Pyromancer): Reverted the temporary change of the Dark Shroud & Devil's Dust damage (back to 10)
  • Tanya (Pyromancer): Dark Shroud & Devil's Dust now use the correct lifetime value from hotfix data (7 seconds)
  • Tremor: Some variation specific moves now have corrected values in the movelist