MECCHA CHAMELEON 4.1.0: New Maps, Lobby Codes, and a Leaner Network
A substantial multiplayer overhaul replaces the legacy server browser, adds two official maps, and cuts painting-related network traffic nearly in half.
Update 4.1.0 for MECCHA CHAMELEON arrives with enough changes across maps, matchmaking, and netcode to mark a meaningful shift in how the game's online sessions are found and played.
What changed
Maps & environments
- Two new official maps added: Kyoto and Art Museum
- Existing maps Greece and Egypt have been reworked
Matchmaking & server browser
- The legacy server browser is replaced by a 5-character alphanumeric join code system; codes can be verified in-game
- In-progress games are now hidden from public searches by default (toggleable in options), directing players toward servers that are still waiting
- Server elapsed time is now shown on the search screen
- A region tag must now be selected when hosting
- Fixed an issue where server player count displayed as 0
- The game now ends if the hunter count reaches 0 while hunters are waiting
Performance & netcode
- Network data usage during painting reduced by 40%
- Performance drops when expanding the options menu have been mitigated
- Maximum FPS cap adjusted from 239 to 240
Controls & audio
- Stick-based paint controls no longer vary in speed with framerate, and no longer move faster in the upward direction
- Camera controls for hiders have been improved
- A 1-second cooldown added to taunts; minimum forced taunt interval raised from 1 second to 5 seconds
- A sound effect now plays when toggling voice chat
Bug fixes
- Fixed ammo settings resetting each match
- Fixed a crash affecting some users during gameplay
Taken together, the lobby code system and in-progress game filtering should make getting into a live match noticeably more straightforward, while the 40% network reduction during painting may improve stability for players on tighter connections.
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