Nintendo released Splatoon 3 patch version 11.0.1 on February 4. The small follow-up update addresses player control problems and a multiplayer visual issue, and it accompanies the broader balance changes that arrived in version 11.0.0 last week.
The February 4 fixes target a handful of gameplay bugs. Key corrections include adjustments to Blaster hit detection and the removal of an unintended controller vibration effect when certain shots struck terrain. The update also fixes a sound issue tied to S-BLAST ’91 and S-BLAST ’92, and it restores the ink effect at a player’s feet for Flow Aura so other players can see it in multiplayer matches.
Version 11.0.0, released the prior week, introduced the Flow Aura mechanic and a wide set of weapon, collision, and special weapon changes. Those balance and system adjustments remain part of the live build and are reflected in the full notes below.
PATCH NOTES
Below are the official notes for the February 4 update and the related 11.0.0 changes.
Fixes to Player Controls
- Fixed an issue where, when Blaster shots hit terrain or other objects, the explosion hit detection size for opposing players was slightly larger than intended.
- Fixed an issue where, when some Blaster shots hit terrain or other objects, the controller would vibrate.
- Fixed an issue where, when S-BLAST ’91 or S-BLAST ’92 shots hit terrain or other objects, the same sound effect would play as when they exploded in the air.
Fixes to Multiplayer
- Fixed an issue where the ink that appears at a player’s feet when they enter or extend Flow Aura was not being displayed on other players’ screens.
In case you didn’t know, Splatoon 3 received content adjustments last week, and it’s a significant one that showed up to players as version 11.0.0.
Changes to Multiplayer
- Players will now gain a Flow Aura when they do well in battle, such as when they defeat opponents consecutively within a short period of time.
- The Flow Aura lasts for a short time.
- While their Flow Aura persists, its duration will be extended slightly whenever the player defeats an opponent or their teammates defeat an opponent that the player damaged.
- When a player gains a Flow Aura or extends the duration of their Flow Aura, the ground at that player’s feet will be inked with their color.
- While a Flow Aura persists, the Run Speed Up, Swim Speed Up, Ink Resistance Up, and Intensify Action abilities will be applied.
- Continuously getting assists with your allies or inking territory during battles will make it more likely to gain a Flow Aura when defeating opponents.
- When an ally or opponent has taken damage, that player’s approximate remaining health will now be displayed.
- Opponents’ remaining health will display for approximately three seconds immediately after taking damage.
- When the main part of an opponent’s body is not visible, such as when they are behind terrain or swimming in ink, their remaining health will not display.
- When things like Thermal Ink or the Point Sensor are revealing an opponent’s position, their remaining health will display even if the player cannot see them.
- Slightly decreased collision-detection size for players in swim form to make it harder for opponents’ attacks to hit.
- Expanded collision-detection size for each main weapon’s attacks to make it easier to hit opponents with attacks. Also made it so that the shorter the weapon’s shot flight distance, the greater the increase to collision-detection size will be.
- When attempting to jump a long distance with Super Jump while the Stealth Jump ability is equipped, increased the time required to make the jump by up to one second, depending on the distance.
- When jumping from near the player’s base to parts farther in, or vice versa, this will increase the jump time based on the distance.
- The increase is applied to the time spent flying through the air. This will not change the time spent on the ground preparing for the Super Jump.
- Adjusted the size of the circle indicating the explosion radius for the Reefslider to the radius of the area that deals 220.0 damage instead of to the radius inked.
- Specifications for some main weapons have changed.
| Weapon | Change Details |
|---|---|
| L-3 Nozzlenose L-3 Nozzlenose D Glitterz L-3 Nozzlenose |
|
| Dynamo Roller Gold Dynamo Roller Starz Dynamo Roller |
|
| Blaster Custom Blaster Gleamz Blaster |
|
| H-3 Nozzlenose H-3 Nozzlenose D H-3 Nozzlenose VIP-R |
|
| Splat Roller Krak-On Splat Roller Order Roller Replica |
|
| Heavy Splatling Heavy Splatling Deco Order Splatling Replica |
|
| Dark Tetra Dualies Light Tetra Dualies |
|
| Splat Brella Sorella Brella Order Brella Replica |
|
| S-BLAST ’92 S-BLAST ’91 |
|
Specifications for some special weapons have changed.
| Special Weapon | Change Details |
|---|---|
| Reefslider |
|
Points required for some special weapons have been changed.
| Weapon | Before | After |
|---|---|---|
| New Squiffer | 200 | 190 |
| Z+F Splat Charger | 210 | 200 |
| Z+F Splatterscope | 210 | 200 |
| Tri-Slosher Nouveau | 210 | 200 |
| Sloshing Machine | 220 | 210 |
| Splattershot Pro | 180 | 190 |
| S-BLAST ’91 | 200 | 210 |
| Mini Splatling | 190 | 200 |
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Splatoon 3
Developed by Nintendo EPD, Nintendo EPD Production Group No. 5


















