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Version 10.1
Bug Fixes
- Fixed a bug where Axl could appear to be set on fire when using dodge roll when not on fire.
- Fixed a bug where Copy Shot couldn't copy MK-II Vile and a few other hyper modes in certain situations.
- Fixed a bug where Goliath Ride Armor would not sync over the network.
- Fixed a bug where Vile MK-II could grab invisible enemies.
- Fixed a bug where charged Gravity Well would not work in online matches.
- Fixed a bug where X2 buster and X3 saber glow effect would reveal invisible X's.
- Fixed a bug where players could upgrade X armor with scrap from other characters.
- Fixed a bug where no "ding" sound would play on the player's screen in online matches when MK2's shield is hit by a 1 hp attack.
- Fixed some shoot sprite transition errors for X and Vile.
- Fixed a bug where Vile death explosions were not synced over the network.
Improvements
- The home page now has all the download links, to make the non self-contained versions more accessible.
- Improved Vile jump animation.
- Quarry red flag moved to a lower spot since it was out of reach of a normal jump with new physics.
- Directional and Angular Axl aim modes now have a laser sight for better aiming when Assassination is selected. Note that this is not visible to other players.
- The circle effect of Vile MK-II revive no longer syncs over the network. This was done to prevent confusion with Giga Crush.
Balance Changes
Mega Man X
- The X3 buster's cross shot balls in the second part of the attack can no longer all strike at once, but only one at a time. Damage of the balls increased to 3. This reduces the maximum damage of a single cross shot from 12 to 7.
- Reworked Hyper Buster weapon and renamed it to "Hyper Charge" in game documentation. Will now allow X to store up to 2 fully charged shots (4 with Buster chip part) of whatever weapon is equipped in slot 1. Hyper Charge will immediately shoot a charged shot of the weapon in that slot, while only consuming Hyper Charge ammo. To prevent spam and infringing upon the X2 Buster's role, there is a 2 second cooldown before another Hyper Charge shot can be fired.
- Increased Homing Torpedo cooldown from 0.5 seconds to 0.75 seconds.
- Reduced Fire Wave burn time applied by half (From 1 second per hit to 0.5 second per hit).
- Increased the time it takes for X3 Head Chip to start healing after last taking damage from 2 to 4 seconds.
- Max Armor chest part barrier time reduced from 1s/2s on flinch to 0.75s/1.5s on flinch. This will allow more weapons to bypass the armor completely, as the initial hit that activates the barrier doesn't have any damage reduction.
Vile
- Ride Armors can now earn scrap on kills.
- Normal and Goliath Ride Armor dash speed increased to 100%. This allows it to dash as fast as the other characters, matching the speed of the Ride Armor dash in the real SNES games.
- Goliath Ride Armor now fully heals Vile MK-II on both entering it for the first time, and when it blows up with Vile still in it.
- Increased Frog Ride Armor torpedo cooldown from 0.75 seconds to 1 second.
- Greatly reduced the ending lag of Vile's Front Runner and Stun Shot, allowing him to move almost immediately after firing these weapons.
- Increased the speed of air Front Runner shots to match that of ground ones.
- Can now uncrouch when shooting Vulcan.
- Vulcan can now be used when dashing.
- Front Runner can now be used when dashing. This will cancel the dash however.
- Increased the speed of Vile's stun cannon shots.
- Vile MK-II's stun shot now replaced with the missle shots from his X3 boss fights. These can be fired rapidly and will stun and do 1 damage.
Axl
- Reverted Axl Bullet spread change. Axl Bullets are now perfectly accurate again.
- Axl Bullet headshot damage modifier reduced to 1.5x.
- There is now a 0.25 second delay when switching Axl weapons before the new weapon can be fired.
- Axl no longer undisguises if Assassination is released before full charge.
- Increased amount of time Assassination can be kept at full charge before it is automatically released from 1 to 2 seconds.