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Version 11.4
Bug fixes/improvements
- Made matchmaking netcode (i.e. create/join/rejoin match) less prone to random failures by moving to TCP.
- Fixed a bug where capsules could disappear before being picked up if standing on top of them in online matches.
- Fixed a bug where charged shots could fail to be released if swapping from high cooldown weapons like Storm Tornado.
- Fixed a bug where Hyper Buster could fail to activate in 1v1.
- Fixed a bug where forest_md was improperly rendering a foreground.
- Fixed a bug where hyouretsuzan land animation could replay after firing Z-Buster.
- Removed all capsules from elimination modes.
Balance changes
Mega Man X
Doubled uncharged Fire Wave ammo usage.
Charged Fire Wave no longer flinches.
Knockback from multiple uncharged Storm Tornado shots no longer stack.
Decreased Storm Tornado knockback on grounded enemies by 50% and on crouching enemies by 75%. This makes the weapon more effective against airborne enemies as you'd expect from a wind based weapon.
Reduced uncharged Spin Wheel range by 40%.
All charged Homing Torpedo shots now only do 1 damage. This makes 5 the max damage if all torpedos land.
Increased Chameleon Sting damage of the diagonal pieces to 2, so if all 3 pieces hit it will do a max of 6 damage.
Decreased uncharged Shotgun Ice cooldown from 0.75 seconds to 0.5 seconds.
Increased charged Sonic Slicer damage to 5. Shots now dissapear on hitting enemies again.
Decreased uncharged Spinning Blade cooldown from 1.25 seconds to 1 second.
Reduced charged Spinning Blade damage to 2 and decreased hit cooldown from 1 second to 0.5 seconds.
Increased Ray Splasher turret health from 4 to 6.
Vile
Regular Vile's air bombs now apply "mini-flinch" effect like uncharged Electric Spark/Triad Thunder.
Rocket punch can now be aimed
with up/down keys after it is launched, both as regular and MK-II Vile. (Mk-II Vile's rocket punch still homes in on enemies as well.)
Rocket punch no longer stops when hitting a wall, and can go through walls.