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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.