Each bot now has a 1/3 chance of falling into the following mashing archetypes: not mashing at all, being a "light masher" or being a "heavy masher". In training they will never mash (unless the new "aimash " command is used, where number is a number from 0-2 representing the options listed).
Zero, Vile and Sigma bots can now attack airborne enemies more effectively.
Bots can now target mechaniloids, ray splasher turrets.
Name limit increased from 8 to 9.
The two race custom maps now support large camera. (Note, for community created custom maps, it is up to the map creator to enable this in the actual race map, and make sure it looks presentable in large camera mode.)
Axl can now rocket jump in race mode.
Bug Fixes
Fixed revival hyper modes showing player icons as dead (faded out) in scoreboard.
Fixed bots not being able to attack Revival hyper modes.
Fixed an issue where camera could shake when spawning.
Fixed Robot Junkyard wall path issue in mirrored mode.
Fixed double clang effect when Zero's saber hits sigma guard.
Fixed a bug where turning on/off AI Takeover (via F12) during a match breaks any bots.
Fixed a visual issue of chat being drawn on top of menu hud, blocking important info.
Fixed issue where Flame Stag can get stuck in ladders with uppercut move.
Fixed Sigma3 map camera stuttering problems.
Made inclines in Maverick Factory map less prone to getting stuck.
Kill zones that are bound to a moving platform now work with time offset.
Mega Man X Changes
Balance
Uncharged Bubble Splash: fire rate decreased (0.075s to 0.1s cooldown), ammo usage increased (now 4 bars per burst). This makes its ammo usage match Ray Splasher and also its DPS match Ray Splasher (and the other "9 DPS" weapons, i.e. Cherry Blast and Ray Gun).
Magnet Mine (Uncharged + Charged): Can now be moved up or down after shooting, like in the real games.
Unlimited Potential: Increased charge rate by 1.5x.
Zero Changes
Balance
Black Zero: no longer immune to CC, but Tough Guy granted instead of normal flinches.
Awakened Zero: no longer immune to CC (except Genmu).
Black Buster Zero: Requires 10 scrap now.
Black Buster Zero: Can now triple jump.
Vile Changes
Bug Fixes
Fixed a bug where ball cooldown was reset upon landing. (Also a big nerf to Peace out Roller.)
Balance
Splash Hit: max damage reduced from 5 to 3. (Hit cooldown increased from 0.33s to 0.5s).
Fire Grenade: trail now dissapears on hit.
Knee Bombs: now launch 3 bombs each with 2 dmg.
Quick Homesick: Damage reduced from 3 to 2.
Parasite Sword: Damage reduced from 3 to 2.
Goliath: no longer immune to flinches (having the same resistance as K Armor).
Axl Changes
Improvements
Improved various arm sprites.
Improved various effect sprites and proportions to match 16 bit character sprites better.
Balance
"Frail Guy" mechanic introduced: Axl suffers longer flinch times.
All mini-flinches become half a flinch (13 frames).
All half-flinches become a full flinch (26 frames).
All full flinches become super-flinches (36 frames).
White Axl: no longer CC immune, instead being granted "Tough Guy" mechanic like Black Zero.
Various projectile hitbox sizes reduced to match the new sprites.
Sigma Changes
Bug Fixes
Fixed bug where Head Beams could be used even if no ammo.
Fixed lack of cooldown with Sting Chameleon's Chameleon Sting when used while climbing with Puppet cancel.
Balance
Commander Sigma: Head beam ammo usage increased to 7, allowing only 5 to be shot at once. Ammo recharge rate increased.
Puppeteer Sigma: no longer has 25% defense, instead gets 4 extra health bars.
Mavericks (1v1 standalone only): can now deal 3 contact damage (no flinch) on jump or fall. This is to allow some Mavericks to actually be able to damage others in the air and prevent impossible matchups.
Magna Centipde: hanging upside down now drains ammo bar. This is to prevent indefinite camping in some maps (such as airport_md) where he could also attack through walls while being difficult to attack back, and also infinite stalling in 1v1.
Wolf Sigma: hands can no longer carry flags.
Wolf Sigma: beam damage reduced to 8.
Wolf Sigma: hand attacks now drain the "off-screen meter" faster.
All 3 Sigma hyper modes can no longer recover HP by any means.