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Version 19.2
Asset Changes? Yes
Relay Server Update? No
Improvements
- The official voice pack was updated to v4, which adds voices for Doppler and Kaiser Sigma. Get it on the bonuses page: Bonuses.
Bug Fixes
- Fixed a bug where Neo Sigma guard made him immune to attacks.
- Fixed a bug with certain attacks not registering at low framerates or high latency.
- Fixed a bug where charged Parasitic Bomb had infinite ammo.
- Fixed an issue in Race mode where two people could win at once. Note that this will make the host decide who wins, giving the host an advantage in high latency matches, and making win detection laggy for others.
- Fixed an issue in CTF where a stalemate could result in a win for one team.
- Fixed Flame Stag command grab in online.
- Vile weight system: Vile now automatically dies if weight is somehow raised above the max weight (i.e. via exploit or hack) to help prevent cheating.
- Fixed an issue where ladder climbing could snap Sigma to the top of the ladder.
- Fixed collision issues with Armored Armadillo roll.
- Fixed a bug where Launch Octopus Homing Torpedo and Blast Hornet bees were not destructable.
- Fixed a bug in Puppeteer Sigma where Sigma would lose control of Mavericks temporarily when they were in transition states (i.e. starting to shoot).
- Fixed a bug where Kaiser Sigma could not be hit with Charge Beam.
- Fixed a bug with Doppler occasionally getting stuck on summon.
- Fixed a bug where guarding on a moving platform would cause players to not move with it.
- Fixed a bug in Sigma loadout menu where Chill Penguin wasn't listed as strong against Velguarder.
- Fixed an exploit allowing use of White Axl with a crafted weapon.
- Fixed a bug where flying Mavericks would stop flying if Puppeteer Cancel was used.
- Doppler and Fake Zero can now climb ladders, as intended. However Doppler can now only switch weapons on the ground.
- Fixed a crash if Kaiser Sigma fell off the map.
- Fixed Doppler taunt to not use damaged sprites.
- Fixed a bug where Zero and Sigma guard states could clip through walls.
- Fixed a bug where uncharged Gravity Well had infinite ammo.
- Fixed a bug where Dark Hold wasn't affecting users in Ride Armors.
Balance Changes
General
Mega Man X
- "Stream" weapons (Fire Wave, Bubble Splash) can no longer be fired at the same time as special buster. A 0.25s cooldown was added.
- Charged Spin Wheel: reduced damage to 1 for each piece.
- Uncharged Triad Thunder: Reverted accidental damage buff where both the beams and the balls could damage at once.
- Charged Triad Thunder: reduced range by 1/3.
Zero
- K-knuckle: dash kick hit cooldown increased from 0.25s to 0.5s.
- K-knuckle: can no longer parry projectiles
- Dark Hold: Flinch now removes timeout status.
Vile
- Reduced range of Air Bombs and Peace Out Roller.
- Weight System: Ride Armors, Frozen Castle and Speed Devil no longer cost weight. To compensate, max weight was reduced to 16.
- Weight System: Adjusted the following weights:
- Cannon (F.Runner, F.Boy, L.Gizmo): 2,4,6 => 2,3,4
- Vulcan: (C.Blast, D.Needler, B.Dance): 2,4,8 => 2,2,4
- Missile (S.Shot, H.Crush, P.Demon): 4,4,6 => 3,3,3
- R.Punch (G.G.Right, S.Brat, I.Gig): 4,4,4 => 3,3,3
- Napalm (R.Bang, F.Grenade, S.Hit): 2,4,6 => 3,3,3
- Ball (A.Bombs, S.Balls, P.O.Roller.): 2,4,6 => 3,3,3
- Cutter (Q.Homesick, P.Sword, M.Tomahawk): 3,4,6 => 3,3,3
- Flamer (W.H.Kick, D.Wrath, S.D.Rage): 4,6,8 => 2,3,4
- Laser (R.Specter, N.Burst, S.Nightmare): 4,4,4 => 3,3,3
Axl
- Copy Shot: when fired from a crafted weapon, no longer drains crafted weapon reserve ammo (note it will still drain the active ammo bar). The only exception is Double Bullets, which will still drain reserve ammo because it can fire Copy Shots at a faster rate.
- Transforming no longer refills crafted weapon ammo.
Sigma
- Neo Sigma: up/down slash damage reduced to 3.
- Viral Sigma: Hopper and Tank Mechaniloid balls now disappear if they did not hit a ground or a wall. Also decreased range of the Mechaniloid balls.
- Viral Sigma: Beam now deals half flinch.
- Viral Sigma: headbutt damage reduced from 6 to 4, and added start up time of 0.15s before it can do damage.
- Doppler Sigma: shield improved. Now has both deflect and block properties, allowing it to block a greater range of projectiles.
- Launch Octopus: green missiles now destroyable.
- Storm Eagle: Reduced egg drop range.
- Wheel Gator: increased cooldown from 0.75s to 1.25s.
- Overdrive Ostrich: Kick and Up Sonic Slicer now share cooldown. Kick cooldown increased to 1s.
- Toxic Seahorse: Attack button acid bubble health reduced from 4 to 3, range reduced by half, and shoot cooldown increased from 0.75 to 1s
- Toxic Seahorse: Special button acid bounces reduced by 1.
- Toxic Seahorse: Liquify drains ammo 1.5x faster, and no longer applies acid.
- Volt Catfish: reduced Triad Thunder (the 3 mine balls) range and time.
- Volt Catfish: Triad Thunder (the 3 mine balls) no longer mini-flinches until electrified, now has 1s flinch cooldown, and reduced damage rate.
- Volt Catfish: Belly flop now damages enemies. However Volt Catfish remains a medium Maverick and this move deals less damage than heavy Maverick stomps.
- Neon Tiger: Ray Splasher range reduced by half.
- Neon Tiger: jump slash damage reduced from 4 to 3, and second flinching slash in ground combo reduced from 3 to 2.
- Blast Hornet: Parasitic Bomb (attack button) bee range reduced.
- Dr. Doppler: Absorb now drains ammo on heal equal to the amount of health healed, in addition to the ammo drain over time.
- Dr. Doppler: Vaccine now applies 2s per stack (was 1.5s).
- Kaiser Sigma:
- Added a hover meter. Rising upwards drains the meter at 2x the normal rate.
- Correctly applied stomp lag of 0.75 seconds. After landing, 0.75s must pass before hovering again. This nerf was not working in v19.1.
- Significantly reduced size of armor hitbox, making it easier to hit the head without being blocked.
- Beam attack no longer flinches (like in MMX3).
- Missiles can no longer be fired when hovering (like in MMX3).
- Missiles are now launched one at a time in rapid succession (like in MMX3).
- Mines are now launched one at a time (like in MMX3), alternating between side and down angles.
- Mines are now damagable (like in MMX3).
- Missile cooldown increased from 1 to 2 seconds.
- Beam's default shoot direction is now up, must hold DOWN to shoot down, making it easier to shoot upwards without accidentally hovering.