Update: MegaMan Battle Network - Zero Crisis PreBeta Demo X
Updates Log:
PreBeta IX.1 -> X
--------------
- New Adds:
- Character: YamatoMan
- Character: BubbleMan
- Character: BowlMan
- Character: GyroMan
- Character: Punk
- Character: ClockMan
- Character: JunkMan
- Character: NeedleMan * * exclusive Sprites for Zero Crisis!
- Character: CircusMan
- Character: BlizzardMan
- Character: Hakushaku
- Ballance Changes:
- BeastMan BeastRage will now bring him right back to the front row instead of leaving him to move backwards
- TomahawkMan HawkAttack 20% longer animation
- TomahawkMan TomahawkRolling Damage -25%
- TomahawkMan TomahawkRolling will only crack the pannel
- WindMan PropellerBomb Energy-Cost +15%
- WindMan PropellerBomb Damage -20%
- SearchMan Infiltration Energy-Cost oder time discarded, fixed Energy-Cost added, may De-Infiltrate if hit
- SearchMan regular De-Infiltation will now regain the Energy-Cost
- Roll Heal if more HP than opponent: Healing-Rate -50%
- Roll HeartArrow Damage -25%
- SnakeMan Energy-Regeneration -1 while hiding in Vase
- SnakeMan SummonSnake Energy-Cost -10%
- SnakeMan SnakeCannon Energy-Cost -10%
- Django VectorBike increased Speed when returning
- KillerMan DeleteBeam now has a short wait before activating
- KillerMan MistyDemons Energy-Cost +10%
- Fox completely redone, TailWhip & CometFire now are basic attacks, Mirage FoxFire disabled, Mirage changed into an all new Clone-Ability
- BeastOut Falzer new Attack: FalzerStorm
- BeastOut Falzer Input for FalzerSlash & FeatherRain changed
- GroundMan GroundBreak Damage-20% & time between attack-animation and drill expanded, Drill will appear at where the player was at the attack-animation
- Meddy MeddyCapsule can now be thrown up and down by holding the directional button while throwing-animation
- HatMan WideSword Energy-Cost +30%
- MagnetMan MagnetTrap discarded
- MagnetMan new Passive-Ability: MagnetLine
- MagnetMan 0 Energy at Battle-Begin
- MagnetMan MagnetMissile now has a short stop when thrown, if thrown in center row it will go up or down
- MagnetMan MagnetMissile now 2x usable
- MagnetMan MagnetMissile Energy-Cost +5%
- MagnetMan MagnetBall Energy-Cost +10%
- MagnetMan NSTackle Energy-Cost +40%
- ElecMan ElecBolt Damage -25%
- Bass DarkWheel Damage -50%
- Bass DarkWheel Animation-Lengh +50%
- Bass DarkWheel will now generate 2 DarkWheels on the players edge of the battlefield, which will move to the center row if close to the opponent which is on the center row
- TenguMan TenguRacket Damage -33%
- TenguMan WildTornade 20% longer animation
- Other Changes:
- SlashMan BattleChip Icon for TrippleKunai changed
- If having all 4 StyleChange and both BeastOut for MegaMan unlocked, AI Character Select in NetBattle Mode will now let you choose between Normal, StyleChange and Beast after selecting MegaMan
- Performance Settings diabled
- AI Difficulty Script completely redone
- Increased performance thanks to new compact AI Difficulty Script
- Slightly reduced gamespeed in 2-Player-VS to make it even to VS AI
- GateMan Stance changed
- New Deletion-Animation
- Fox Navi-Select Position changed to its own (BeastMan does not have any "behind" Character any more)
- New Navi-Image for Fox
- DesertMan NaviMark changed
- DesertMan SandTrap now inflicts a Hit-Animation
- Video Opening added + pressing a button will now bring you right onto the main menu
- Bass AI Update
- GutsMan SonicWave & PannelBreak Animations slightly changed
- BugFixes:
- HatMan MagicCard AquaCard animation bug fixed
- ChargeMan Statistics Bug where StarRanks are not correct
- Fox TailWhip late Damage fixed
- Fox FoxFire miss on close range fixed
- Falzer FalzerSlash Damage before animation fixed
- TomahawkMan TomahawkRolling Animation-Lag fixed
- WoodMan LeafShield Bug where it wont disappear even though taking damage fixed
- StoneMan disappearing arms fixed
- Django Player2 & AI several Bugs fixed caused by calcultion of Player1 variables
- TopMan TopSpin used by AI where it moves incorrectly fixed
- DesertMan SandHand Animation timing fixed
--------------
Ausserdem: Besucht doch mal meinen Live-Chat auf meiner Homepage! -> http://www.foxclaw.de/chat.php
Neuer Trailer: http://www.youtube.com/watch?v=Fbor90ttLMA
mfg
Fox
Patch Update: PreBeta Demo X.1
Hi,
ich bin's wieder und habe einen Patch im Gepäck.
Neben einigen Bugfixes und Ballancing ist auch ein weiterer Charakter dabei: MegaMan StarForce!
Seht ihn in Aktion: YouTube
Updates Log:
PreBeta X -> X.1
--------------
- New Adds:
- Character: StarForce
- BattleBackground: Geo Stelar & Omega Xis
- Ballance Changes:
- ThunderMan Thunder & 3xThunder if stunned with Stun2 or Stun3 while attacking, Energy will go down to 60%
- NapalmMan VulcanCannon Energy-Cost -33%
- NapalmMan NapalmBombs & GreatNapalmBomb stunnable by Stun1 removed
- NapalmMan VulcanCannon stunnable by Stun1 removed for 1st shot
- NapalmMan AutoVulcan can now be summoned from front row, placing it on the opponent's side but then decreasing ammo
- GateMan RemoteGate changed to be summoned manually, button input placed at former "RemoteGate Attack!" command, RemoteGate will now instantly attack when the player is hit by Stun2 or Stun3, the gate will disappear after 2 attacks
- GateMan RemoteGate Damage -40%
- Other Changes:
- Updated Logo added to Main Menu
- Text of some Items in ChipShop corrected
- BugFixes:
- PlantMan LeafShield disappears while healing with full health fixed
- NetBattle Mode: Selecting MegaMan an being able to choose his transforms without owning them, then crashing fixed
- ChipShop: Fixed a bug where the latest unlocked characters and StarRanks didn't count for opening doors which demand certain ammounts
- ChipShop: Discarded "invisible paths"
- ChipShop: "invisible wall" infront of the Gate in green area fixed
Info:
Stun1: short stun by small arms like Busters
Stun2: stuns weapons only
Stun3: stuns weapons & movement
Stun2 & Stun3 mostly come together while Stun2 has longer activity even after Stun3 has worn out, rendering the character unable to attack right after being stunned or aloowing uncounterable stunchains
--------------