Update: MegaMan Battle Network - Zero Crisis PreBeta Demo Zero
Die 11. und letzte PreBeta (Alpha).
Die wahre Beta kann beginnen.
Diese Version ist satte 65mb schwer und hat dem entsprechend auch schon viele Features.
Ein brand neues Designlayout.
Sagenhafte 101 Charaktere sind bereits spielbar.
Die Bugs wurden weitgehend beseitigt.
Alte Spielmodi haben neue Features und ein brandneuer Modus erwartet euch noch dazu.
Mit diesem Update sind auch offiziell ALLE Charaktere der originalen Teile 1 bis 6 drin + noch viele weitere.
Und NEIN, das sind noch nicht mal alle, es kommen noch mindestens 10 dazu!
Naja, wer sich bisher noch nicht überzeugen konnte, sich mein Spiel mal anzuschauen, ich würde sagen jetzt wäre ein guter Zeitpunkt, Ich hoffe auf neue Suscribers. ;)
Okay, hier der neue Trailer:
http://www.youtube.com/watch?v=yDwuxYP2o58
Und hier nochmal der direkte Link auf meine Homepage/MegaMan:
http://foxclaw.de/megamanbn-zero-crisis.php
Updates Log:
PreBeta X.1 -> Zero
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- New Adds:
- Character: PharaohMan
- Character: LaserMan
- Character: Serenade
- Character: RideMan
- Character: ReverseRideMan
- Character: JammingMan
- Character: CosmoMan
- Character: PlanetMan
- Character: StarMan
- Character: ElementMan
- Character: KendoMan
- Character: AquaMan (SpoutMan)
- Character: GridMan
- Character: DarkRock
- Character: DarkBlues
- Costumes for Characters (Player 1 only)
- Costume-Options in System
- TurboMan Costume: KnightRider
- MegaMan Costume: ForteCross
- Arcade: Easy- & Hard-Difficulty added
- GameMode: Challenge/N1GP
- Ballance Changes:
- All Busters Damage -25%
- ProtoMan StepSword & Shield now break through Stun1
- ProtoMan new Attack: Taunt
- ProtoMan MoveSet slightly changed
- ProtoMan Shield Energy-Cost +25%
- MegaMan WoodShieldStyle Energy-Cost +25%
- MegaMan FalzerBeastOut FeatherRain Damage reduced from 1 to 0.5
- StarForce ChargeShot charge time +25%
- StarForce Shield Energy-Cost +25%
- StarForce OmegaXis Energy-Cost +10%
- StarForce OmegaXis attack will now only follow up to the X-Axis of the Opponent but stay at his Y-Axis
- GyroMan GyroAirGunner Damage -25%
- GyroMan GyroAirStrike Damage -20%
- CircusMan GloomCage wait between jump and attack +75%
- Ring RingSpin Stun +50%
- MagnetMan N/S-Tackle & MagnetBall Energy-Cost switched
- KingMan Pawns will no longer go forward on theyre own
- KingMan PawnAttack Energy-Cost removed
- KingMan PawnAttack chance for LongSword & disappear changed to 50%
- KingMan new Attack: PawnsForward
- KingMan Rook RookAttack discarded, Rook will from now act on its own by charging at the opponent
- KingMan standing behin the Rook Defense-Bonus discarded, Rook won't disappear when player is hit frequently
- KingMan Knight will not disappear if hitting Rook any more
- KingMan Rook & Knight: If the player does not have the Energy-Cost they will now disappear after damaging the opponent, else the Energy-Cost will be taken (50% Cost-Reduction if blocked)
- KingMan FastGauge discarded, added SlowGauge in back row
- HeatMan BurnerJump will now always leave a burning spot, max 2, distinguishing the older ones, not possible to place 2 on the same spot any more
- HeatMan BurnerJump burning spots will now distinguish after a while
- HeatMan added SlowGauge on center row
- HeatMan HeatWall animation changed to the former one of DoubleFireTower
- HeatMan HeatWall full defense discarded
- HeatMan DoubleFireTower discarded
- HeatMan new Attack: FlameThrower
- FlameMan green FlameAura lengh +25%
- FlameMan red FlameAura lengh -25%
- FlameMan FlameBreath pre-attack animation lengh increased
- FlameMan second FireTower enabled
- FireMan second FireTower disabled
- MagicMan Mettaur Defense-Bonus discarded, added Auto-Shield instead
- BeastMan BastSlash & CowardSlash animation time before hit +10%
- DrillMan TrippleDrill Energy-Cost +10%
- Hakushaku DoomBolt Stun radically reduced
- BurnerMan InstantBurner Damage -25%
- ColdMan new Attack: SnowFlake
- Punk all Energy-Cost -15%
- Punk ShieldChain Damage -25%
- MetalMan DualSaw if one hits the other will continue
- MetalMan MetalGear increased speed
- GutsMan SonicWave now pierces players
- PlantMan PlantWeed will now automatically disappear after a while
- NeedleMan Needler Energy-Cost -30% / Damage -33%
- NeedleMan DoubleNeedler Energy-Cost -15% / Damage -33%
- NeedleMan added SlowGauge in front row
- ToadMan new Attack: ToadThrow
- ToadMan ToadSlap can now be done while standing on a leaf
- Bass LongSlice long range damage 50%
- Roll Mellee damage changed from last hit 3 Damage into tripple hit 1 Damage
- Roll HeartArrow Energy-Cost +25%
- Roll HeartArrow Damage -25%
- SharkMan BigWave Damage -33%
- HatMan AquaCard range increased to 3
- CutMan will now auto-summon a rock if on low health
- Other Changes:
- AI Evasion accuracy slightly enhanced, especially for certain matchups
- MegaMan WoodShieldStyle Charge & Shield Button Input changed
- Audio changed: all BattleThemes in NetBattle-Mode & Arcade-Mode are now original versions of the BN series
- Audio for Bosses & other parts also changed
- TurboMan BusterShot changed into Gatling (from KnightRider)
- Changed KnightRider into a Custume for TurboMan, not being a character on his own any more
- PrizeMoney for a win in NetBattle-Mode and Arcade-Mode Rounds 1~8 doubled
- CostUps for ChipShop prices after buying an item halfed
- GutsMan lengh of Attack-Animations increased (not changing movement time)
- NeedleMan Portrait changed
- Renewed UI and overlays
- Removed NaviChat (for now!)
- BugFixes:
- NetBattle Mode: Bug still appearing when selecting MegaMan an being able to choose his transforms without owning them, then crashing - now truly fixed
- GateMan RemoteGate not disappearing after 2 attacks and not moving at all fixed
- GateMan if unlocked via ChipShop instead playing as Punk if choosing him fixed
- DesertMan staying underground when his last position is hit by attacks fixed
- Crash when having a Draw in battle fixed
- GyroMan Player2 & AI GyroAirGunner & GyroAirStrike too early effect fixed
- Meddy MeddyCapsule Effects will no longer hit through "invisible" and the animation won't be shown while "invisible"
- StarForce not being able to meet X in Arcade fixed
- StarForce Stats can now be viewed
- BowlMan GoldPin randomly not moving fixed
- Auras, EnergyShields & LeafShields now fully shield from Stun
- MegaMan ElecTeam Style ZappRing disappear Bug if spammed fixed
- Roll HeartArrow, SkullMan GhostFire & MagicMan MagicFire: randomly not hitting if the opponent is standing right in front of the player fixed
- LarkMan if controlled by AI sometimes having wrong movement animations and speed fixed
- MegaMan Player2 & AI StatusBar corrected
- WoodMan WoodNut Animation Bug fixed
- FreezeMan IcicleTower Animation Bug fixed
Info:
The patch will automatically give you some "payback" if you already have a Save-File.
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Patch Update: PreBeta Zero.1
Und hier ist auch schon der Patch:
http://www.youtube.com/watch?v=AfsShzbt-qE
Es gibt wieder ein paar kleine Bugfixes, Ballancing, neue Clans für den N1GP-Mode und 2 brand neue Charaktere!
Updates Log:
PreBeta Zero -> Zero.1
--------------
- New Adds:
- Character: PrisMan
- Character: SuperMet
- N1GP Mode: 11 clans now availiable
- Ballance Changes:
- NeedleMan NeedleTrust Hit 1 Frame later
- NeedleMan NeedleTrust Damage decreased to 4 from 4,5
- Serenade HolyShockAlpha Damage decreased to 1 from 1,5
- Serenade HolyShockBeta Damage decreased to 2,5 from 3
- CosmoMan CosmoPrison reduced to a single use (Unique), added defense bonus, removed stunability while active
- BlizzardMan SnowBall EnergyCost decreased to 24 from 33
- BlizzardMan RollingSlider EnergyCost decreased to 45 from 55
- BlizzardMan FastGauge discarded
- HatMan center SlowGauge moved to rear
- CutMan Rock will now appear on 4 or less HP decreased from 7
- ElementMan SlowGauge discarded
- ElementMan EnergyRegeneration on changing the element increased to 10 from 7
- ElementMan Energy will now be drained upon unleashing an attack instead of on charging it
- HeatMan BurnerJump will now only leave a burning pannel if it didn't hit the opponent
- LaserMan DisruptionBeam AnimationLengh slightly increased
- LaserMan CrossLaser AnimationLengh slightly increased
- Other Changes:
- CosmoMan CosmoPlanet renamed to CosmoPrison
- ElementMan AI revised
- AI will now correctly dodge to Zero's Dash & Z-Sabre
- AI will now correctly dodge HeatMan's BurnerJump & ColdMan's BreakingCold
- ChipShop: Added StarRanks next to Zenny & BugFrags display
- ChipShop: From now on Django & Hakushaku are sealed behind a gate which can only be opened by obtaining a "VampData"
- ChipShop: From now on ClockMan & StarForce are sealed behind a gate which can only be opened by obtaining a "TimeData"
- N1GP Mode: Clan conditions & prizes slightly changed
- BugFixes:
- PharaohMan Player 1 PharaohTrap activating when PharaohCube is only on X-axis fixed
- GridMan's statistics can now be viewed
- ToadMan added Icon for ToadThrow
- GyroMan GyroCutter VS AI random movement fixed
- StarMan StarRain Animation Bug fixed
- StarRanks of the latest characters added with PreBeta Zero will now correctly be counted in order to unlock StarRank-Gates
INFO:
From now on, Damage changes are displayed at their real stats instead of %
DarkTaint was refreshed in updating progress, it will have to be reaquired!
Note: Golden StarRanks cannot be aquired yet!
mfg
euer Fox
HotFix: PreBeta Demo Zero.2
Updates Log:
PreBeta Zero.1 -> Zero.2
--------------
- BugFixes:
- Game crash in main menu after achieving the TimeData fixed
- Other Changes:
- N1GP-Mode: WinningStreaks will now give additional RankPoints
- N1GP-Mode: Level Experience per battle increased
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Patch Update: PreBeta Zero.3 & Community-Character-Contest!
Hi leute,
es gibt wieder einen Patch inclusive einem neuen Character.
Zusätzlich gibt es jetzt noch was, nämlich den Community-Character-Contest!
Näheres dazu findet ihr hier:
http://www.foxclaw.de/mmbnzc-contest.php
Aber im Prinzip biete ich 4 Slots für Custom-Charaktere an, also wer lust hat sich schmutzig zu machen, hier ist eine Chance in mein Spiel zu kommen!
Natürlich gibt es auch wieder einen Trailer:
http://www.youtube.com/watch?v=queZG...el_video_title
mfg
Fox