//////////////// Hotfix notes //////////////// (New sprites tweaked due to inconsistencies) ===General -LMS loadouts added, the server has to set this cvar, YD_LMSLoadouts, to 1 in order for it to be enabled. --Type "loadouthelp" into the console for more information on the commands. ===Protoman -Fixed an issue where the shield was showing up for enemy's even though it wasn't there. -Proto Strike adjusted to use explosions, damage adjusted. --Proto Strike range increased, land the end part for the most damage. ===Rock -Armor Proto>Light (Reason is, he is meant to be Roll armor in a sense, but he cannot heal like Roll, so the armor change is fair) ===Roll -Direct hit explosion damage 20>14, set explosion size 0>20. -Missed hit explosion damage 10>12, explosion size 80>96, set explosion size 0>16. -Roll swing melee projectile duration 4>5. ===SniperJoe -Animations fixed for truck ===Oilman -Sliding sprites by DarkAura added. -Max sliding 'ammo' 50>56 -Sliding ammo given upon beginning a slide 30>42 (Done to match the general duration of vanilla oilslider) ===Drillman -Digging rotations by DarkAura added. ===Crystalman -Has a similar opening ready state to Galaxyman to fix a fire on spawn issue. --Also has an emergancy method to fix desync. ===Coldman -Ground freeze explosion damage 4>3, max damage 24>18. ===Groundman -Mainfire ammo cost 10>0 -All drills can be split almost instantly -Mainfire does not split the drills, an item is dedicated to controlling when your drills split. --Mainfire big drills will split right away if dies during the first 0 tics. -Altfire ramming attack damage 3>4, explosion 3>4, set explosion size 0>32. (As a note this is similar to Gut Punch, either the direct damage or the explosion damage.) ===Burnerman -Slight weapon cleanup -Altfire now checks if you're holding jump before beginning a burner dive. (Done by Jax) -Or in simple terms --JumpButton+alt=burn dive --Ground+alt=burn dash -Trap duration 5>6 seconds. -Altfire slam waves fixed to do the correct damage at point blank and light oilpits. ===Hornetman -Hover inventory flag changed to Ammo to fix bar desync. ===HyperStormH -Now gains 1 hp when successfully damaging a player with a suck attack. -Different colors for each weapon. -Fire rate when sucking/blowing, every 24>20 tics. -Bullet damage 15>13, speed 38>39 -FireBullet damage 20>18, speed 46>47 -Suck explosion doesn't go through walls. --Suck explosion damage 10>9 //////////////// After Public Beta //////////////// ===Homing -All homing changed to use precise homing ===DarkShieldWepC -Ammo drain 1 ammo every 16 tics>20 tics. ===Rock -Weapons do not use inheriting. -Ammo regen 6 ammo every 2 tics > 10 ammo every 2 tics -Ammo regen during charging added. -Total delay after ball drop 22 tics>11 tics -Dropped ball duration upon hitting the floor, 300>150 tics --Method changed to A_Countdown due to not being shootable. -Fireball does not do explosion damage constantly anymore --Instead Fireball does after burn damage similar to CapsuleWilyFire. ---After burn does 2 damage and hits 9 times over 4 seconds. --Fireball damage 0>4, speed 35>45, bouncecount 6>4, wallbouncefactor 0.99>0.85 ---Kicked Fireball, bouncecount 7>5, speed 45>60 ===Roll -RollSwing does a small explosion if it doesn't hit anything. -Health spawning is different. (Borrowed from Unholy) ===SniperJoe -Now spawns with 1/4 upgrade ammo. -Now has a second weapon, a machine gun, that relies on limited ammo. --Mainfire is bass rate of fire, 5 damage bullets --Altfire is the old rapid fire Grenades that explode for 30 damage. ---Kills with the machine gun does not give upgrade ammo directly. --Item use (when not at full ammo) uses 1/4 of the ammo to reload the machinegun -Shield weapon, grenade toss delay 38>28. --Grenade damage 55>48 -Upgrade max ammo 280>420 (Kills/scoreballs still give 1/4 ammo) --Passive ammo regen 1 ammo every 8 tics>1 ammo every 6 tics -Spawning a crate uses 3/4 of your upgrade ammo, and a crate timing out refunds 1/2 your ammo. --If you run into a crate with more than 1/4 your upgrade ammo, your machine gun will be fully loaded on exiting your vehicle. -Truck ammo delay removed. --Truck boost ground speed boost 1.75>2.0, air speed boost 0.4>0.5, backing up 1.75>2.25 / 0.4>0.55 --Passive damage radius/height 2>10 ---Mainfire spawns a copy of the passive damage, although it is aimable, speed 100>160, damage 0>4, explosion damage 6>2. ---Altfire is similar to mainfire, although it spawns backward, is not aimable, damage 0>2, explosion 6>8. -Apacheshot speed 45>48 ===Oilman -Armor proto>light (1.333>1.2) ===Alien -Mainfire/Trap shot damage 8>9, speed 50>52 -Trap place speed 14>25, gravity 4.0>normal ===Topman -Spin damage does not cause knockback. ===Diveman -No ammo gain on successful dive tackle hit --Ammo uses 105>210. --Dive tackle speed reverted 24>20. ===Skullman -No changes, just clarification. -Damage was not changed from the removal of a powerdamage/ragerune method. --Basic shots still do 10 damage and rage shots still do 15 damage, just like before. ===Napalmman -Mainfire bomb radius/height 8/10>10/12 -Altfire Missile radius/height 8/7>12/12 ===Crystalman -Weapon changed up -Holding method changed to click method, similar to Gyro attack. --Hitting mainfire splits the crystal like before. --Hit altfire splits the crystal in a different formation in the direction you are facing (face north, crystal splits north) ---Both mainfire/altfire are the same number of split crystals -Delays/charge rates adjusted to fit with new method, it should be the same durations as before. -Spinning hud changed to a color changing method. ===Windman -Ammo regen --mainfire, 1 ammo every 4 tics > 2 ammo every 7 tics --altfire, 1 ammo every 8 tics > 1 ammo every 7 tics -Upon using the item to disable flight, if the player is looking down past a certain pitch, they will do the wind stomp. --Ammo taken from doing a Wind stomp, all ammo > half current ammo. --Wind stomp radius 200+20>200+30 --During Wind stomp, a weak 2 damage crusher is done similar to Hard alt/Drill alt/Stone alt -Death stomp fixed. ===Junkman -Scrap metal of all kinds related to Junkman do not show a pickup message at all. ===Clownman -Swing aura damage 19>35 (Jax requested) ===Grenademan -Explosive death delay lowered 35>30 tics. ===Aquaman -Water Cannon/Tower only uses 1/2 of your blue ammo. ===Galaxyman -General weapon cleanups to remove pointless delays for certain states. -Black hole set explosion size 0>16 -Black holes die on death/spec/disconnect. ===Coldman -Ice walls die on death/spec/disconnect. ===Groundman -Ammo use for mainfire 20>10. ===Burnerman -Trap throw total delay 25>24 ===Pirateman -Bubble ram hits every 1>2 tics. (Total explosions 28>14) --Damage of bubble ram explosion 9>10, set explosion size 24>16 ===Punk -Ammo regen 2 ammo every 5 tics > 2 ammo every 7 tics -Straight screw crusher, damage 23>20, radius 15>13, height 10>16 -Bounce screw crusher, height 10>16 -Altfire ram boosts punk a tiny bit in the air so he doesn't get slowed from the ground. --Explosion spawn height fixed. (16>28) ---Set explosion size 0>10 --Altfire ram constantly drains ammo during pre-use period. --Altfire tackle cancel cost 14>3 ammo ---Tackle cancel removes INVULNERABLE immediately on use rather than 7 tics ater use. ===Ballade -Alt mines have a different explosion sound. ********** ********** GENERAL -Stamina renamed to StaminaFlag, all instances should be adjusted as well. --Stamina sprite borrowed from Unholy. -TIDSoup has been completely removed/changed to a newer method! -sv_NoCTFMorph added, when set to true, disables the WildBear class for CTF. --cvars changed to bool variables. //-CBM_OldStaminaBar added to use the older stamina bar.//This does not work in Zandronum yet...without using silly methods. -'1' number sprite for the number font changed. -Team colored charging added for all appliable weapons. -BasicExplosion now has +THRUACTOR so that all related explosions spawned via A_FireCustomMissile work correctly when spawned within objects like JunkCube. -All scrap metal tweaked. -SBARINFO cleaned up. -All weapons slightly cleaned up with removing pointless repeats of stuff found on the MegaBuster weapon. ********** ********** Core Vanilla Edits -Gemini map obit fixed. -Altfires fixed for the following vanilla weapons --SparkShock --WildCoil -E/MTanks fixed to not be pickable multiple times for Copy Classes. ********** ********** ACS -TID Soup has been redone --Magnet (Duo tackle, force 30>32) --Pirate - lose stacks every 7>5 tics, pushes at least a bit all the time --HyperStormHWep force 8>7 -SuckRecode added, Dust suck and HSH suck/blow adjusted to be generally the same as before. -SetActivatorToTarget(0) removed from script 160. (wall jump calc script) --This should fix wall jump 'boosting' players randomly, as well as moving certain stage actors, such as OilCanisters. --Several wall jump actors cleaned up #You can now wall jump off any solid actor, this includes players. (The deadly Cutman ninja's who walljump off each other to climb to the top of MM2DW1) -Most IsDead/Stoptrollingnoob/check if player disconnected checks have been changed to a new simpler method. -Attempt at fixing an issue with projectile porting and flinging the players great speeds. (MagicBall/DiveTackle) -Script 148 checks for TID 1100>1800 due to vanilla's target marker using 1100-1163 TID. ********** ********** Class Specific -Roll shifted ahead of Rockman/Rock on the class order. ***** ALL -Classes are not longer A_Stop'd on death. -New returning method for returning weapons, this will be labeled as RETURNX below. -Further work on death states done, classes with extra skin related stuff should now correctly show their death to other players. --However, some classes will disappear on the users screen. --(Example, Swordman freeze death looks fine to both players. Swordman legs looks fine to enemys and broken to the user) -The following stuff cannot be damaged by ShadeSwoop and PlantDrain. --Vanilla's Oil Slider --Gutsman's rock --Junkman's sitting cube -THRUGHOST is re-enabled for MagicCard attacks due to Gemini clone changes. -Dashing uses SlideLimit now for the following classes. Megaman, Protoman, Bass, and Duo. --Use 100 SlideLimit per dash, if under 100 SlideLimit, your dash is weaker. --SlideLimit begins restoring after 2 seconds the dash happened at 1 SlideLimit a tic. ***** Copy Weapons ===LeafShieldWep -Uses StaminaFlag_Leaf rather than the generic StaminaFlag, bar is shown right away when using LeafShield. ===GravitySphereWep -Features Jax's GravityHold FX suggestion to vanilla. -Explosion damage 5/10 > 7/7 ===DarkShieldWep -New Copy weapon, dropped by the Darkmen -Behaves exactly the same as Darkman 2's shield, but with an ammo limit and no speed boost. ===BusterRodGWep -Same damage changes done to Buster Rod G's weapon below. ===MegaWaterSWep -Altfires fixed, shield is forced to pop on altfire use. -Weapon drains ammo 4 tics slower. Does not use 1 ammo on detonating the shield. ***** Megaman 0 ===Megaman -Flight adaptor sounds/boost are done on the weapon rather than Megaman's actor. ===Rock -Speed 0.80/0.78(default speed)>0.825/0.805 -Max ammo 666>777 -Sound added for kicking balls? -Mainfire now features holding to 'charge' the ball. --You can hit altfire anytime during holding mainfire to kick the ball on the spot. ---If the ball is fully 'charged' then you kick the stronger version of the ball. --A dropped ball is not affected by 'charging' it, however a midair hop is boosted with a 'charged' ball drop. -Altfire animations cleaned up. -Altfire kick no longer boosts you forward. --Altfire duration increased. -Community choice decided on team colored balls to be fully team colored. -Balls are no longer shootable, which means they can stack on each other. --Stacked balls that are all kicked at once have random spread. -Delay for auto walking into balls 12>8. -Dropped ball damage 15>12 -Megaball, speed 30>35, DOOMBOUNCE>HEXENBOUNCE (the other balls used HEXEN) --Kicked MegaBall, gravity 0.5>NOGRAVITY, damage 20>22 -IceBall, gravity 0.75>0.65, bouncecount 7>9, damage 15>16, speed 25>28 --Kicked IceBall, damage 16>17, speed 35>36 -ElecBall, gravity 1.0>0.85, wall/bouncefactor 0.95>0.975, bouncecount 4>7, damage 8>9, speed 25>35 --Kicked Elecball, damage 9>10, speed 32>40 -FireBall, gravity 0.75>0.5, bouncefactor 0.60>0.99, wallbouncefactor 0.95>1.0, duration infinite>160 tics, damage 18>0, speed 40>35 --FireBall now does constant explosion damage along with no hitstun (still recoil) --Kicked Fireball, explosion size is a tad bigger. -BombBall, set explosion size 0>12 --Kicked BombBall, set explosion size 48>56 ===Roll -Smoothed out hud animations along with fixed/new frames for wide screen users. -Mainfire damaging swing comes out after 4>3 tics. -Puddles can bounce twice, this allows for the blobs to be bounced around when near walls. ===SniperJoe -Now has an item dedicated to spawning a crate. --Upon reaching max upgrade ammo, using the item will spawn a crate where ever you point. --Running into the crate will bring up a selection screen where you can hit mainfire/altfire for an Apache/Truck vehicle. -While in the crate/driving the truck, the player is immune to most damage except special cases like pits/telefrags. -Players are unable to move freely while in the truck and have to use mainfire/altfire to move forward/backward. --The truck is constantly doing damage ahead of it. -The Apache vehicle gives limited flight similar to Astroman, but at a higher height and no pit limits. --This vehicle features a constant barrage of bullets on mainfire and a falling missile for altfire. -Kills/scoreballs give the player 1/4 of their max ammo. --Otherwise the JoeBuster slowly generates ammo. -Kills with the Apache/Truck vehicles don't give instant ammo, but still cause players to drop score balls. --However, the user cannot grab score balls when within a vehicle. ***** Megaman 1 ===Cutman -Returning cutter uses RETURNX. If the cutter is out for around 30 seconds, it will return to you instantly. -Missing cutter sprites added? ===Gutsman -Extra sprites added for holding a rock. (Done by Celebi) ===Bombman -Bomb explosion desync on wall hard throws fixed. -Timed explosion set size 0>24, force explosion 0>10, timed explosion force let go 0>16. -Timed explosion sound is louder. -Hard throw bombs have leniency added for better timed explosions on surface collision. ===Fireman -Shield damage 4>3, explosion size 64>48, set explosion size 0>48. ===Elecman -Altfire does three 4 damage explosions with a set size of 80, followed by a 16 damage explosion at a size of 96. These are set explosions. -Obit for altfire uses an older altfire obit. -Altfire should now work on teleport pits, such as in MM6MRX. ===Oilman -Now uses a different method for OilSlider. It is A_Recoil based with the addition of A_ChangeVelocity for some slipperiness. --In general, it takes a while to speed up, you have a higher max speed than ever before, and you have very little boosting while in the air. --Altfire extra thrust bug fixed. -Can now fire almost immediately after hopping off an oil slider, the delay for getting on a new slider is still there. -Damage unchanged for everything, explosion method changed to spawn directly from the weapon rather than the slider sprite. -Riding oil altfire shots speed 28>40. -Oil spill blobs will not interact with the player unless they are on their slider. --Oil spill blobs give +1 more oil duration than before. (Normal altfire 4>5, slide altfire 2>3) ===Timeman -Now gains a mini boost of speed and intangibility during his altfire. --Altfire also features Jax's timeslow FX suggestion to vanilla. ***** Megaman 2 ===Bubbleman -Team colors for everything. -Bubble lead now bounces at a set height when touching the floor --BounceCount limit removed, duration tweaked due to above change. --Bubble lead sprite has additional pixels so that its not impossible to see on certain maps. -Bubble item now features a basic model for opengl users. -Stamain drain, 4 ammo every 3 tics > 1 ammo every 1 tic. ===Flashman -A_ReFire method changed up. -Sparkles are team colored for the flash. ===Woodman -Max ammo 56>84, ammo regen 1 ammo every 4 tics > 2 ammo every 3 tics, shield usage doubled, ammo regen on leap attacks adjusted. -Shield throw speed 26>28, Leaf rain radius/height 7>8 ===Dr Wily -Skin sprite colors adjusted, projectile sprite colors adjusted. -Basic weapon cleanups done, CapsuleFire/Ice, ammo does not drain faster when swapping weapons. -WilySuit mainfire/altfire swapped. Homing shot now uses 1 capsule ammo to fire and stops capsule regen. Delay on firing 20>18. --Starts with Capsule item in Suit form, cannot be used until full ammo. -Wily Fire was updated to new methods. -Wily corpse has team colors. (Ice corpse is creepy) -Wily Suit projectiles use different sprites --homing shot, uses precise homing. --lvl 4 shot, radius/height 40>28. --lvl 3 shot, radius/height 20>22. --lvl 2 shot, radius/height 15>16. --lvl 1 shot, radius/height 7>10. ===Alien -Aliens ***** Megaman 3 ===Needleman -Gained some sprites. ===Geminiman #I'VE FINALLY FOUND IT! GEMINI CLONE CAN'T HURT HIS OWNER OR TEAMMATES. -Gemini clone hitbox GHOST flag removed. Now uses Species/THRUSPECIES rather than THRUGHOST. -Extra fixes done to GeminiClone if it fails to spawn. --If it still fails to spawn and breaks, hitting item will activate a checker, after 2 seconds, hitting item again will refund clone usage. -Team colors for buster shots, including the clone. ===Hardman -Quake FX from Unholy borrowed for Hardman quake. ===Sparkman -Big SparkShock radius/height 14>18 ===Shadowman -Weapon states redone/cleaned up. Ammo does not drain faster when swapping weapons. ===DocRobot -Ammo giver fixed to not persist after death/spectating. -Buster shots, damage 11>12, radius/height 5>6 ***** Megaman 4 ===Brightman -Flash explosion damage 5>6. --Features Jax's FlashStopper FX suggestion to vanilla. ===Toadman -Rain flush no longer inherits from vanilla's rain flush, thus, it should now work if Toadman is sitting on an actor like JunkCube. ===Drillman -Althold bug fixed. -Moves 30% faster when digging (Groundman dig boost) -Now recovers a small amount of ammo when firing -Altfire will start digging once you touch the ground --Does hard crush like damagers on the way up and down during altfire --Thrust upon pressing altfire 40>50, jump cancel disabled during altfire leap --Ammo use upon beginning dig 40>10, ammo use during dig 3>5, ammo use upon ending dig 200>100. -You are not stopped when coming out of digging. --Thrust power 60>70, digging explosion size 86>72, does 6/6 damage for the first two hits, then 3 for the rest. --THRUACTOR's enabled for a short duration when coming out of a dig. -Missing skin sprites added. -DrillBomb explosion set size 0>8. -Digging has bonus sprites. -Rocks are team colored. ===Pharaohman -Lazy explosion fx added. ===Ringman -Returning Rings use RETURNX. -The rings now stop as they travel back to the player. -Rings now play Cutman cutter catch sound on death. ===Dustman -Big crusher ammo cost 16>24, the big crusher now drops a dust bit if it hits a wall/floor/ceiling. --Bits from a direct hit Big Crusher no damage period 3>5 tics. Split bits from an indirect hit damage 15>10. -Bit shot ammo cost 4>2, speed 32>34. -Due to sucking being easier to a degree, ammo gain on successful suck 3>1. -Team colors for basic buster shot. ===Diveman -Big attempt at cleaning up Dive Tackle -Hud colors changed for second weapon. -Ammo regen beginning after a dive tackle 60 tics>12 tics+landing on the ground -Dive tackle uses 1/4 ammo and does not further drain ammo during use, 1/8 ammo is regained upon hitting a shootable actor. --Ending a dive tackle from hitting a wall or letting go of altfire, does a slight boost upward. --Collision knockback adjusted to be consistant. --Dive Tackle speed 20>24, max duration infinite>350 tics --A_Seeker stats, normal>precise homing, 2/8 homing > 5/10 homing --Dive tackle can now climb most slopes/stairs and automatically goes forward at its max speed if it hitting the ground. -Dive Missile uses normal>precise homing. ===Skullman -Rage mode is no longer a 1.5x damage boost to skull buster with a ragerune powerup. --Weapon edited to match old powerup methods. -Skullman now resets the rage mode if he gets a kill with a rage empowered bullet. --This only refunds buster ammo and the rage timer, not skull shield. -Rage mode has a cosmetic part on the ammo bar ***** Megaman 5 ===Gravityman -Now becomes unsolid for a short time after using GHold so targets don't land on his head. -Mainfire, damage 15>14, radius/height 6>8 --Altfire also features Jax's GravityHold FX suggestion to vanilla. -Altfire explosion damage 5/10 > 8/8 ===Waveman -After mainfire, it takes longer to begin regening ammo again 5>19 tics. -Waves now have less delay on FLOOR shots depending on how close they are to the user. This does not apply to ceiling/wall shots. --Waves do not do a set height boost while in the air. (When traveling down) -Altfire now features the hookshot (borrowed from unholy, which was tweaked after borrowed elsewhere, which was borrowed from elsewhere.) --Holding altfire will cause the in flight harpoon to attach to solid/shootable actors, which will then begin to pull the player to that harpoon. --You can still fire normal harpoons by not holding the altfire and when you don't have enough ammo to maintain a hookshot. -Bot specific stuff changed due to referencing old states. ===Napalmman -Mainfire explosion damage 10>11. ===Stoneman -Crush/headbutt does not cause hitstun anymore. -Can now cancel altfire at anytime with mainfire, you cannot use altfire until you land. -Now uses Jax's powerstone recode, stones do not time out thanks to this. ===Chargeman -Smoke puff sprites fixed, team colored, spawn directly from the weapon rather than actor and is not a projectile. -Has sprites on mainfire --Mainfire projectile duration 2>3, speed 40>54, radius/height 14/25>16/28 ===Crystalman -Jump height 10>12 ===Darkman 1 -Now drops DarkShieldWep on death. ===Darkman 2 -Now drops DarkShieldWep on death. -Shield spin reversed. -Now has two different shield throws. --Mainfire throws the shields straight and back. --Altfire throws the shields in a powerstone like spin. -Straight shield throw explosion, now has a set explosion size of 8, and blocks projectiles like the passive shield. ===Darkman 3 -Now drops DarkShieldWep on death. -Now has small ammo regen during altfire. -Rage scales in 10's of health (50,60,70 and so on). --Altfire delay adjusted to match new rage rates. --Full health and less than 10 health are generally the same as before, in between is not. ===Darkman 4 -Now drops DarkShieldWep on death. -Shield spin reversed. -Shield throw does a powerstone spin. ***** Megaman 6 ===Blizzardman -Speed 1.0/0.9 > 0.9/0.78 -Max ammo 88>112, ammo regen 2 ammo every 5 tics > 1 ammo every 2 tics. General duration to recharge a bowl attack is the same. -Total mainfire delay 28>24. -Now has a second weapon that does a copy weapon like blizzard attack. --The shots however have a delay before traveling. -Homing shot range 10>6 -Bowl recoil 10>7, midair recoil 10>2.5 -Bowl attack managment cleaned up. -Bowl attack is more precise on walls, and can travel up several slopes/stairs that are not steep when at a lower speed. -Bowl attack now goes through players he cannot injure. (Does not collide on team players) -Bowl safety check removed, but now has SKYEXPLODE. (Stopped the bowl if stuck on a rail) ===Centaurman -Skin added -CentFX from the future added based on reproduction -CentaurFlash set explosion 0>32. -CANTSEEK added to the duration of the Cent Teleport. ===Flameman -Flame pillar protection duration 3>5 -Altfire flames random delay after spawning a flame 5/6 > 5/7 and spawns 1 less flame. ===Knightman -Duration for getting your crusher back if eaten by a sky wall 150>50. -Return crusher uses RETURNX. -Shield has +NOTIMEFREEZE. Shield bash has a set explosion 0>16. ===Tomahawkman -Feathers turn duration 1>2. (They take longer to turn) ===Windman -Is now sturdy armor. -Main/Alt both cost 4. -Damage of WindGyros 15>10 -Side gyros starting damage 5>6 ramp up 10>4 -Alt wind storms direct damage 2>0, explosion 8>5, size 48>56. --Wind storms now do a bonus explosion on death. -Now has two ammo bars, one for flight, one for main/alt. -After stopping flight with item, pressing main/alt will do a wind stomp. --The damage and knockback scales with the duration of the fall, up to a cap. ===Yamatoman -Speed 0.6/0.6 > 0.66/0.66, jump height 12>13 -While using altfire you have 0.6 speed and 12 jump height. ***** Megaman 7 ===Junkman -Bonus junk on death re-added, but only if he has 75%+ ammo. -Punch damage 35>30. ===Burstman -Ammo regen 1 ammo every 8 tics > 7 tics. ===Cloudman -Is now sturdy armor. -Sprites adjusted for attacks. -Out of ammo mainfire now slows user by 50% speed rather than halting movement. --Out of ammo mainfire has 6 more tics of delay after firing the shot. -Altfire charging lightning explosions now have a set size of 8. ===Springman -Speed 0.8/0.78>>0.76/0.74 -Astro explosion FX added to spring punch, extra reversed sprite added for fist return. -Fist and coil use RETURNX. ***** Megaman 8 ===Tenguman -Bonus obit for a big slam kill. ===Swordman -Sword Torso return uses RETURNX. -Small tweaks were done to the camera switch to not use ACS. --If duel is the gametype, the camera switch is disabled. (I found no fix for this crash, sorry. ~Celebi) ===Clownman -Weak shock radius set explosion size 0>12, strong shock radius set explosion size 0>24 -Projectile sprite colors tweaked -Thunder claw uses RETURNX. Returning claw speed adjusted in an attempt to copy the old speed. ===Searchman -Now uses StaminaFlag when holding mainfire, when it runs out, he is forced to fire his load. --Stamina is completely given back after firing. If you were forced to fire automatically, there is an extra delay to re-firing again. -Searchman lock on missile damage 14>11, speed 40>35, damage now increases the longer the missile is in flight up to 15. -Disk damage 24>18 ===Frostman -Pieces of a hud from Unholy were borrowed to give widescreen compatibility. (Made by OrangeMario) ===Aquaman -Out of ammo total delay 26>20, Water cannon total delay 38>28 -Water balloon radius/height 5/5>10/10 direct damage 10>8, seperate explosion damage if a direct hit or not, direct hit 5>7, indirect 5>16. --Balloon also has a slight thrust upon being fired, similar to kicked megaball/hyperbomb. --Water Cannon balloons adjusted due to main balloon changes, radius/height 5>6 direct damage 0>2, ignores players for 2 tics, direct damage 5>4, indirect 5>6. -Water Tower added, hit altfire to spawn it where you point with full ammo. ===Grenademan -Death attack set explosion size 0>32. -Attempt at cleaning up the weapon. -Ammo regen 7 ammo every 30 tics > 1 ammo every 5 tics. -Mainfire without enough ammo does not stop ammo regen. -Rage mode is managed by the flash state and outside actors rather than the weapons ready state. --Rage isn't super inconsistant in its duration or is gated by ammo, instead it lasts for exactly 500 tics (the old duration of not shooting) --The weapon isn't disabled when draining rage mode. -Altfire still uses ammo to fire, along with rage determining shot amount, however you actually need the ammo to shoot the increased of shots. -Mainfire bomb, direct hit damage 5>6, first explosion damage 16>15, second explosion damage 15>10, remaining damage unchanged. (9/8/7/6/5) -Altfire bomb, direct damage 0>2, direct explosion damage 12>8, indirect explosion damage 16>10. ***** Megaman 9 ===Hornet -Hover speed x2.0>x1.75. --Hover now uses personal Stamina, this recharges once you land. -Altfire bee command total duration, 22>20 tics. -Hornets are now a different color before the homing is enabled. --Hornets use SMF_PRECISE to prevent sudden homing from high/low points. --Hornet homing duration after altfire 20>22 tics, ChangeVelocity speed after failed altfire 8>9. -Honey radius 9>12, honey shot height 6>10 to match blob size. ===Magmaman -Is now sturdy armor. -Projectile speed 24>28, small shot damage 5>6, big shot damage 13>14, big shot radius/height 25>20 -Attempt at fixing a time where you can't move after item cancel. (Ready states redone) ===Galaxyman -Non team colors fixed. -Delay of firing a mini shot 9>6, total duration unchanged. -Can now teleport back to his portal if someone is standing on it. -Alt death re-added. ***** Megaman & Bass ===Dynamoman -A large amount of effort was done for team colors. -Due to past requests, item can be used at full health. Its up to the player to turn it off. -Scanner uses stamina. ===Coldman -Mainfire ammo regen, 1 ammo every 10 tics>1 ammo every 8 tics -Punch damage 30>25 -Ice Wall health 120>95, health till cracked 45>35, direct damage 9>8 --Spawn directly on someone ice wall, explosion set size 0>8. -Item freeze attack, the duration does not extend from multiple hits. ===Groundman -Sprites cleaned up/changed to blue cyan colors. -Weapons combined into one weapon. --Uses 20 ammo to fire a big drill, he can keep firing them without any ammo. --Letting go of mainfire now splits all drills in flight. -Mainfire big drill damage 20>15, med drill 12>10, little drill 9>8. -Giga ceiling drill now drops the ceiling drill after the giga drill goes away. --Giga ceiling drill is team colored. -Falling ceiling drills damage 20>25, radius/height 28/48>28/28, drill splits into multiple directions upon hitting the floor, and is no longer shootable. ===Pirateman -Skin colors fixed for team games. -Bubble wall check damage 4>0, bubble dash explosion damage 8>9, set explosion size 0>24. -Ravager pop hitbox is smaller now and works on most stairs/slopes. -Invisible popping fixed. -Water push will always push a least with a power of 1 from multiple hits rather than a power of 0. ===Burnerman -Underwater bubble colors fixed. --Cosmetic bubble method borrowed from Unholy. ===Magicman -Cards use RETURNX. -Lazy extra sprites for returning health. -Ball altfire throw now has a specific TID based on player, rather than TID 2000. (If somehow two Magicmen landed altfire balls at the same time, silly stuff would happen.) -Ball altfire ammo cost 200>300, this is now the same as mainfire. -A great deal of effort was done in an attempt to fix magic ball desync. -The ball itself does explosion damage. -Magicman is made NONSHOOTABLE/INVULNERABLE during his ball travel rather than -SHOOTABLE, so that his returning health doesn't forget he exists. -Cards use momx/momy/momz like rollingcutter and friends for their damagers. -HP gotten from hitting with MagicCard now scales with the enemies 'armor' --This does not apply to classes who gain armor from abilities except Enker, you get no HP from hitting him during his armor state. --Players are immune to further magic card hits for a very short time. ***** Megaman Wily Tower ===BusterRodG -A large amount of effort was done for team colors. -Ammo lost during clone firing 2>1. -Ammo drain during clone use 1 ammo every 20 tics > 1 ammo every 22 tics -Rod explosive damage 11>7, explosion size 32>40, set explosion size 0>40. -Altfire spin, set explosion size 0>16. ===MegaWaterS -Spout comes out faster the closer it is, initial damage 16>15, set explosion size 0>32, after explosion damage 9>8. --Spout also does a larger fling up if the player is on the ground. Jumping into the spout can still boost higher. -Harpoon radius 8>9 ===HyperStormH (YellowDevil: import bandaid hsh) -Bullet speed 32>38, fire bullet 40>46. -Suck explosion, set explosion size 0>32. -Cold dash explosion, explosion damage 10+stacks*0.65>9+stacks/2, explosion size 112+stacks/3>112+stacks/4, explosion set size 0>32+stacks/4 -Hot exhaust explosion damage 6>7, set size 0>16 -Cold dashing doesn't crash after 50 stacks. --Stacking now calculates to 9999 stacks. -Damaging enemies with the dash gives 6 ammo, killing an enemy, 25 ammo. ***** Megaman Killers ===Enker -Mirror colors fixed for non-team games. -Hud shrunk down and adjusted a bit, borrowed from Unholy. -Can now look around while using altfire. -Gains 1 ammo from using altfire. ===Punk -Sprites renamed and adjusted. -Gameboy tackle sound added.