Update 0.4.0.0 released


Hey guys, the long-awaited update 0.4.0.0 is here! I haven't been able to work a lot on the game lately due to irl issues, but thankfully, our new developers Bozo and LukasATBK have done some amazing work on this new update! Content warning: the changelog is very, VERY long... and is as follows:

  • Wall kick recoil physics and animations have been added.
  • The camera now follows the player more dynamically.
  • Jump height, gravity and fall speed were adjusted to more closely match the original game's standards.
  • Reworked how hitboxes function:
    • They now properly follow characters around and actually last longer than a single frame;
    • Their area of effect now more accurately represent the attack collision and have distinct hitboxes for every character, instead of reusing already existing ones.
  • Sound design was completly redone to allow enemy players to be heard.
    • Anyone within your screen can be heard doing their respective attacks with some exceptions intentionally muting them.
    • The jump sound effect has been now asigned to landing on the ground, as well as a foot step sound;
    • All of Zero's saber attacks now use the Zero 3 sound instead of the one heard in Zero 1.
  • Neo Arcadian Train/Computer Zone from Zero 2, Aegis Volcano from Zero 3 and Prison from Zero 4 were added as playable maps . 
    • These visually complex maps come with their fair share of new mechanics too!
    • Mind your footing and watch out for the spikes! As falling off the train, swimming in lava or bashing your head against the spikes will immediatly kill you, possibly crediting someone else a score point!
    • One of these maps include underwater sections while others include e-crystals!
  •  Some of the already existing maps have been touched on, with New Resistance Base being completly rebuilt with a new mechanic:
    • The two towers on either side of the map are now covered and will obscure and mute players inside to those that are outside!
    • Be careful, as although players on each side can harm eachother, players inside the tower will have the advantage of ambushing enemies stealhily!
    • As for visual changes: parallaxing backgrounds, scrolling clouds, foreground glass and blinking lights near the elevator have been added.
  • In regards to Dataroom and Road to Disposal Center, collision detection has been revised to better fit the original game's slopes and surfaces.
    • Nerfed the crane, it was way too overpowered. 
  • It is now possible to scale the game's resolution all the way to 3.0x on the main menu:
    • Pressing the respective F keys (F2 for 2.0x, F3 for 3.0x and F1 reverting to native resolution) will toggle in real time between resolution
    • Keep in mind that this feature is still mostly experimental and may scale the window incorrectly based on your operating system, please share your results on #bugs-report
  • Match making menu has been completly overhauled, with dozens of new animations, visual effects and more friendly UI to ease players into the match creating process
  • Many of Zero's and Harpuia's color codes have been redone, some even going as far as to change your health bar icon!
  • A plethora of new in-game visual effects have been added such as dash/slide smoke clouds, underwater bubbles and scene transitions
  • A MISSION START! animation will play for the host only, as it hides health/energy bars and clutters the screen too much for joining players
  • Upon spawning in the match or respawning upon death, Zero will undergo a warping animation
    • Since this is currently exclusive to Zero, his respawn timer and immunity frames were tweaked to not give him any advantages/disadvantages over other characters
  • Zero now has a more accurate dashing after image to the original games, matching his color scheme and closely following his movement around
  • Almost every one of Zero's animations have been redone, in addition to new ones to increase fluidity
  • Some of Zero's attacks have different frame data due to having new frames of animation, namely:
    • a slightly longer recovery if you choose to slash once but not follow it up at all;
    • a bigger recovery if you choose to second slash but not follow up with a third attack; 
    • a slightly longer wind up time for the slash and longer recovery frames; 
    • a longer recovery for the jumping slash;
    • a longer recovery for the wall cling sl- oh who cares nobody uses this anyways.
  • Tenshouzan (Split Heavens) has been reworked to behave as following:
    • Zero will slowly lose foward and vertical momentum throughout the move to match the behaviour in the original games;
    • Zero can cancel the move earlier or extend it depending on whether he holds the attack button or not;
    • Hitting a ceiling will immediatly exit the move;
    • The move no longer flinches players affected by dash slash cooldown, meaning dash slash followed by tenshouzan can no longer infinitely stunlock; Keep in mind that although it is affected by flinch cooldown, it cannot activate it. As such, tenshouzan followed by any move can still combo.
  • Rakusaiga (Saber Smash) was reworked to behave as following:
    • Reduced direct contact damage from 3 to 2;
    • Direction changing is disabled during rakusaiga (saber smash), as well as disabling the climbing animation (you may still cancel the move by wall kicking);
    • Reduced the height necessary to spawn sparks and removed the height requirement to directly hit an enemy with the lightning sword; 
    • To prevent grounded spamming, this move now has a short landing lag (that can be cancelled with Hyougetsujin);
    • Sparks now crawl along slope surfaces;
    • Sparks have reduced projectile velocity (range unchanged).
  • Reworked Zero's Hyougetsujin (Throw-blade) to behave as follows:
    • Changed animation to better signal the move being ice elemental.
    • Reduced damage from 3 to 2
    • Changed projectile sprite and behaviour to match Zero 4 .
    • Now crawls along the ground .
    • Now pierces enemies
  • Harpuia receives new attacks from his boss fight moveset:
    • Aerial sonic boom can be triggered by holding down the dash button at the end of an air dive; This releases a big projectile that travels mostly downwardly that deals 3 damage and flinches.
    • Rising blade is innitiated upon holding the UP direction at the end of Harpuia's third slash or dash attack; This will cancel the move slightly early and will cause Harpuia to rise very high, releasing a massive projectile that travels mostly straight foward dealing 3 damage and flinch; This is a great combo finisher and highly increases Harpuia's never before seen stunlock capability, allowing the player to also quickly gain height to release another flying sonic boom.
    • Keep in mind that both of these attacks consume 3 ammo upon usage, and that rising blade is subject to being cancelled early by getting flinched or hitting a ceiling.
  • Added Harpuia's A rank attack from Zero 2:
    • When certain conditions are met, his health/ammo bar will flash to indicate the move is ready to go;
    • Activate it by pressing down + attack in mid air, or simply pressing taunt in mid air;
    • Harpuia will slowly rise up before innitiating the attack, entering a unstoppable state that releases extremely powerful energy waves until his ammo runs dry;
    • While the move mostly plays itself, you can slightly steer Harpuia before each attack, allowing you to change directions between each wave;
    • This can unleash up to 4 massive sonic boom projectiles that can pierce through any terrain, each dealing a whooping 6 damage, for a grand total of 24 damage!
    • Harpuia is completly invulnerable during this move, so be sure to run for your life if you see him!
  • Harpuia's air dash has received its fair share of buffs and changes:
    • Reduced ammo cost from 5 to 3
    • The move is much more dynamic, giving you higher movement speed, descent and ascent at the cost of some duration
    •  It will no longer consume ammo or prevent a second usage upon dash jumping, only when using it a second time in the air
    • Now only decreases ammo a short time after innitiated, to prevent wasting ammo without taking advantage of the mobility in case of a misinput
  • Harpuia's up dash has a new animation and was reworked to behave as following:
    • Reduced ammo cost from 5 to 3
    • You are no longer locked to dashing straight up, being able to freely move left and right at dash speed
    • To balance it out however, the move no longer has a short mid air stall before rising and has increased start up
    • Shares the same benefits as the air dash (no longer wastes ammo on misinput and being able to dash jump without cost)
  • Fixed a major bug that would cause joining players to immediatly lose the match if their goal score setting was lower than the match they were joining
  • Fixed an issue where opposing players would have their walking slash stay in place
  • Fixed an exploit that would allow players to double jump on demand

Files

Megaman Zero Online 0.4.0.0.exe 27 MB
Nov 17, 2022

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