Mega Man X

Mega Man X v1.2.4

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Two oversights:
  • Vile meter was not displayed when using CS
  • CS had the wrong version number displayed for the mod (v1.2.3)
Read the actual changelog of v1.2.4 in the post below
General changes and fixes:

  • Interactions: Better HP initialization for the enemies. This makes the Brutal Bosses mod's bosses no longer die in one hit.
  • Bowser:
    • No longer a custom behavior. Bowser now keeps the proper behavior when using mods such as Star Road or Brutal Bosses, but still gets knocked back into place when his HP runs out.
    • Can no longer be damaged during dialog and when grabbed
    • HP 70 -> 80
  • King Bob-Omb:
    • Gets his HP reset if you leave the arena and he goes back to inactive state
    • No longer slides if you defeat him with weapons (with a chance of him softlocking you by putting you in the grab state)
  • Whomp King:
    • Gets his HP reset if you leave the arena and he goes back to inactive state
    • No longer moves if you defeat him with weapons
  • Breakable Box:
    • Fixed wrong HP code when using sabers
  • Weapons: Now are spawned using spawn_non_sync rather than span_sync and are manually synced to account for possible desync cases
  • Damage to enemies: Properly synced for projectiles, sabers, and explosions.
  • When using Character Select:
    • Fixed a bug that makes the default HUD override any other non MMX character
    • Characters names are no longer prefixed with [MMX]
  • fixCollisionBugs changes are now affecting the local player only. One player overriding the fixCollisionBugs values no longer affects the other. For reference, fixCollisionBugs is used for better wall inference when standing in corners, and are switched back to the original values if the selected character is not a Mega Man X character.
  • Projectile/Explosion death sound is slightly quieter.


Character changes and fixes:

All characters:

  • New run animation
  • Can now grab with the B button. Works best for X and Vile.
  • X and Vile no longer get bonked during ground pound.
  • Decelerating/braking into walls no longer knocks you back.
  • Snappier and more precise wall sliding. You no longer awkwardly get let go off of platforms because they have a tiny wall surface area. You can now also keep sliding down platforms that are moving inwards, before you would get let go of those too. Such an example are the moving wheels of platforms in BITDW and BITS.
  • Air dashing into walls now stops the dash action, unless you air dash into walls at less perpendicular angles.
  • Dash trails now spawn if you dash into walls at less perpendicular angles that don't stop your dash action.
  • Can now go into wall slide state if your vertical speed is lower than 1. Used to be if your vertical speed is lower than 0. This makes it more forgiving because wall slide was initiated only when you really start falling (vertical speed goes below 0 which the apex of the jump)
  • Fixed a bug where projectiles would hit other players but not disappear or they would disappear after hitting other players but not cause any interactions
  • Walk out from ground actions is now done at x0.75 full speed rather than full speed.

X:
  • Buffed damage for 2nd charge level buster. Unarmored: 8 -> 8.5. Armored: 6.2 -> 6.5
  • Uncharged shot: Slightly bigger hitbox
  • Fixed a bug where you could have the wrong amount of allowed buster shots at a time. 5 are the maximum uncharged shots allowed at a time. There used to be a sync problem where that could be 0, making it impossible to spawn uncharged shots.

Zero:
  • Player model is slightly tinier (0.965 -> 0.964). For reference, X is 0.95 and Vile is 0.99
  • Player model has a higher Y offset, which makes Zero stand taller than in the previous version
  • An additional model was introduced when Zero is swimming, flying, or belly diving, making his hair seem like it is sliding down his back rather than clipping between his legs
  • Fixed a bug where sabers would be detached from other network players if they are out of view. The hitbox used also to teleport and hit players randomly
  • Fixed a bug where the Sentsuizan hitbox would be gone after 75 frames, due to a previous fix that was made obsolete now.
  • Saber actions:
    • 1st saber slash:
      • Slightly bigger hitbox
      • Can now be cancelled 1 frame earlier into the 2nd slash
    • 2nd saber slash:
      • Can now be walk cancelled like the 1st saber slash. Walk cancelling is possible after frame 9.
      • Can now be cancelled 1 frame earlier into the 3rd slash
      • Adjusted hitbox and graphical position, making the slash wider and no longer makes it look like the hilt of the Z-Saber is flying midair
    • 3rd saber slash:
      • Slightly bigger hitbox
      • Can now be cancelled into jump, dash, or Ryuenjin starting from frame 5
    • Air slash:
      • Can now be cancelled 1 frame earlier into itself
      • Removed double saber glitch when landing at specific timing with the saber
      • Slightly bigger hitbox
      • Swing is now wider
    • Kuuenzan:
      • Adjusted position. The spin used to be eccentric with the slash appearing bigger behind him compared to when in front of him. This has been fixed
      • Starts 1 frame earlier and ends 1 frame earlier. 2 Frames total making it smoother and snappier
      • Slightly taller hitbox
    • Shippuga:
      • Ends 1 frame earlier
      • Can now strafe slightly by holding the side directions
      • Decelerates slightly slower near the end, to account for it ending 1 frame earlier
    • Raikousen:
      • Increased lightning damage: 2 -> 2.5
      • Increased saber damage: 5.5 -> 6
      • Sound is slightly louder
      • Fixed a bug where the lightning could sometimes not appear for other players
      • Fixed a rare bug related to the lightning hitboxes that could cause lags.
    • Ryuenjin:
      • Slightly bigger hitbox
      • Hitbox spawns earlier while Zero hasn't left the ground yet. Graphics have been adjusted too, making it looks better overall. This now matches how it looks and behaves in MMX4

Vile:
  • Adjusted airborne leg bomb spawn velocity: 35 -> 29, making it travel closer to him
  • Vulcan: Slightly bigger hitbox
  • Can no longer grab with the dash action due to jank. Use the newly introduced B button grab
  • Fixed leg bomb explosion not causing other players to become seekers when using the Hide and Seek mod
This update adds improvements, balance changes, and fixes.

  • All characters:
    • It is now possible to perform grounded moves that lock you in place and then walk out from them while standing on slopes (Moves like X's double shot, Zero's Z-Saber combo, Vile bombs or cannon). They used to make you go into slide state as soon as they finish.
    • Holding a direction after a ground action has finished will now you put you at full possible walking speed depending on how far you are holding the stick.
    • Letting go of walls when sliding now happens after 1 frame. This makes it easier to buffer a direction then jumping. It also makes it smoother in general and easier to react to.
    • Air Dashing into walls puts you in wall slide only if you are holding the stick right into the wall. This gets rid of situations where you would get flipped just from dashing into walls.
    • Getting grabbed by Chuckya now gives the proper offset for the players
    • It is now possible to punch out of the panting state. This was an oversight.
    • Adjusted interactions against Boo (regular Boos, Big Boos, Merry-Go Round Boos, etc...)
    • Adjusted interactions against Koopa. It is now possible to hit Koopas more than once. It is also no longer possible to hit Koopa the Quick (unless you use Vile's bombs).
    • Adjusted interactions with Exclamation Box. It is no longer possible to have an weapon interact with it if its respective cap switch has not been activated.
  • X:
    • Using the Second Armor's first part of Double Shot will lock you into place when landing
    • It is now possible to buffer the second part of the Second Armor's Double Shot while performing the first part.
    • Fixed a bug where firing a charged shot right as you land would cause an uncharged shot to be fired instead
    • Reworked the charge sound system so that other players' charge sounds don't randomly stack up on top of each other
    • Reworked the Second Armor's Double Shot frame data
    • Fixed a bug where landing while firing up slopes will cause you to instantly slide down
    • Fixed the Second Armor model not having the correct half blink eye state
    • Weak projectiles that don't interact with players no longer go through them
    • Buster damage output is slightly buffed:
      • uncharged 0.9 -> 0.95
      • 1st charge level 3.5 -> 3.8
      • 2nd charge level: 7 -> 8 for Unarmored X, 6 -> 6.2 with Armors.
      • First Armor pink shot: 5.5 -> 5.8 per hit (three hits are fired at the same time)
      • Second Armor main part: 7 -> 7.5 Main part, Surrouding part untouched
  • Zero:
    • Fixed a bug with Character Select where you would have the incorrect ponytail model due to other players affecting its state
    • Ryuenjin has a much bigger hitbox and reach. Damage per hit 2.1 -> 2.2
    • Third slash of Z-Saber's hitbox lasts one frame less. Damage per hit 2.2 -> 2.15 (Still deals the most combined damage)
    • Sentsuizan: Damage 6 -> 7
    • Raikousen Saber Damage 5 -> 5.5
    • Regular air slash hitbox slightly adjusted
    • Fixed a bug where wall slide saber was possibly not synced
    • Fixed a bug where damage is multiplied the more players there are in the area, causing Zero to just rack up massive damage
    • There should no longer be any stray Z-Saber hitboxes caused by players lagging or desyncing. Stray hitboxes should now have no interactions and will always be cleaned up. There is still a possibility it might happen, but chances are much lower. The Z-Saber system will be rewritten in v1.3 in hope to completely get rid of this problem.
    • Fixed the dark gray default color (Was wrong due to an oversight).
  • Vile:
    • Buffed damage. Vulcan 0.9 -> 0.95, Cannon 5 -> 5.5, Bomb 6.5 -> 7
    • Increased hitbox radius on the bomb explosion: 300 -> 320
    • Bomb consumes 4 meter instead of 4.5, reverting it back to the v1.1 meter consumption
    • Fixed a bug where landing while firing up slopes will cause you to instantly slide down
    • Fixed a bug with Character Select where you would have the incorrect model (Knee cap open, Cannon lowered) due to other Vile players interfering with it
    • Updated CS description to indicate that Vile can grab items by using his Dash Attack
    • Weak projectiles that don't interact with players no longer go through them
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Reactions: MrCakeDragonMan
Vile's leg bombs cause desync when other players use it. This has been fixed.
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Reactions: Treff and HazeX2
Day 1 update:
  • Bowser is now stuck in place when he's in death state. There was a bug in BITS where if he fell off while in death state, he could no longer be grabbed again. And the BITS arena (star shape) was too small for him to be able to not fall off.
  • Buffed projectiles damage because Zero's multihits rack damage so much faster.
  • Buffed Zero's single hit Z-Saber moves damage output.
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Reactions: HazeX2
Quick fix:
  • Fixed interactions for Star Road enemies
The second major update, with many changes and many fixes.

  • Zero has been added with a wide variety of moves using the extra X and Y binds
  • Second Armor has been added for X
  • X can now cancel his dash into punch
  • Vile now has a Dash Attack and can cancel ground pound into specials (at the cost of extra meter due to the extra height it can grant)
  • The mod is now based on a health system for all interactions
  • Many other changes
The coopdx 1.0.1 quickfix.
  • Fixed broken voice clips in coopdx 1.0.1 when CS is not used
  • Adjusted First Armor X's description to indicate that he can airdash (CS only)
Day 1 update because more familiarity with coopdx v1.0 is needed.

Fixes:
  • Fixed a bug where the "Palette" option in the menu does not properly color the player
  • Fixed a possible scenario where the "None" character option might force the default palette on all other mods, including any CS mods using custom palettes
Changes:
  • First Armor X can now perform an air dash
  • Dash effect has been shortened
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Reactions: Toast!
Fixed a small bug that made the "None" character have a completely pitch black palette, if the mod is not used with Character Select.
Additionally, the .git folder was removed. This makes the total mod filesize smaller.