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Mega Man RPG Prototype News & Updates

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Adrian Marceau
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Hello everyone, and thanks for playing! ^_^

Now that the massive Mega Man 4 update is out of the way it's been a little easier to add new content to the game. I can't promise going back to weekly updates, but at the very least monthly updates should be plausible with major changes/features and then small bug-fixes and tweaks throughout the weeks. The first of these slightly-smaller-but-still-awesome updates was uploaded last night and I'd like to tell you about it. :)

A basic overview of the features was posted here by Searinox after he discovered them himself, and there were also a few minor bugs with the update that I needed to iron out when I got home today, but everything should be good now and there's a lot of fun new stuff to play with. Let's get started!

New Abilities

Light Buster / Wily Buster / Cossack Buster

These three new abilities are actually slightly-less-powerful clones of the existing Mega Buster, Bass Buster, and Proto Buster. Why add them if they're just clones, you ask? Because they can be used by regular robot masters! Aside from Buster Shot and Energy Break, standard robot masters do not have access to any damaging Neutral Type moves. Well, now they have one more! MM1 robots can be equipped with the Light Buster, MM2 with the Wily Buster, and MM4 with the Cossack buster. These abilities function exactly like their counterparts, just with slightly less power.

Light Buster(inline)Light Buster(inline)
Wily Buster(inline)Wily Buster(inline)
Cossack Buster(inline)Cossack Buster(inline)

Rising Cutter

The Rising Cutter is a powerful new Cutter type ability that Cut Man learns at Level 5. This ability is tier-two and requires 8 weapon energy, but with perfect accuracy and high damage it's well worth the cost.

Rising Cutter(inline)Rising Cutter(inline)

Ice Breath

The Ice Breath is a unique new Freeze type ability that deals damage and prevents the opponent from switching for up to nine turns! The Ice Breath replaces the Ice Slasher as Ice Man's first level up ability and the effects of the attack can really interfere with one's battle strategy. The Ice Breath can only be removed if the user comes into contact with a Flame or Explode type ability, otherwise the user will have to wait the full nine turns (or be disabled).

Ice Breath(inline)Rising Cutter(inline)

Danger Bomb

The Danger Bomb is very powerful Explode type ability that Bomb Man learns at Level 5. This ability's higher-than-usual attack has a drawback, however - the user takes recoil damage equal to 50% of the amount dealt to the target. If you have other robots on your team and you need to pull out a trump card, this ability can be extremely valuable - otherwise it may be too risky for most to even consider equipping. Use at your own risk.

Danger Bomb(inline)Danger Bomb(inline)

Thunder Strike

This new Electric type ability replaces the Thunder Beam as Elec Man's first level-up ability. The Thunder Strike is a straight-forward attack where the user summons a cloud above the opponent and drops a lightning bolt to inflict damage. This ability has 100% accuracy, making it an asset when equipped to one of your robots but a threat when used by the opponent.

Thunder Strike(inline)Thunder Strike(inline)

Time Slow

The Time Slow is a new Time type ability that Time Man learns at Level 5. The Time Slow takes one turn to charge, but when released it slows down the opponent's entire team and decreases their speed by 20%! What makes this ability potentially more useful than one like Speed Assault comes from its typing - when used by the right robot on the right field, this ability's effects can be multiplied to deal up to 60% speed damage to your opponent's entire team!

Time Slow(inline)Time Slow(inline)

Updated Abilities

Super Throw / Super Arm

The Super Arm and Super Throw have both been updated and their order in Guts Man's level-up list have been reversed. The Super Throw is now Guts Man's first ability and functions as you would expect - the user throws the target to the bench to deal damage and force them to switch to another robot. The Super Arm on the other hand has changed slightly and it now takes on the type of the current field to becomes a (super cool) dual-type ability. Super Arm blockades can only be destroyed by Explode-type abilities, so keep that in mind when planning your attacks.

Super Throw(inline)Super Arm(inline)
Super Arm(inline)
Super Arm(inline)
Super Arm(inline)
Super Arm(inline)
Super Arm(inline)
Super Arm(inline)

Ice Slasher

The Ice Slasher has been upgraded to a dual-type Freeze and Cutter type ability and is now learned by Ice Man at Level 5 instead of Level 1. With this upgrade comes increased damage and the added type means better weakness coverage and many more robots can equip the ability.

Ice Slasher(inline)Ice Slasher(inline)

Fire Chaser

The Fire Chaser has been given a second type and is now Flame and Swift. The abilities effects and damage remain the same however - the ability deals double damage if the target is slower and half if its faster.

Fire Chaser(inline)Fire Chaser(inline)

Thunder Beam

The Thunder Beam has also been upgraded with a new type and increased damage, making it yet another dual type ability. The Thunder Beam is now an Electric and Laser type ability and is now learned by Elec Man at Level 5 instead of Level 1.

Thunder Beam(inline)Thunder Beam(inline)

Copy Shot

The Copy Shot has been given new artwork and had a few bugs fixed that allowed it to copy hidden system-related abilities. The power of the ability has also been increased and instead of being a level-up move for our heroes it has been converted into a player reward for 3750 points. With the new ability AI in this update the Copy Shot will prove to be very useful, and I hope everyone will try it out early.

Copy Shot(inline)Copy Shot(inline)

Other Updates

In addition to new abilities and tweaks to the old ones, a few mechanics and campaign tweaks have been added.

First off, all charging abilities will no longer require twice the amount of weapon energy to use. Once you charge the ability, raise the blockade, power up the shield, etc. that ability's weapon energy cost will be dropped to zero. This lowered cost will stay in effect until your robot releases the ability of has it forcibly removed. This should gives abilities like the Mega Buster, Super Arm, and Leaf Shield the extra edge needed to compete with the other single-turn abilities and I'm glad I implemented it.

And secondly, the ability AI for robots in the single-player campaign has been upgraded. The exact abilities target robots use will now depend on their level and how many times you've defeated the mission. In addition to a robot's level-up and support abilities, special weapons from other robots and campaigns may appear if a core-match is found. This means the Cut Man mission in Light's campaign may occasionally use Needle Cannon or Ice Slasher at high enough levels, and you might even find a Guts Man using Oil Slider.

This may seem jarring at first, but I assure you these updates will make the final game much more fun. Having all these different abilities appearing in battle should make gameplay more thrilling and give greater purpose to the Copy Shot ability.

I hope you enjoy the new update. :)
November 2013 Update : New Abilities, New Mechanics
Posted by Adrian Marceau on November 14th, 2013 at 12:58pm
Viewed 2611 Times


Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on November 14th, 2013 at 11:26pm
Posted 2013/11/14 at 11:26pm
Oh, and one more thing. All of the support robots have had their level-up moves altered and each of the three players has had their battle point rewards altered as well, so make sure you review those if you have time. Additionally, some of the abilities that could previously only be equipped to Roll/Disco/Rhythm can now be equipped to other robots now to keep your eyes out when you're in the robot editor. :)
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40,681,855 BP
1 TP | 11 PP
Posted on November 17th, 2013 at 1:15am Edited on 2013/11/17 at 11:31pm
Posted 2013/11/17 at 1:15am Edited 2013/11/17 at 11:31pm
Absolutely nifty work! Hoping that maybe other Robot Masters get abilities like these such as how CrashMan appears to have one or two more abilities taught at a certain level but unusable yet since it crashes my game somehow. PFFT! LOL and it's not a pun.
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26,758,030 BP
13 TP | 176 PP
Posted on November 20th, 2013 at 2:02pm
Posted 2013/11/20 at 2:02pm
Is it just me or the Copy Shot now needs more energy than before? I renember it using 2 WE instead of 4 WE
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Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on November 22nd, 2013 at 9:58am
Posted 2013/11/22 at 9:58am
The Copy Shot has not had its WE amount changed, however, because it's no-longer a level-up move for Mega/Bass/Proto it no longer benefits from that half-energy bonus. It does still share the same type though (Copy), so it at least benefits from that half-energy bonus (bringing it down from 8WE to 4WE).
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116,512,060 BP
6 TP | 262 PP
Posted on December 1st, 2013 at 5:57pm
Posted 2013/12/01 at 5:57pm
How do you write dual-core abilities? The little guide below the comments doesn't specify...
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Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on December 2nd, 2013 at 1:32pm
Posted 2013/12/02 at 1:32pm
@Spinstrike : Just use an underscore between the first and second type. So for Nature and Electric, you'd use nature_electric and then you'd get something like this! :D
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29,850,461 BP
0 TP | 19 PP
Posted on March 1st, 2014 at 12:36am
Posted 2014/03/01 at 12:36am
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4,484,807,684 BP
46 TP | 1624 PP
Posted on March 1st, 2014 at 1:30pm Edited on 2014/03/01 at 1:34pm
Posted 2014/03/01 at 1:30pm Edited 2014/03/01 at 1:34pm
@megaspeed, first you do this [word] then with no spaces, put {fire}.
You should get this
Dual type is {flame_nature}
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29,850,461 BP
0 TP | 19 PP
Posted on March 10th, 2014 at 10:03am
Posted 2014/03/10 at 10:03am
like this
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1,588,665,489 BP
54 TP | 1661 PP
Posted on May 28th, 2014 at 5:21pm Edited on 2014/05/28 at 5:24pm
Posted 2014/05/28 at 5:21pm Edited 2014/05/28 at 5:24pm
it is kinda cool to use or this
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1,588,665,489 BP
54 TP | 1661 PP
Posted on May 29th, 2014 at 4:12pm
Posted 2014/05/29 at 4:12pm
I really love this rpg game
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10,600,490 BP
8 TP | 310 PP
Posted on May 29th, 2014 at 4:16pm
Posted 2014/05/29 at 4:16pm
I don't think this has anything to do with the thread.
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