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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!
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.
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.
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).
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.
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.
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!
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.
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.
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.
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.
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.
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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 3200 Times
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. :)
Posted on November 17th, 2013 at 1:15amEdited on 2013/11/17 at 11:31pm
Posted 2013/11/17 at 1:15amEdited 2013/11/17 at 11:31pm
#2
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.
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).
@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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