Index

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2.0.1

  • Added some extra data to slot_data for the PopTracker pack update
  • Added missing hint information for bosses
  • Fixed a bug where players couldn't pause after getting a refill/heart tank during a cutscene
  • Fixed the save data not being properly initialized under certain scenarios
  • Fixed a crash when trying to pause while having less than 8 HP
  • Potentially fixed crashes with bosses not having super strict weakness settings
  • Fixed an oversight with Speed Burner (Underwater) weakness requiring Silk Shot as a logical rule
  • /explain now tells you which Silk Shot flavor was rolled
  • Prevented EnergyLink client errors

2.0.0

  • Full FxPak support
  • 100% local saves
    • Bye bye /resync
  • Added DamageLink support
  • Added a Manager launcher program
    • Can disable Energy/Damage/Death Links on a given patch
    • Several YAML options are now present in the Manager
      • Default button configuration
      • X4 Dash Jumps Toggle
      • Shoryuken input method
      • Palettes
  • Removed lives as an AP item and as a system in the game
  • Player's max HP is now capped to 64 (up from 56)
  • Reworked HP bars so they don't wrap around the screen
    • A HP Pickup icon will appear below the HP bar during normal gameplay when it exceeds 32 HP
    • Pause HP bar no longer wraps around the screen
    • Reused lives counter to show a numeric HP counter
  • Added several new chip items:
    • Rapid Five Chip (MMX5): Increases the amount of buster shots on screen to 5
    • Speed Shot Chip (MMX5): Increases lemons horizontal speed by 50%
    • Buster Plus Chip (MMX5): Increases Buster damage by 1
    • Weapon Plus Chip (MMX6): Increases Weapon damage by 1
    • D-Converter Chip (MMX6): Refills the active weapon when taking damage
    • D-Barrier Chip (MMX6): Doubles the I-frames after getting hit
    • Item Plus Chip (MMX7): Increases item drop rates by roughly 33%
    • Spike Walker Chip (MMX8): Halves speed when sliding down a wall
  • Dashed lemons now appear green instead of yellow/orange
  • All weapons are now refilled upon dying
  • Players now go directly to the Game Clear screen once Sigma is defeated (removes credits sequence)
  • Players are now redirected to X-Hunter Base 4 when all conditions are met
  • Bosses have a minimum of 2 HP across all HP rando modes instead of 1 HP
  • Boss Weakness Plando now accepts multiple weaknesses at once
  • Added Boss HP Plando
  • Tweaked Boss Weakness Shuffle
    • Added Swapped and Chaotic Triple options
    • Renamed Shuffled to Simple
  • X-Hunter Base tweaks
    • No longer can be opened with Weapons, Armor Upgrades, Heart Tanks or Sub Tanks
  • Optimized X-Hunter Base Opening logic code from the ROM side (should experience slightly less lag overall)
    • This forces you to watch the Progress Screen in order to process X-Hunter Base unlocking criteria
  • Adjusted Serges' fights (toggable from the Manager)
    • [Serges I] Serges can take damage at any point
    • [Serges I] Removed shield/No longer taunts
    • [Serges I] No longer gets stunned by weapons
    • [Serges II] Removed immunity from Serges' capsule
    • [Serges II] Actual hurtbox enlarged so it's easier to hit
  • Fixed some uncommon crashes on the pause menu with a full arsenal

1.2.1

  • Stole Copied Mega Man 1/2/3's way to extract ROMs from the X Legacy Collection executable file
  • Added skip balancing tag to X-Hunter and Sigma stages

1.2.0

  • Added Quick Charge Chip item from Mega Man X5
    • Allows to quickly charge up weapons when obtained (+50% charge speed)
  • Added Speedster Chip item from Mega Man X5
    • Increases walking speed by 50%
  • Added Super Recover Chip item from Mega Man X5
    • Increases recovery from HP/Energy pickups by 25%. Doesn't affect Sub Tanks. Affects EnergyLink.
  • Silk Shot is now less likely to appear as a weakness
  • Every pickup location now has a proper item name (finally)
  • Removed logic_helmet_checkpoints option.
    • You're now forced to use the feature to get into later parts of certain stages
  • You're now allowed to quickly change weapons after the Zero fight
    • May also fix being unable to pause after said fight...
  • There's no additional heart tanks into the pool

1.1.1

  • Fixed UT support not properly tracking a lot of settings
  • Fixed Zero's cutscene hanging the game
  • G.Crush and I.Tracer are now properly backed up in the server
  • Fixed X-Hunter Base levels unlocking checkpoints for the next base level

1.1.0

  • It's now possible to change the palette colors for X's armor
    • There's a bunch of presets which makes the generated yaml huge
    • You can also write your own custom colors
  • Bosses can have up to 16 weakness slots instead of 8
    • This mostly affects RAM-based trackers. The starting RAM offset stays the same.
  • Strict weakness setting that allows upgraded buster to deal damage now considers upgraded buster in logic
  • Removed every text box in the game
    • Speedrun goes brrrr (produces funny results)
  • Refill request via the game itself now has a timeout (1 second)
    • This should reduce or remove the amount of times the game stops receiving inputs on the pause menu
  • Fix Crystal Snail HP Pickup 4 not considering in logic being able to defeat a X-Hunter

1.0.1

  • Added an option to consider the "Use Any Checkpoint" feature from helmet upgrades in logic
  • Removed demos after getting a capsule
    • Fixes a crash when capsules tried to play a demo with changed controls
  • SNI no longer gets blasted with write requests when synchronizing the reached locations
  • Made the client wait until DataStorage has acknowledged the keys used for data tracking
  • Lowered amount of progression items required for X-Hunter's Base
  • Made every boss immune to crystal hunter when the weakness strictness is disabled
  • Fixed X-Hunter Base not being properly saved
  • Fixed /resync and /trade commands not being registered as commands

1.0.0

  • Initial version