- 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
- Full FxPak support
- 100% local saves
- 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
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
- 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
- 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
- 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
- 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