New game modes: Capture The Flag - Classes turn into Auto or Alien based on their team and are equipped with a buster. Terminator - Grab the terminator to turn into Wily Skull Suit! Main fire is a stream of energy blasts and alt fire is a shotgun that stuns. Wily is protected from AoE/Paralysis attacks. If you die as the terminator, the person who killed you gets 10 frags and you drop the terminator. If you kill yourself, you lose 10 frags, so be careful! Possession / Team Possession - Players turn into Sniper Joe upon grabbing the board! Joe is a tad faster and jumps higher than Mega Man, and is ALSO protected from paralysis/stun and other AoE moves. (Centaur Flash, Time Stop, GHold, etc. do not stun Joe or Wily.) Instagib - All players will turn into Metal Man with a special Instagib weapon.
Command-activated modes: Botrushmode - Enter this command to activate Bot Rush. Classes will attack the player in a marathon style. After 50 frags, things will start to heat up!
Metalgearmode - Enter this to activate King Yamato's Metal Gear mode. (Possession variant)
SV_AllowBotClasses SV_Disallowbotclasses - Enter these to enable/disable bot only classes (Dark Man, Doc Robot, Roll etc.) that do not normally appear. If Bot Classes are off, those bots will pick a class closest to them. (E.g. Dark Man 1 will change into Charge Man if bot classes are off.)
zheights - Each class has been adjusted so that it fires from it's proper "height". Try Centaur, Stone, or Ballade to get a feel for the classes' heights!
Ammo standardization - Ammo regeneration / item pickups are now constant regardless of server's skill level / difficulty setting.
Mega Man, Proto, Bass - Cooldown on slide increased. Bomb Man - Alt is no longer insta-kill. Alt detonates faster and consumes less ammo. Main fire damage increased. Guts Man - Alt-cancel removed. Fire Man - Main fire damage decreased.
Metal Man - Cooldown increased after 3 shots. (Longer delay after ammo is depleted) Wood Man - Altfire caps at 16 leaves. Leaf rain stops after shield is thrown. Air Man - Main fire reduced to 15 damage per tornado. Alt fire consumes more ammo (four uses per bar) Crash Man - Bomb radius increased
Dust Man - Main fire is not capable of 2HKO. (Old max damage was about 62. New max damage is about 45.) Skull Man - Alt fire is now a shield that blocks attacks. Skull cannot take damage or collect energy while the shield is up. Shooting the shield depletes it faster. Skull Man's shield does damage when it is activated. Dive Man - Alt fire requires a higher ammo before it can be used. Drill - Rate of fire increase.
Napalm Man - Main fire ammo cost halved. Now has 3 alt fire uses per bar instead of two. Torpedos cap at 6 but regen 3 at a time. Main fire rate of fire increased very marginally. Wave Man - Ammo increase. Centaur Man - Alt fire radius reduced. Requires full ammo before it can be used. Blizzard Man - Main fire flakes reduced to 8 damage each. Tomahawk Man - Main fire damage reduced to 32 per tomahawk. Alt fire only fires 3 shots, does not kill at point blank. Yamato Man - Ammo halved.
Enker - Armor decreased. Speed decreased. Punk - Mainfire hitbox corrected. Mega's screws removed. Ballade - Alt fire damage increase.
Changelog from first release to Version 2: (Hyphens denote my annotations; asterisks are Yamato's)
No Bass midair dash* Darkman changes* -SFX added to main fire, shields shoot forward, Main fire ROF increase Needleman changes* -Hold Main fire to charge up the ammo bar. Once the ammo bar is full, Needle Man's speed decreases and he unleashes a flurry of needles as the bar deceases. Alt fire is now a ripper. Napalmman changes* -Napalm fires two bombs simultaneously from each hand. Bombs and HUD are now in NES format (credit Blaze). When standing still, Napalm is granted Shoulder Rockets (maximum of nine). When used these rockets do 2 damage and hit stun. (Primary use is to stun, NOT to inflict damage.) Bombman bug fixed* Fireman changes* -Main fire leaves behind flames (not continuous like the alt, just 2-3 flames dropped on the ground spread out) Docrobot changes* -Main fire is one attack from the MM2 Masters, starting with Metal Blade. Alt fire rotates them in this order: Metal Blade, Bubble Lead, Heat Tackle, Leaf Shield, Air Shooter (long-range version), Crash Bomber, Time Stopper (single use, denoted by separate bar), Quick Boomerang. Current weapon is denoted by an icon of the MM2 Master in the corner. Previous Doc Robot class was given to the bot. Snakeman and Shadowman 1.2 armor* -Take less damage Chargeman changes* -Walking frames added (credit Chimera). Walking speed decreased. During main fire, Charge Man turns red and gains damage reduction. Ammo regen nerf. Breakman Transformation* -When Proto Man grabs a Super Adaptor, the Breakman icon appears in the hud. When he uses the icon, he transforms into Break Man (he is invulnerable during this transformation) and his health is restored. As Break Man, his buster and defense are increased, but he cannot charge, slide, or collect health or weapons. Enker changes* -Ammo regen heavily nerfed. When Enker stands still, he enters Absorb stance and gains armor (that he had at all times in previous versions). Alt fire damage increased. Cutman altfire sound* -NES sound effect. Shadowman NOAUTOAIM* -Shadow Man has no secondary weapon. Elecman changes* -Alt fire fires a single bolt that does 66 damage. Consumes the entire ammo bar. Lot of GFX changes* -Sprite colors and HUD colors edited to be more true to the NES games. -Gemini Man's clone HP halved. -Crash Man's bombs are now exploding rippers. To maximize damage, shoot them at people from above. Alt-fire removed. Cutman Rate of Fire nerf* Shadowman's main fire changes* Blizzardman no longers track mid flight* Magnetman has two weapon energy bars* -Heat Man's hitstun reduced on Heat Tackle -Bubble Man's Bubble Buster changed Added Bot Support* EVERY Bot from the main PK3 is now available to play agaisnt* Independent color coding from WColors* -Item-2 can now be jump cancelled
=== Original Post:
This mod is an entire revision of the Classes Mod, made by King Yamato and Chimera Man. All classes have been coded more efficiently, and nearly all classes have received edits to their attacks, resulting in either power or ammo changes, with some classes having entirely different attacks. All robot masters from the NES titles are present, including Doc Robot and Dark Man. The major changes behind these attacks follow basic guidelines: Can the class be accurate to his game-counterpart? Is this class differentiated from other classes (not a clone)? Does this class give have some limits on his ability (he does not give "free" or limitless attacks)? Hopefully these guidelines will explain the ideas behind most of the changes. If you do not understand, I can explain any changes from the previous class mod myself.
For those familiar, this is the complete / first release of the King Yamato's Classes Mod, which was distributed as V5X / V5Y. I would like to thank all of the testers of this mod - I consider anyone who played V5Y a tester. Particularly my co-hosters, Ryuta and Cup Noodles.
Major Changelog from V5Y to First Release:
Notable Changes Since v5y: Megaman: Power Upgrade shots are now instant Jet Upgrade now propels you forward as well All Treble Sentry items replaced with Tango Bass: Now double jumps All Tango items replaced with Treble Sentry All Eddie items replaced with Treble Search Super Adaptor replaced with Treble Boost Enker: Mirror Buster ammo slowly regenerates. Cutman: Ammo reduced Gutsman: Ammo reduced Slows down when holding rocks Cooldown increased Slight wind-up time Iceman: HUD now indicates if you are using the thrusters or not Geminiman: Smarter clone, as referring to older versions. Hardman: No autoaim Snakeman: Aimable Search Snakes (can be "lobbed") Visible Melee Range Sparkman: No autoaim Cooldown increased Chargeman: Coal now falls from the ceiling Darkman: Barrier no longer reflects, cannot harm Dark Man (no more suicides) Gained a mysterious ability Blizzardman: Can no longer use his altfire while in air Knightman: Has a new altfire All robot masters: Cannot pick up items except for Beat and Exit Unit Beat is replaced by Magfly General: E-Tank replaced by Item-2 Megaman 4 Robot Masters added Technical changes: Updated Pain states on actors and Gemini Clones ACS Sourcecodes no longer on .pk3
Last edited by Tesseractal on Tue Jan 24, 2012 1:08 am, edited 11 times in total.
Joined: Thu Mar 04, 2010 3:36 am Posts: 8586 Location: ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ
So does Pharaohman. After testing, there are quite a few classes in this that I do like way more than the ones in YD's, such as Snakeman, Hardman, and Iceman. I'm still not sure about giving Diveman a dash, but eh, accuracy I guess.