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Here's a small list of bugs/suggestions on my test runs.12/10/16 - all done offline cooperative, emulating multiplayer (and yes, I set Lose All Inventory on Death to true)Bug?: Are you supposed to be able to use your skills while Infinity Force is active? For example, with Megaman, it usually makes you switch back to the Super Adaptor, but if you roll the mouse wheel enough, you can access them anyways. If you aren't supposed to be able to do that, I'd suggest just taking all skillweps from the player when Infinity Force is activated. If you are, well...it's currently very difficult to do so.You are intended to be able to; where some of the Infinity Skills last upwards of a minute, it'd make life much more difficult if you couldn't.Suggestion: Please make different icons for Megaman's skills. Like RS for Rush Search.That's definitely on the list of things to do. I mainly just wanted to get this mod into the wild faster, so I didn't spend a lot of time mulling over which resources to use.Bug: Dashing with the Heroine can cause you to get stuck in the boss or his "reinforcements".Damn, I knew I forgot something. Adding that to the list.Suggestion: Can you replace the Rush Coil with something like the Rush Jet? It's pretty useless, and it's easier to differentiate a Rush Jet icon in the current skill set than it is Rush Coil.The trick with Rush Coil is finding a balance between "useful" and "completely destroys the mod." I also chose Rush Coil in particular because it's an iconic ability from the series.One word of advice from one of the testers: Rush Coil is actually fairly effective at helping you stall out attacks like Wild Coil.Suggestion: Being the only class that relies on projectiles, Megaman is a much more effective class than the others. I've been able to beat Evil Mega numerous times without dying as Megaman alone. I'd suggest to either nerf his projectiles (eugh) or give the melee classes more rewarding damage to be ballsy enough to get in the boss's face.While I do agree with you to some degree, you do also have to take into account character roles. Megaman, as a Blaster, is designed around dealing damage. The Heroine and the Technomancer, on the other hand, are a Defender and a Commander respectively, and are thus built around keeping the boss's attention and healing/buffing, respectively. (Patch is easily one of the most potent abilities in the game, especially in group play.)The Veteran, being an Assault class, is the exception to this rule. Played properly, he can tear through a lot of health very quickly! A word of advice: Weapon techniques are your friends with the Veteran, especially Napalm Grenade.As a side note, there's also the bit where I am currently designing with the intent that Megaman and his friends (when they get added) will be more effective at soloing content than other classes. Not that I want soloing to be particularly easy for anyone.Suggestion: If the boss doesn't already have a player:health ratio (I haven't checked it for myself), I'd suggest something like that. All coop-centric MM8BDM mods have it for good reason.One step ahead of you on that one. There's actually a pretty hefty health scaling in place to encourage players to not just leave their friends to die.I like the strategic direction this mod wants to you to take, but the fact that Cooperative basically gives you unlimited lives, plus the fact that many, if not all the people who play this are more prone to rush in guns blazing rather than talk it over with others beforehand...Well, I don't think the community is ready for something like this. I haven't heard any opinions yet, though, so I could just as easily eat my words.I figured that a mod that encourages strategic thinking and honest-to-goodness cooperation would be a good change of pace to all the "guns blazing" mods this game has. Whether or not it catches on will be up to the community, of course, but we'll never know if no one makes the attempt.The real fun that my testing group had was when we played the mod in Survival; it gets much more intense when you know that every death means you have one less player to join the fight.However, I myself am very intrigued by the idea of Destiny-esque raids in MM8BDM. If you continue to work on this, I'll definitely be watching.There's definitely more coming in the future! Stay tuned!
> Health scaling code rewritten.>> As a result of the above, base health values have been changed.>> Single player health should now be equal to the base health instead of higher.>> Fixed a bug where the health scaling factor was double the intended value, resulting in massively inflated health.> Fixed a bug where Nido could get stuck in bosses, players, and minions when exiting a dash.> Fixed a bug where players with an invalid weapon set would receive no primary weapon.> Added a sealing/unsealing mechanic to the boss room door to prevent camping in the spawn room. (Nice try, guys.)> Added separate drop tables for Cooperative and Survival modes! Hone your skills for the true challenge!> Added a "classhelp" alias to print class information while in the field. It even prints custom information based on your currently selected weapon!
12/11/16 - offline cooperative (emulating singleplayer) B=bug S=suggestionB: I can't seem to use Technomancer's skills when she has the Hand-me-downs equipped.I have a few ideas why this might be happening, but I can't say anything for certain. I'll look into it for next version.S: Could you disable the pre-battle doorlock for Singleplayer? It's unnecessary for obvious reasons.That's a fair point. Will do.S: On that same note, could you make the Coop and Survival drop tables the same on Singleplayer? If you haven't already, that is.See above note.S: This could just be me, but the small step up from the outsides to the center of the arena can completely throw off the Veteran because the Veteran heavily relies on differentiation between ground and air attacks. Consequently, stepping of that miniscule edge can reset my swings without me realizing it or cause me to attack while "airborne", resulting in either me doing something completely different than I wanted or nothing coming out at all. I suggest leveling the field to the same floor height to fix this.As mentioned, this is next on Jen's list of things to do.S: I'd recommend making all players invincible after the boss has been defeated. It'd be pretty ridiculous to be killed by a straggling Search Snake or a stray Wild Coil before you got a chance to pick up the loot.Another good point. I should be able to just outright kill the Search Snakes, in retrospect; I'll get that set up for the next build.Also, is there a way to bind your skills to keys 1, 2, and 3 respectively? I feel like there is a way to do that, but I wasn't able to replicate it by simply unbinding 1-3.As previously mentioned by Jen, you can bind Slot 1/Slot 2/Slot 3 to quickly swap to the respective skills. Your main weapon is set to Slot 0, for the record, though it's often simpler to use Altfire rather than binding a separate key for it.
This was pretty neat from the little bit I tried of it, even if I don't quite understand everything yet. Though multiple times the boss's health bar just seemed to stop working. He'd actually be taking damage and would die but his bar on the HUD wasn't updating.I'll look into figuring out why that happens. If you could provide more details on what was happening when the health bar broke, I'd appreciate it.
B/S: Another thing I noticed is that the save file (as far as unlocks are concerned) from the multiplayer server carries over to my offline singleplayer save. Is there a way to separate these two?I'm actually not sure on this one. I believe the variables are saved to your .ini file; you could, in theory, use a separate .ini when playing this mod offline as opposed to online, though I suppose that's kind of a hacky workaround.B: You can telefrag someone in the locker. Big problem on survival.Not really sure I can fix this one effectively due to the nature of how the lockers work. I'll add it to the list regardless.
I'm actually not sure on this one. I believe the variables are saved to your .ini file; you could, in theory, use a separate .ini when playing this mod offline as opposed to online, though I suppose that's kind of a hacky workaround.
> Copy Megaman's base health increased to 7000 (from 5600).> Copy Megaman now uses his proper sliding frames from the core.> Blizzard Attack now targets the tank.> Copy Megaman now turns while firing Blizzard Attack.> Lightning Bolt now displays blinking tracers where bolts are about to land.> The door no longer seals in single player mode.> Single player mode now properly uses the expanded Survival drop table.> Music files changed to .nsf format> Added +NOTELEFRAG to the player base to prevent locker room accidents.> Improved threat generation consistency for Veteran's attacks.