After the defeat of Sigma's 8th body, his virus was spread... Isolated on the moon, amidst the ruins of the new world he desperately hoped to create. There was no possibility of escape, no way for his virus to seep onto the Earth and achieve form in a new body... At least, not in the 22nd century.
IN THE 21ST CENTURY
Dr. Wily had given up his dreams of world domination after his defeat at the hands of the legendary tournament robot, who had gone on to be sealed in gold in the robot museum. He lived in solitude, disappearing from the public eye so that he could work alone on his greatest project yet in a secret castle that nobody could find. It was then that he felt a calling, a presence of something otherworldly, yet distinctly familiar.
A few weeks later he had returned, attacking the laboratories of Dr. Light and Dr. Cossack in an unexpected blaze of machinery and explosives. Casualties were low and Dr. Wily disappeared as quickly as he had arrived, seemingly only looking to announce his presence and return to his villainous ways. Mega Man was stolen from Light Labs along with a few DLN. robots, whereas Dr. Cossack's lab was mostly unharmed with the exception of the agricultural Robot Master Toad Man, who was stolen. Both doctors were able to escape their laboratories...
It was not long before the good doctors had worked up a plan to end another one of Wily's schemes.
Dr. Light fled to an unknown location, scrambling to protect himself and develop his newest creations for the ensuing battle on Dr. Wily's newest fortress, though he knew not where it was.
Dr. Cossack called in every robot he had to defend his lab, and began to work on the technology he needed to contact the future, to pull their last hope from his native time period so that he could defend the past and ensure the future he lived in was safe.
This grace period was short and fleeting, however, as Dr. Light was located and captured less than 3 days later by Dr. Wily, only getting a chance to create some armour before he was taken away. Dr. Cossack instantly ramped up defences for a similar attack.
Mega Man X and the future's greatest Maverick Hunters (and Vile) were pulled to the past by Dr. Cossack. It is their mission to defeat Wily's robot army, rescue the DLN. and DCN. robots he captured, rescue Dr. Light, Mega Man, and the small band of heroes sent to find him, and ultimately save the future.
MEGA MAN X Dr. Light's ultimate creation has saved the world countless times. When his longtime enemy of Sigma combines forces with Dr. Wily, is the resulting powerhouse of villainy too much for him to handle? Or will the Blue Bomber's younger brother save the day yet again?
Power:
Rapid:
Mobility:
X is the slowest firing, yet most powerful of the four classes. His buster takes the longest to charge, his uncharged shots are slow and weak, and he is easily overwhelmed by large quantities of enemies. However, for all his shortcomings he boasts the most powerful single target damage of any of the default weapons of classes, and can go on to become the most powerful class overall through use of his special weapons and armour systems.
FOURTH ARMOURPower:
Rapid:
Mobility:
X's Fourth Armour ups all of his stats, offering the Plasma Shot for a more powerful buster, the air dash and hover for added manoeuvrability and halved ammo usage for his special weapons. The capsule is hidden in one of the four Robot Master stages!
GAEA ARMOURThe Gaea Armour is bulky and lowers X's speed and dash length. It provides a buster that charges incredibly quickly and deals high ripping damage, but has low range. The armour can walk on spikes and halves all damage received, but is unable to use special weapons due to being a prototype. The capsule is also hidden in one of the four Robot Master stages!
Power:
Rapid:
Mobility:
ULTIMATE ARMOURThe most powerful upgrade Dr. Light has ever made is an upgrade to the Fourth Armour. It allows infinite use of uncharged special weapons, and infinite usage of the Fourth Armour's unusable Giga Attack, the Nova Strike. It may just have an added bonus... Like the other ultimate upgrades, it's found in a special capsule...
Power:
Rapid:
Mobility:
X gains the...
TWIN SLASHER (X4) from Cut Man
MELT CREEPER (X8) from Heat Man
TORNADO FANG (X3) from Needle Man
BUBBLE SPLASH (X2) from Toad Man
GAEA SHIELD (X7) from Stone Man
ICE BURST (X6) from Blizzard Man
SHADOW RUNNER (X8) from Shade Man
HOMING TORPEDO (X1) from Search Man
ZERO AXL VILE The borderline-Maverick reploid Vile was pulled into the past by accident during a fight on the Central Highway. He saves the future for selfish reasons like bloodshed and personal glory, but he is undeniably a powerful asset to the group.
Power: VARIABLE
Rapid: VARIABLE
Mobility:
Vile cannot dash like the other classes. Instead, the walking war machine always has three weapons on him at at time. These weapons are variable and can be equipped from the hub. Many will be powerful and slow, many will be weak and fast, many will fill interesting roles that the other classes cannot. He's a walking canvas, but every drawing is deadly.
UPGRADEAs he was an accidental traveller to the past, Vile does not have any armour from Dr. Light. He does, however, manage to upgrade himself anyway, unlocking the SPEED DEVIL and FROZEN CASTLE to upgrade his speed and defence.
Power: VARIABLE
Rapid: VARIABLE
Mobility:
Vile gains the...
INFINITY GIG,
QUICK HOMESICK and
BURNING DRIVE from Cut Man
TRIPLE SEVEN,
FATBOY and
SWORD BOUQUET from Heat Man
DISTANCE NEEDLER,
CERBERUS PHANTOM and
PEACE-OUT ROLLER from Needle Man
POPCORN DEMON,
LONGSHOT GIZMO and
SEA DRAGON'S RAGE from Toad Man
SEROTINAL BULLET,
NERVOUS GHOST and
BANG AWAY BOMB from Stone Man
SPOILED BRAT,
STRAIGHT NIGHTMARE and
DRAGON'S WRATH from Blizzard Man
GOLDEN RIGHT,
MAROONED TOMAHAWK and
SPLASH HIT from Shade Man
HUMERUS CRASH,
PARASITE SWORD and
STUBBORN CRAWLER from Search Man
Download here. Please do not load this mod with a skins folder!!Thanks and have fun
Changelog V2 > V2-75
-Bugfixes-
Switched Gaea Armour's defence buff from doom armor to PowerProtection. This should fix numerous bugs including the buff never being taken away when the armour was deselected, and spikes 'pushing' the player about and eventually killing when standing on them for too long.
Fixed upgrade capsules not accounting for the changed name of CopyShotWep, as well as not recognising Blizzard weaponry.
Fixed Cutman spikes doing no damage in online modes.
Fixed Stoneman's boss battle windows allowing players to fall out.
Fixed a bug where Blizzardman's health was scaling improperly with playercount.
Prevented Black Zero from being able to fly about.
Changed up some of the button scripts to have an effect instantly rather than when the button is fully down. This should fix a bug where players could spectate after pressing it to break the effect.
-Classes-
All classes now have a new death animation inspired by (but not mirroring because I didn't want to do vertical spirals) MMX-MMX3 / MMXtreme 1-2. Your death explosion shows your colours.
Switched X's armour from frames to skins. This should stop cycling his frames and jittering online, as well as make his class a lot cleaner.
ADDED THE BLADE ARMOUR!!
X has finally activated his built-in Energy Balancer after having it in his own series since MMX1.
Changed up Gaea Armour a bunch. Enabled more rapid fire of uncharged shots, and nerfed their range. Charge shot now has more range than uncharged shots, like MMX5. Added SFX and improved visuals of the Gaea Buster's Giga Attack (that's a mouthful). The bar should show how much longer you can hold the projectile.
New Axl mugshot on the stage select screen.
Added Weaponry icons for Vile. His three equipped weapons are now shown underneath or to the side of his weapon energy bar.
Added portraits to Vile's weapon display monitors.
Vile can now pick up E-Tanks. Removing them was a silly idea.
Added XWEAPONS ZEROWEAPONS AXLWEAPONS VILEWEAPONS pickups for cheats.
-Weapons-
Updated the HUDs on X Buster and Fourth Buster. No trace of my terrible HUDs (except Vile's) exist in the game! Hooray!
Stealthily buffed the range of Zero's third charge shot / saber swing.
ProjectHazoid remade the Freeze Ray hud to fix the perspective.
Fixed Infinity Gig often returning as a red fist. For real.
Burning Drive won't activate underwater, like most flamethrowers.
Added some damagetypes to weapons that were missing them on Zero and Vile.
ADDED SHADE WEAPONRY!!
ADDED SEARCH WEAPONRY!!
-Maps-
Borrowed a line from MMSPSin to show who the leader is on the HUD.
Fixed the weapon display screen not recognising Axl's Stone or Blizzard defeats when he had the White armour equipped.
Added a BOSS REFIGHT CHAMBER to the firing range just behind Dive Man. Yes, construction is complete! Face any boss you've already defeated on that playthrough, or if you've aced the entire game, try your hand at fighting all 8 (edit 31/03/16 - all 6) bosses in order with no breaks!
Remade a section of Cutman between the first gate and boss room. This overhaul was intended to lengthen the stage, increase flow and reduce cramped conditions around the middle and end of the stage.
Crazy Razies will walk around you after punching you and they have a larger delay, so they won't just stand in front of your face and punch you 5 times to death now.
Moved the second button in Heatman to remove the sequence break that bypassed lots of the stage. Many of the interior islands in Heat now have protective barriers to prevent dash jump sequence breaking. Lava rises faster in the last section of the stage to provide more challenge.
Tellies now have a subtle floating sound effect so they won't creep up on you.
Very small Needle updates. The underground section has been revamped to be less cramped and includes ties to the map's energy mine and construction themes where there were none before. Lots of very minor aesthetic upgrades and a few changes to enemy placements.
Needle Presses deal 'spike' damage eg. Gaea Armour can walk through them.
Remade a section of Toadman from the start to the first miniboss. This was intended to reduce the map's reliance on tiny waterways and Gyotot kills, as well as widen the map for multiplayer and increase flow, and possibly decrease difficulty or at least decrease cheapness. Edited the second half to reduce sequence breaks, and changed the water slides in the last part of the stage from scrolled floors to waterfall textures.
Subeil should now die when hitting a wall instead of sliding along it. No more cheap instakills when touching a wall!
Slightly increased the sight range of Curlingers from (1024) to (1148).
Like Subeil, Cyber Gabyoalls won't instant kill near walls. They'll stop jetting as soon as they hit one.
ADDED SHADE MAN'S GRAVEYARD SMASH!!
Each stage now has unique logos and boss doors! Hooray!
-Bosses-
Stoneman's jumping radius should now do 'misc' damagetype (eg. no hitstun). To compensate, his power stone's spinning radius has been tightened.
Blizzardman will bowl even slower now. His nightmare bowling is the old speed.
-Misc-
Added a title map and introductory cutscene. Shit's like 6 minutes long don't actually watch it
Disabled the force spectating script and enabled support for sv_maxlives>0 (but I wouldn't recommend it).
In survival-based modes, your customisable equipment (armour, Vile weapons) will be returned to you when the round begins. This should make survival the premier choice for XSP fun!
All weapons and class-specific items are no longer droppable. Give E-Tanks to your buddies, but don't give them your Rekkouha! And don't give 'em W-Tanks unless they're X, dummy!
Didn't update the horizontal HUDs because I think the new ones are ugly as <rude comparison>
Enabled Nightmare!! / UH-Rank difficulty. This brutal challenge causes more enemies to spawn which move faster and deal more damage, all while reducing ammunition. Don't host it unless you want people to have no fun!
Gave all of the suitable monsters fastspeed values to work in UH-Rank.
Enemy spawns adjusted for UH-Rank. These are downright sadistic. Don't test my evil streak.
In UH-Rank, bosses have been fused with maverick technology from the future to create new Hyper Attacks! Each boss is paired with a maverick for this attack, eg. Cutman x Boomer Kuwanger, Toadman x Toxic Seahorse, Blizzardman x Blizzard Buffalo. This replaces their super attack, and they can do it without the requirement of half health.
Enemies have been ramped up or given new properties for UH-Rank. Shockwaves on Big Eyes, spread volleys on Beaks, Bikkys will fire homing missiles when they hit the ground, Cannons will fire needle volleys, INVINCIBLE ZOMBIES, etc.
When in beginner / B-Rank mode, certain areas on some maps will close to shorten the stage's length and make stages easier.
A NOTE TO SERVER HOSTS - 'DEFAULT' SA-RANK MODE IS SKILL 2!! BEGINNER B-RANK IS SKILL 0, AND EASY A-RANK IS SKILL 1. NIGHTMARE IS NOW SKILL 3. DON'T HOST NIGHTMARE UNLESS YOU WANT PEOPLE TO HAVE NO FUN!
-Extra-
Added a new intro cutscene - shit's like 6 minutes long don't actually watch it
Nerfed Blizzards super rate
Fixed some bosses taking 1.0 damage from Twin Slasher when they shouldn't
New weakness cycle... that's incomplete because no Search Man