Sorry, I haven't kept up with this topic or the forums in general recently; the new version is finally done!
General:
8 new classes added, based on Mega Man 9
Numerous sprite conflicts fixed, including boss fights and copyweps
Sprite effects added to every AOE attack for the classes
Numerous class animations cleaned up and fixed
Numerous bot behaviors fixed where they get stuck and can't fire
Many new sprites and animations added
All homing attacks have updated DECORATE functions
All class inventory flags updated to v5
All fire-based attacks from each class now ignite oil pits and one-shot the oil canisters
All ice-based attacks from each class can now freeze the fire pillars
Heroes:
Proto Man uncharged shot speed increased 26 > 36
Duo invincibility glitch fixed
Sniper Joe vehicles now die on pits, Sniper Armor altfire can no longer be jump cancelled
MMK:
Punk now does to pits when in altfire
Quint now can dash with altfire when Sakugarne not up, no longer loses ammo when canceling mainfire
MM1:
Ice Man icicle glitch fixed
Bomb Man Giga Bomb no longer clips through walls
Elec Man mainfire hitbox size increased by 2 units, altfire uses 3x less ammo and hitbox lasts longer, damage cut in half to compensate
MM2:
Wood Man now dies to pits with Leaf Shield active
Quick Man altfire uses 3x less ammo, distance decreased to compensate, mainfire shoots slower boomerangs when out of ammo
Crash Man mainfire and altfire explosion damage made more uniform
Flash Man Time Stopper moved to item, altfire now always activates the counter
MM3:
Needle Man altfire radius increased up close and damage gets weaker the farther it travels
Snake Man mainfire crawling snake damage buffed by 2, altfire thrash damage buffed by 1
Spark Man can now use altfire while charging his mainfire
MM4:
Bright Man altfire damage, distance and radius increased; to compensate for this, item now has delay and altfire has higher landing lag. Item also time freezes and blinds enemies looking at brightman and stuns enemies looking away for a short duration.
Toad Man altfire now properly goes through actors when falling
Pharaoh Man mainfire charges slightly faster, damage decreased 30 > 16, altfire moves faster and arcs upwards slightly
Ring Man altfire distance increases with charge and damage more uniform
Dive Man altfire now is one strong single hit for 33 damage, fixed torpedo crash glitch
MM5:
Gravity Man now has an indicator when under sky or not, Gravity Man now peforms downward Gravity Hold when under sky
Wave Man mainfire damage more uniform
Stone Man charged altfire moves in a less jittery pattern; mainfire hands now stun briefly
Gyro Man mainfire homing radius decreased, now can shoot homing Gyro Attacks while flying to compensate
Dark Man 1 now shoots with two busters when below half hp
Dark Man 3 ammo regeneration now increases the lower his hp
MM6:
Centaur Man mainfire can now be charged for the Centaur Arrow, can cancel teleport and combine with mainfire or altfire. Teleport duration decreased to compensate. While charging Centaur Arrow the altfire can be used
Plant Man buster shot hitbox size increased by 1 unit, damage buffed 8 > 10
Wind Man ammo loss on deselect fixed, mainfire hitbox size increased by 1 unit, mainfire now moves in a different pattern, now has an altfire stomp while flying
MM7:
Burst Man altfire initial hitbox size increased by 16 units,
Slash Man item jump now longer stops him in place, goo sound fix
MM8:
Tengu Man altfire now rises when held, mainfire dunk gives flight ammo
Sword Man item glitch fixed
Clown Man now dies to pits when in altfire, airclimbing glitch fixed, altfire claw damage buffed 2 > 3 and hitting with it gives passive armor and hugging damage, mainfire damager hitbox decreased by 4 units
Frost Man altfire block shield glitch fixed, now has cold mist effects on his body
Grenade Man debris glitch fixed
MM&B:
Dynamo Man altfire now has 3 orbs, now has armor buff
Cold Man altfire hitbox lasts longer
Ground Man ceiling dig glitch fixed
Burner Man's traps now make sounds online, Burner Man altfire no longer stops him briefly
King item glitch fixed
MMV:
Mercury altfire remade; use altfire to melt, then use mainfire to shoot out blobs, radius damage increased by 1 unit, blobs bounce limit 3 > 2, can click altfire to teleport to the last blob fired
Venus altfire bubbles now have a bigger explosion radius if left alone for enough time
Neptune altfire bits now slow
Terra mainfire damage made more uniform
Genesis Unit:
Buster Rod G second weapon removed, blocking an attack with the altfire now gives ammo for the buster, activated with mainfire. Buster damage increased and RoF increased depending on the amount of hits deflected
Mega Water S altfire pickup glitch fixed
Hyper Storm H item stomp radius decreased 196 > 48
MM9 (Rough Descriptions):
Concrete man: Strong Armour, Saturns speed, base jump height
Mainfire: fires concrete shot forwards and if held can shoot three at once. Can stack three times in a row to apply stun.
Altfire: On the ground, charges forwards carrying opponents with him and if colliding with the wall will stun. In the air will do a leap and ground stun.
Galaxy man: Weak Armour, Base speed, toad man jump height
Mainfire: Black hole bomb that consumes entire ammobar. Small explosion black hole bombs without suction will be fired without ammo.
Altfire: Hold to decend slowly upwards while inflicting damage, after release will fly like tenguman.\
Item: will teleport to sucking black hole bomb. Can be pressed again to teleport back to previous location. Runs on a timer and automatical teleports back after a certain amount of time.
Splash woman: Semi Weak, base speed, base jump
Mainfire: laser trident from vanilla with damage more consistent.
Altfire: lunges forwards with a trident melee. If at full grey ammo, can be held to summon fish forwards and to the sides which noclip through walls.
Item: spawns a bubble that raises you upwards while flying. In water it gives free flight. Can use lunge up or down while in the bubble.
Jewel man: Semi Weak, base speed, Ring man jump
Mainfire: puts up jewel satellite and lasts four hits. Upon taking a hit, fires a homing jewel at the nearest enemy. If mainfire is clicked again, it will fire the jewels like vanilla.
Altfire: while shield is up, can increase movement speed while rotating jewels in an orbit formation dealing hugging damage to nearby enemies. Once released, will fire jewels in a burst two by two.
Hornet man: semi weak, base speed, base jump
Mainfire: hornet chaser that homes three times and is destroyable. can be held to extend homing.
Altfire: tosses a hive grenade that summons a bunch of hornets upon explosion which behave like vanilla hornet chaser. Without full ammo, fires hive grenade that release no bees.
Double tap jump hold for rocket jump and glides down unlike super adaptor. If tapped, it will go up and drop down immediately.
Plugman: Base, base speed, ringman jump
Mainfire: plug ball that shoots straight through the air and rebounds back traveling along the ground.
Altfire: plug arm melee. If aimed at the ground, wall or ceiling; shoots a Sparkman spread that behaves like vanilla plugballs and is hold and release and drains ammo gradually.
Tornadoman: Weak armor, Elecman speed, Geminiman man jump
Mainfire: fires tornado blow forwards that rises when it hits a surface. If charged, summons tornado blows in a pinpoint location and lifts opponents upwards.
Altfire: Gyroman flight except moves faster upwards and when canceled, crashes down like burner dive.
Magmaman: base armor, base speed, ringman jump
Mainfire: fires fully charged magma bazooka if ammo is available, shoots smaller ones if there is no ammo at a higher fire rate. Will fire in a erratic pattern on the ground and straight in the air.
Altfire: charges mainfire ammo and fires an eruption of magma in a small radius when ammo