Burner Man's stage's fire is still pieces of blue Burner Man, but aside from that minor issue, I officially have no complaints about the mod at all.
I'll fix this, I simply forgot to overwrite the mistake in the patch that was made in the original file.
But when I start the mod, some red colored text are showed up. These are about something failed registration, and sprite sizes.
There are an another bunch about Roll's different costumes as it too wide and resizing.
*Cough* Player.MaxSkinSizeFactor *Cough* (Seriously, though. This is a thing now.)actor Megaman : PlayerPawn
{
player.displayname "megaman"
player.soundclass "megaman"
player.damagescreencolor "yellow"
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78
player.jumpz 10
player.colorrange 0 0
player.startitem "MegaBuster"
player.startitem "BusterAmmo", 3
mass 9999
gravity 0.8
+NODAMAGETHRUST
+DONTBLAST
+NOBLOOD
+QUICKTORETALIATE
damagefactor "Dummy", 0.0
Player.MaxSkinSizeFactor 0, 0
scale 2.5
States
{
I never knew about "Player.MaxSkinSizeFactor" so thanks for reporting this, I'll add it in the next release.
Something else that bugs me are some "out-of-jail-cards", by that i mean moves that render you invincible and immune to damage while maintaning a decent movement.
(f.e. Duo, Centaur Man, Ground Man, Drill Man, Clown Man, Wood Man especially etc.)
In response to all of the complaints about classes receiving invincibility, I personally do not see any of these classes as overpowered in their own right but I can see why they would be annoying in matches (especially LMS gamemodes). After going through all of these classes Woodman specifically would most likely be the most annoying due to him having the most amount of use of his invincible ability which is due to it being his primary attack; however I think without this Woodman would be a pretty terrible class and be very underpowered. The best solution that I can think of for Woodman would be to decrease his base movement speed slightly or decrease his movement speed when having the shield up similar to how he worked before. I think making specific attacks able to go through his shield would just make him very hard to use against those classes making him almost impossible to come as the victor in those scenarios which is something I want to try and avoid for every class in this mod. The rest of the classes (i.e. Duo, Centaurman, Groundman, Drillman, and Clownman) all have a relatively low use of their invincible abilities because it requires them to have full ammo to use their ability, their ammo regeneration is pretty low, and it only fills when they are not using any of their other attacks.
Ground Man with two ways of escaping tricky scenarios for him on top of a relatively quick ammo recharge rate and what appears to be higher armor (I must admit I don't know much about Justified values, pardon) makes him one of the most frustrating things I've encountered while playing this game. Add that onto his decently damaging room clearer projectile and an early execute in enclosed areas, and you get a class who will consistently survive to the late game and pick off remaining opponents.
I don't play deathmatch period so I have no idea how he plays there, but in elimination-based game modes he's a complete burden on the enemy team. Lowering his ammo regen and/or reducing his potential time spent in the ground would allow him to still remain an offensive power, but would give better counterplay to his opponents to help circumvent a perfect scenario for elimination Ground Man.
Groundman specifically out of all the classes with invincible abilities has two of such abilities so I can see why he also would be one of the bigger annoyances in matches (especially LMS gamemodes) however I disagree with him having a relatively fast ammo regeneration rate and instead would consider his ammo regeneration rate to be relatively low especially with him having to not attack for it to recharge. However with this in mind I do think reducing his potential time spent underground would be a good nerf to his abilities.