We're backkkkkkkkk....! V5D is out, and with that brings tons more content and much-needed fixes! See the spoiler for the changelog from v5c to v5d (it is RATHER long):
Full notes-this is a direct list what was done in order to a degree/(Huge note, THIS IS NOT EVERYTHING, I might have missed writing down things when doing
things ~Celebi)
There was stuff that was done before...but wasn't written down, my bad. - Celebi~
Decoybot using wep switch
Decoy has an alt attack that is a short range damaging area attack
Less gravity for Aerounit so zomo can hit him haha
Buster expert flings himself into space, -1 jumpz
Buster lady clone made more reliable?
BONUS RUNES!
Trickster +0.1 to forward speed
Confusion sphere changed to flame burst, it seems rather similar to something from before...
Captain Ass hp lowered to 880, more rate of fire for mainfire, mainfire bomb does less damage, altfire damage weakened but its a flying pirate now.
Glory guster +0.1 speed to side/forward, 11 jumpz > 12
TankBois have translated huds, hurray
Lim uses copy vision hud color
Air duo use red/blue buster huds
AUE buffed to 2k base hp, tiny damage changes, red dude can move while alting, blue is knockback only when alting, all 4 restore ammo when shooting.
Shin Mega BOSS gets some ammo when shooting buster, -2 attacks on alt kick
Vlad was readded, new desp mode is rage rune+1.2x strength+1.25x speed boost (No changes to attacks yet)
Prickster tackle size increased (bigger explosion)
Confusion Sphere was getting difficult to manage, so it turned into flame burst, seems like an attack from the past...?
Shadowman is invun before spawning and his shadowblade does 500 ripping (the pre spawn one)
Lass skin updated
TangoGirl skin added
Ztar item made more common and not insane, lasts for around 12 seconds upon collecting thrown Ztar.
TangoGirl is melee, more speed+jump+health, more cats, taunt added
StealthSniper has the same stats as old Tango...minus all the damn weaknesses, instead lowered to 725hp
Scuba +5 health lol
Quickster +0.1 speed
Buster Mistress skin added
Clone uses new Mistress skin
Kami exploding eyes skin updated?
The following stuff can now bounce on water
Decoybot Grenademan bomb
Juggernaut screws (and bosses since they inherit it)
Moonbullet given dontsplash
Moonblast weakened to 120 damage max, rate of fire+++
Moonblast damage can now break rogues shield
Rogues shield plays the correct sound now
Rogues shield was tinkered with more, EVERY CLASS can at least break the shield with something.
Some specific things cannot hurt him when his shield is up, such as candy/fire/ztar.
I will not edit every single weapon just so it can hit this one trick pony of a shield.
If something does direct damage on hit, it will break the shield, if it explodes, it might not hit.
Rogue also apparently got air attack varients
Trickster can be flung by Rageunit
As a tiny buff for this, holding mainfire when out of ammo won't stop ammogen
Fixed tricky trick's dead bombs from not showing up
Raider: Bouncy blade bounces 5 times now, but 100>80 ripping
2nd blade uses 10 ammo from 5
3rd blade uses 25 ammo from 20
Recovers ammo when holding shoot and out of ammo
AIDS might have an obit now, but still no frag rewards. (Jax method would be too much work for an obit, his method ties into how he does his gravity hold and
other weapon shenanigans.)
Money eyes of any sort play the money sound upon shooting.
Homing sniper mini revamp, mainfire shot tiny damage buff (technically buffed decoys magnets as well), holding shoot while not having full ammo shoots mini
magnets that home.
Homing in general buffed to extreme levels, those main shots can turn really hardcore, the mini magnets don't do much damage.
Altfire is now a MISSILE KICK, a kick attack that sends target flying away (depends on which way they face), very slightly less effective on bosses.
Exploding toys death plays correctly online
Darkman toys explosion damage buffed 111>222
Jugger bros,
200>250 gold shot, 175>150 silver shot,,,, alt requires ammo
Gold starts with 3300 hp, silver 3000, silvers health scaling is a tiny bit lower
silvers tackle stronger 150>200
changed springeye to use sonic spring sound
Springeyes apparently can work on anyone now!
(RAWSH got this as well, DOOM)
Speaking of RAWSH, Meguhman can pump out more dogs, and has a tiny bit more rate of fire.
(Do note the RAWSH kill is given to whoever activated the RAWSH, so if you touch it and kill someone with it, you get the kill.)
[This means if you're killed by your own explosion, it will say you killed yourself.]
Shadowman4MI needle sprites added
Tango roll added...I didn't change anything because ugh
Blinding eye changed to slowing enemies down when hit rather than blinding
Luckylass still blinds, and does full blind to bosses maybe
Speaking of Lass, no more sitting forever ground shots
New altfire coming in the future.
GETAWAY item changed to fling people high up (also flings bosses more away and higher than players), explosion damage buffed from 50>100, now fires off 2
repelling blasts to fling projectiles
Wind blast removed
Magicspecialist does 1 more damage .... 10>11 explosion
Direct hit wasps do 50 damage now (only the wasp that causes the split)
Tornado eye tornados are slightly slower.
GUHU explosion size better matches the explosion sprite
Rubberband scaling 1.0>1.5, it looks a little bigger haha
You take reduced damage from the following ITEMS as Survivors (when the round ends they'll do full damage)
Gothic balloons .66x
WASPS .5x
SharpRockets .5x
Unholy water .75x
Coffee 0.1x
Kakusareta Sutoka semi rework, weapons are more reliable, mainfires buffed to a degree and altfires nerfed.
He now takes 1.2x damage but is quicker.
General attack descriptions
Wep 1, mainfire is a strong melee slash and a shadow blade that appears where your slash appears, it then quickly speeds off straight.
Altfire is still the clone spam thing, they're much weaker right now and the disapearing clones hurts. (Might make it so they can block shots in the future)
Wep 2, a delayed mainfire strong melee slash that fires a giant shadow blade that bounces for a while.
Altfire makes you dash in X direction, this is aimable and allows for some possible vertical movement. (But its mainly for covering distance) The attack
itself is much weaker but the entire dash is controlable.
Wep 3, mainfire is a rapid 3 weak melee slash combo that fires three small shadow blades, this is your ranged weapon, but it can do pretty good at close
range like the other two melee weapons.
Altfire knightcrusher no longer rips, instead it collides on hit for around 200 damage, accurate aiming allows for rapid crushing.
(Proto2 shot sound completely removed from his sound use, uses new sounds)
RNC Clashman is using a new sound as a test to see if it sounds good.
StealthSniper, 725>775 hp, speed -0.50, passively gains stealth when not being damaged, ammo charges automatically.
Mainfire uses all your ammo and fires a shot that increases in power the more ammo you have.
Altfire is now a blinding flash, it is the same size and damage as Decoybot's energy blast alt.
(Decoybot energy blast explosion size increased)
Tidal dude, mainfire does 1 more damage 10>11, altfire shot doesn't water splash, speed +0.05
Quickster slidiness lowered a tiny bit, +0.05 speed
Altfire less delay and does not prevent movement, but eats ammo now (still infinite)
//Tornado eye's tornados don't splash water now.
//Didn't work, maybe next test
TacticalBomber is using a new explosion sound to test.
Size of mainfire bomb increased to match new explosion size.
Size of split bombs increased...but the explosion size is still the same.
AUE skin and portrait added
//the colors didn't match and I didn't fix it, blah blah
LuckyLass mainfire shots tweaked to not use a bad method of noclip, thus no more floor shots.
Boss isn't Bob anymore
Players are not flung as far from 'flingdamage' than before, 5>3, bosses are still 10
BEES look bigger
Foxeye chance with moneybombs increased from 1>4, exploding eye swapped with eyelento (more chance of exploding eye, less eyelento)
Money is now a ripper?
Eyelento rate of fire buffed, damage on baton lowered, damage and throwing distance of grenade increased.
FoxDemoneye +speed +jump, takes 3x damage from anti-furry damagetypes (eyelentos do this damage I believe)
Dazzling Gleam sparkles look WAY bigger so that enemies know the damage is there
Flameburst rate of fire lowered, damage adjusted to match new speed
Faint attack shot goes further, damage lowered 300>275
Water Shuriken is fancy fancy, 5 shots are fired, 4 do a spreading motion and are weaker than the center shot. Rate of fire increased.
Fire Blast...explosion damage 30>45 and even less delay between reusing.
Sonic Boom +2 bounces
DonJav rage is similar to Dixie's rage except that he rips through everyone...but it doesn't last as long as Dixie's and has a smaller hitbox.
DonJav also gets 400 rage ammo when he kills a target during his rage to extend his rage dash time.
DonJav now regens knife ammo slowly all the time along with his basic regen.
Dixie and DonJav rage have thru ghost so that shields don't stop their rages.
Dixie rage lasts a little bit longer and doesn't send dixie at the speed of light, IE more controllable.
Dixie also gets 500 rage after his rage to allow him more killing blows of death.
//Dentist, mainfire = old altfire, altfire = chainsaw go look at custompunch
//Can't be done, several saw options are not available in this version (well it could, but haxy isn't fun)
//Remind me to work on him
Greatshielder hud fixed because it used tangos old hud, derp.
Archive class now can swap weapons through scrolling just like decoybot
red ballade cracker for archive alt
Since Archive can easily change weps now, the chargable napalm and timestop cracker combo is insane, so timestop time for classes lowered from 99 tics to 66
tics so that players have just enough time to dodge the painful red napalm shot
Jumpz 12>13
Beer death damage lowered greatly, you'll need to drink harder for that kill.
Tidal dude, new spliting waves off his main shot, they split off where you aim, flood the place with water! (These split shots do not rip)
Mainfire damage lowered 11>10
Altfire damage changed to be sorta like star crash rather than the waves themself doing massive ripping. (Water wave affect is still there)
Altfire wave throw now fires when wave time runs out, the waves fired out now fling people back lightly, similar to MISSILE KICK.
HP lowered from 925>875
GemBanker black crystals all got reactiontime +1
Black mini crystal death fixed.
Negaman now has an ammo bar for his kick, rate of fire of single shot increased for more pew pew, and altfire has very little delay after using for quick
charging after kicking.
Igniter death doesn't rip, most possible damage is 1.2k rather than 20k+, hurray
Luckylass got a mini rate of fire buff for simple shots like Negaman
Music lines now appear for most songs
Music lines fixed to use small font
RAWSH and SpringEye fixed for online, painstates for meguh and rawsh fixed
Money bomb doesn't go into deep space no more, money bomb can now infect the user.
Fixed PIK bot, he was being given the new decoybuster and couldn't recieve his bot wep.
DecoyFlag1/2 and DeadlyFlag1 commented out from boss file because the class file already has it.
Bosses can now die to aids like classes (damage reduced from 150>125)
Negaman botwep removed due to not being used.
ShinNegaman item attacks tweaked (these were also moved from megareplace to negaman's actor for ease)
crash bombs do 10 direct damage rather than 0
rolling cutters bounce 10 times before disapearing and can bounce on water
Tomahawk shot speed lowered from 80>70 (these are rippers)
freeze cracker shield explosion damage doubled about
GreatShot 175>200 direct, 125>150 explosion
Astro wave gained thrughost and is fired perfectly straight rather than being aimable (yeah lets aim a floorhugger straight down =/ )
JoustingEyes can now damage players.
FakeClassBosses can now taunt, rate of fire lowered for all 3, fakegreatbuster was lowered the most.
Raider, bouncing star blade damage lowered 80>60
Demoneyes in general tinkered with
DevilEye is also immune to antifurry for some reason
MLG eyes were using playerclass base for some reason, which lead to painstate problems, they now use bossbase
Apparently exploding eyes can taunt.
All the eyes can hurt each other except the obvious demoneye recruit on demoneye recruit, none of the eyes can hurt devileye (not even eyelentos)
Quickster death does damage and looks different (lots of style was put into this)
Elemental specialist fire fixed
Megaman's bot weapon moved to the megaman actor area from negaman's weapon.
Animated Rune icons!
All Demoneye morphs now can give themselves a short lasting Highjumprune as a workaround for loosing underwater physics at times.
All demoneyes can use this when hitting altfire at full ammo, their ammo drains to show how long the highjump lasts. (eyelentos use their item instead)
AUE boss icon colors now match their actual colors
Screamer for GUHU removed and replaced with a much smaller version. Method put in place that is similar to GVHnes's screamers to allow for multiple screamer
images.
HawkEye spawns with full ammo so that he can flee just in case of a bad spawn.
Colonel Kachidonga mainfire delay and after delay cut in half.
Fake bosses cannot appear unless there are at least 5 players
Fake bosses got more edits, their stats match their classes and alt weapons are more believing (especially for tacticalbomber)
Fake BusterExpert mainfire rate of fire lowered, he was pumping shots out way to fast.
Gembanker +1 jumpz
JuggerGold lowered rate of fire since silver is firing split shots atm.
GreatShield death shield tinkered with, 300>350 explosion damage, explosion size increased
TARGET icon shifted down a bit to appear above a bosses icon
Every classes(not bosses) death states has been tinkered with, please report any issues you might find.
Upon getting a resistance rune, you are force fed a hamburger so that rune can be remotely useful.
Sample work done, Juggernaut gains alot of speed/jumpz when he gets a haste rune during lms, classes would need to be done on a case by case basis if this is
used.
Blinding weakened back down for bosses, classes suffer less blind than they used to.
TrueBuster dude can now completely aim his alt shots (still has the spread) and his hud was fixed.
Unholy water, YOUDIEUNIT, RAWSH, and Springeye now have thru-ghost now so it doesn't hit your shields
Ptank shouldn't conflict with drain rune and vice versa during lms
Massive Shadowman work done, he can spawn on way more bosses, doesn't get stuck with items he can't use...
Shadowman can break free of freezing when spawning now
Special shadowman event that rarely happens...needs 7+ players.
Enker absorb sprite fixed, no more messed up colors for LIM
Rogue Sword hud updated...again
Eyelentos cannot ever possibly happen twice in a row.
TangoGirl Reverted back to slashy slash from 1st test. (Rolling attack removed, it was AWFUL)
Demoneyes shouldn't be able to get themselves stuck if morphed when they cannot move (EX Lim alt)
Sprite problems with specific classes fixed, will need someone to host the main 2 files on BE so see if any problems arise.
Tango alt changed, fire a simple tango that doesn't rip, damagetype changed to derp cause a cat hit your face, and damage changed to 110.
GhostEyes are now able to hurt other ghost eyes
Vlad's metal blades can now be seen riding the floors online
Shadowman is now immune to all multi bosses
He can appear on multibosses now, he does not recieve his clone item if he has teammates.
Multibosses recieve immunity to shadowman if he appears
Every class shows their hurt frame when frozen by timestop like weapons.
General painstates editted for less problems.
Tinkered with some of the hazards in stages, watch out, trains pack a punch a now.
SOLITAIRE spits out more fake cards for more style
Trickster damage/Ballade changes,
[OLD MAINFIRE MAX 990, OLD ALTFIRE MAX 1920]
New Values: Mainfire MAX 750, Altfire MAX 2370 <--(This is next to impossible to happen)
Mainfire Ballade1 shot (55 direct 95 explode) splits into 8 Ballade2 shots (15 direct 60 explode)
Altfire BalladeDelux shot (250 direct 50 explode) splits into 6 ballade3 shots (10 direct 35 explode) that split into 6 ballade4 shots (0 direct 50 explode).
Extra notes: All ballade splits work on ceilings now
Slight damage edits to all megaman weps...mainly ++damage
Leafblade alt1 doesn't fling as high anymore and doesn't reset your vertical movement. Damage increased very lightly, alt2 upper leaf blade damage increased
greatly and flings a little higher.
Captain ass rate of fire increased a little bit, direct hit damage lowered from 100>50, exploding damage no longer goes under 25 damage, flight time lowered
a little, and ammo regen rate lowered a tiny bit.
Iron Curtain is now 1.0 forward speed/0.95 side speed (huge speed buff)
Help menu added to the main menu in purple text
GhostEyes turn white after 45 seconds in the ghosteye event, a sound plays to inform players
Exploding eye explosion tinkered with, should work at pointblank better.
Exploding eye maxhp buffed from 1001>1501 (Jax suggested), they still start with 1001 health.
Exploding eyes now get a powerdrain powerup so it doesn't interfere with the temp high jump rune they get (So the highjump doesn't remove the drain)
SBARINFO optimized, only unholy related stuff is spaced out.
More cat crap (zomo items)
//For test5, since zomo never put the items into action, they will replace PTANKS for testing reasons.
Elemental dude, elec magic has correct obits, stomping wind power damage buffed
Couple of demoneyes have taunts, some new ones, one boss has a new taunt.
JOHN MADDEN!
Moneybomb was poked, might sync a little better online?
TheGemBanker, rage fixed
CaptainRage, correctly gets his rage back after eating and gets his white colors back after gaining above his rage health.
Sorta fixed rageunit, his colors better update after he fires. (The wep swap sound when getting new rages is gone however)
Class animations updated?
Boss animations updated?
Fixed painstate problem, self caused.
Coffee has been replaced, no new icon for the new item yet. (Has basic sprites however)
Since the coffee is gone and this new item took over, this item is now more common.
Ztar damage cut in half
Golden wasp added.
Zomo stuff updated by Zomo
Normal wep swap sound removed from Decoy/Archive
Golden wasp fine tuned, includes new stuff stuff for it everywhere.
Coffee replacement got an icon.
Help Screen updated
Greatshielder skin and shield updated.
GreatShield tinkered with
Zomo icons cleaned up
Coin spitting cat cleaned up, explosion size lowered from 200>150
Coins don't spam console anymore
STONE damage increased to 1000, bouncelimit increased to 5, survivors take 0.5x damage from the stone.
Purple cat code optimized.
Purple cat chance swapped with Ice Cat
Ice cat code optimized
Ice main hit 95 damage, bits do 20
Grass cat code optimized
Grass cat max shooting height for leaves lowered
Might add a delay later.
PinkiePie size 12>14, direct damage 250>500, explosion 2750>2500
ScubaDiver skin added
Shadowman clone hp lowered from 1000>350 due to being easily spammable.
Invis changed back to what it used to be
Trapist mainfire uses ammo
Suddenly Amber Graves?
For the sake of organizing, pandora box items and mystic box items have been split. Zomo items have been moved into the mystic box area.
Money Cat removed, SubChatTank has been created, gold coins now buy SO MUCH DLC.
I cannot stress how much DLC the gold coin can buy.
Help picture updated
Devileye regen buffed greatly, more burning uppers everywhere, SJB doomed everyone
Nazi Metalman blades now rip on direct hits (not the return shot! Also return shot can be seen going through walls now.) Blade damager size increased, damage
lower, speed of metalblades shots down from 80>60 so that the damagers have a better chance of connecting.
Speed buffed from 1.35>1.4
Sinful Buster dude, gains ??? power at 2500 health
Recieved damage changes and fixes to all his weapons to a degree, he should be more controllable now
Sinful and True Buster dudes have skins now, faces updated.
After so much AHHHHH, AirmanCX added and everything is in working order.
Shadowman death blind doesn't show hawkeye obit, damage buffed from 50 to 1000, shadowman teammates immune to the death blind.
Big buffs for the Starmen.
Dual Starman Boss couldn't pickup anything (items as example), this made them immune to some classes. [Fixed]
Base HP buffed 1.5k>2k, Speed buffed 1.1>1.25
Homing Star shot damage lowered due to ability for more shots now 50>45
Speeding Star shot damage buffed 200>225 (this also buffs altfire)
Falling Stars damage increased 100>150
Altfires for both starmen spread out a little more
Shield explosion buffed from Swirl class base of A_Explode(110,120,0) to A_Explode(175,148,0)
Meteor rage falls straight down rather than an angle for more pinpoint accuracy. Explosion size increased 600>650. (Scaling increased)
Hitbox greatly decreased for more accuracy...direct hit damage increased from 0>5000. (You deserve 5k for touching this tiny hitbox)
Delays and hud desync cleaned up, you should find using the starmen more enjoyable and responsive. (With faster attacks, you can better determine which
Starman you are)
Colors fixed on the Starmen's sheilds...again. Also, Starmen have a translated hud now. (Purple/Yellow)
Jester Gelato, walking clone damage 25>250.
Jester now fires two mines during his rage, so tricky.
He can now pickup things, pickup is disabled during his rage so he can't pickup his own mines.
RichDevileye is now green and his icon face is green.
RichDevileye/RichDemoneyes now fire a basic 150 explosion damage in front of them. This is done so that they can damage Amber...who takes 10x damage from
it.
Most demoneyes take 3x damage from it...while furry eyes take 20x damage.
Files organized for Boss file [sprites]
Files organized for Class file [sprites]
Raider, bouncing star lost 1 bounce
Stopping star damage reduced 125>85, it still does 125 damage when it comes back
Quickster alt changed to a big ole orange hard knuckle that uses all of quicksters ammo and knocks him back (from legtenda's bot but with changes to damage)
Ammo regen cut down greatly.
Extra checks were put on forcing bosses/events, no more chances of breaking it through poor rcon usage.
Rare lms events added
Added the poorly made fox thing hand, it looks awful.
HomingSeeker weak magnets can now time out after a long time
Same with faggismo's shot (Faggismo's shot now looks like its walking)
More Faggismo, ammo regen mini buff, rate of fire of alt is reduced so that you can never stop shooting.
Shadowman is more visible when invis.
Scuba icons added?
Ztar particles have translations.
Ztar duration cut in half.
I redid the side sprite rotations for Ztar because it looked silly when rotating (Also the rotating speed) ~Celebi
The create translation script had a restart in it...why I don't know, if something breaks it'll be put back.
Killing boxeye readded, he was cleaned up sorta.
StealthSniper has pretty explosions on hit
//Ammo regen stops while reloading
Now uses the actual railgun firing sound, this sound also plays where the shot hits to inform people a railgun hit you. (Also when it hits walls/floors)
Dixieandoff's explosion sound now plays on direct hit, direct hit spits out more mace debris
Green Tank boss's missile are now 'BrightB' rather than 'Bright' damage so that they blind again.
BuisnessEye Skin and Event added
ExplosiveEyes teleport faster after blowing up (delay cut in half)
Ghosteye hp buffed 1k>2k (Remember their melee attack does 2k damage)
JoustEyes gain 250hp for wearing a helmet.
BusterMistressBoss added, clones clones and more clones!
MistressBoss was cleaned up greatly, has working green box items.
An error in boss item icons was fixed.
Killing box eye was teleporting badly online, uses new method to move.
Amber morphification cleaned up.
Main class file cleaned up, Dev bots can't tk and some lost sounds.
Quickeyes created and event created.
Tunes for new events added
Amber hud cleaned up, mainfire changed, bandages now correctly heal bosses (they overheal them!)
Amber item now demorphes you from amber if you have another
Updated AirmanCX's weapon/actor/skin, fixed a problem with horizontal hud.
Morph message updated.
Uses the alternate icon now so new people are not confused by the green thing.
The lms rune and event are now displayed in the console.
All messages have been standardized as the following. (This is important when added new content!)
5 is reserved for the TARGET ICON
6 is reserved for the BOSS ICON
66 is the main message line, this is for stuff like, "A powerful foe approaches!" or "You are True BusterExpert!"
60 is reserved for INDIE FRAGS
49 is for DEMONEYES in general
BONUS NOTE: Demoneye events also use 49 with a 1 tic delay to show messages like, "You joined the MLG Tourney, try to beat everyone for money!"
BONUS NOTE2: This is done so that the "X became a demoneye!" Doesn't show up
50 is for boss descriptions for bosses when you become the BOSS
51/52/53/54 is for WHO BECAME THE BOSS
25 is reserved for MUSIC CREDITS
91/92/93/94 are for the 4 boss health bars (Faggot health also uses 91!)
97 is for "Boss Armor: "
99 is for Demoneye's left
166 is for the general message "Time left: "
167 is for the message "THIS IS IT...STRIKE NOW!"
101/102/103/104 are for RAGE MESSAGES
70 is the lms event line
72 is the lms event icon
77 is the rune line
These light oilpits now
*The Blasts from a Bomberman Eye’s bomb.
*The fire debris from Igniter’s main.
Friendly Boxeye never stops moving now (only stops for a super short time to drop an item), is no longer immune to everything like survivors, now has 1000
health, and was slowed down a little.
BusterMistress Song added.
Electrician gained a bonus on altfire, altfire ripping damage lowered a little, translations to remove the blue on his shots.
Main code cleaned up some more, rcon can summon the secret bosses again.
Quickeye and Buisness eye added to moneybomb
Toy dude added.
Toy dude removed.
It seems the player select script was working during Test7! It just doesn't work on rare bosses...now it does! (There is no chance of it working on
shadowman)
Item help image updated more out of request from SJB
Sounds clean up, luckylass taunt changed.
Shadowman faggot health and boss health
Electric dude updated, alt summons lightning when it hits a floor/ceiling/wall and his death stuff was updated.
README added to main file explaining how to control Bosses and Junk
Dentist update, he should have a much easier time hitting people
Vlad/Shadowman Demoneyes now get speed correctly.
Glory alt/stats changed
Mistress Boss has some silly icon, it uses a lighter green for the dark green so people can see she looks green.
Mistress HP adjusted and increased mobility
Negaman has gained two weapons, lasers and arrows
Due to ease of firing single shots with wep swapping, small buster shot damage lowered from 75>55, and mid shot buffed from 50(lol)>110
Trickster skin added.
DLC coins time out after a minute
Quickeyes weapons updated
Dentist blades sped up, damage lowered, +1 jumpz
Death bits bumped to 250 damage from 200, should sync better online.
Captain Blitz boss, his altfire drill explosions damage has been tweaked to be stronger.
Mistress boss, explosion size of buster shots lowered a little
More sound fixes
Sumo toadman changes, mainfire/alt can now be used in the air. Mainfire now adapts to your zvelocity (jumping and mainfiring makes you do a high leap).
Because of this increased mobility, hp has been lowered from 1750>1600.
New sounds for Sumo mainfire because why not.
SiteWorker +0.5 speed
GoldenWasps/Wasps now do small explosion damage on death.
World War 3 is now possible
Is that a Dynamoman I see?
Dentist blades sped up, damage lowered, +1 jumpz
Death bits bumped to 250 damage from 200, should sync better online.
Captain Blitz boss, his altfire drill explosions damage has been tweaked to be stronger.
Mistress boss, explosion size of buster shots lowered a little
More sound fixes
Sumo toadman changes, mainfire/alt can now be used in the air. Mainfire now adapts to your zvelocity (jumping and mainfiring makes you do a high leap).
Because of this increased mobility, hp has been lowered from 1750>1600.
New sounds for Sumo mainfire because why not.
SiteWorker +0.5 speed
GoldenWasps/Wasps now do small explosion damage on death.
World War 3 is now possible
Is that a Dynamoman I see?
FlightUnit/HeavyBomber weapons were tweaked, list of general things.
Flight unit mainfire spreads less by 1 degree, same with HeavyBomber
Flight mainfire damage 20>25 (remember these rip)
HeavyBomber mainfire hitbox size increased (these were tiny!!) Damage changed from random(50,150) to 70
Flight altfire damage for missiles adjusted, now fires 4 missiles and does controlled STRONG knockback.
HeavyBomberman alt time cut in half, still fires the same amount of missiles, can control his FLIGHT! Damage of missiles lowered a little.
Meguhmang face icon updated.
Business eyes take half damage from ass hats to improve surviving chances
Red Warrior joins the fight with red axes of death
That BlackDevilEye appears now, and HIGLUR NEINS
Darkmen Toy icon updated
Unholy water icon is now red
Solitaire icon/sprites updated
Lim hud added, Lim mainfire shots adjusted, alt adjusted, it should feel worthwhile to use alt at any ammo rather than only full.
Alt can now be used at 75/200 ammo rather than full ammo.
A bunch of small fixes were done to several classes, too minor to be mentioned, some gained flash ammo regen/gained damage/lost damage/gained obits.
FlightUnit/HeavyBomber weapons were tweaked, list of general things.
Flight unit mainfire spreads less by 1 degree, same with HeavyBomber
Flight mainfire damage 20>25 (remember these rip)
HeavyBomber mainfire hitbox size increased (these were tiny!!) Damage changed from random(50,150) to 70
Flight altfire damage for missiles adjusted, now fires 4 missiles and does controlled STRONG knockback.
HeavyBomberman alt time cut in half, still fires the same amount of missiles, can control his FLIGHT! Damage of missiles lowered a little.
Meguhmang face icon updated.
Business eyes take half damage from ass hats to improve surviving chances
Red Warrior joins the fight with red axes of death
That BlackDevilEye appears now, and HIGLUR NEINS
Darkmen Toy icon updated
Unholy water icon is now red
Solitaire icon/sprites updated
Lim hud added, Lim mainfire shots adjusted, alt adjusted, it should feel worthwhile to use alt at any ammo rather than only full.
Alt can now be used at 75/200 ammo rather than full ammo.
A bunch of small fixes were done to several classes, too minor to be mentioned, some gained flash ammo regen/gained damage/lost damage/gained obits.
Due to a problem with gravity and morphs any class that used low/high gravity for controlled jumps now use double jumps instead.
Aero unit lost a bunch of 1.2x weaknesses and instead lost 50 health.
Ghosteye brightening code refined, sound is no longer used, instead watch your hud for when you're visible.
LuckyLass alt changed to be more like Airman's alt from CBM classes (it was literally using the same code, errors and all, but different projectiles that had
gravity)
New sounds added, cleaned up for LuckyLass
Amber has a taunt now
Officer John shield shouldn't jitter online, also ammo regen buff for alt ammo.