Alpha 0.1 (Aug 2021)
This changelog is a combined list of all of the updates to date, in addition to the latest changes.
The log is split into 4 sections: "universal", "pvp-exclusive changes", "singleplayer version", and "misc. bugfixes & adjustments".
Universal changes apply to all versions of the patch. PVP-exclusive changes only apply to the pvp patch. Singleplayer version changes only apply to the pve patch.
While the previous 3 sections contain documentation for the differences between BBN3 and vanilla BN3, the fourth section, "misc. bugfixes & adjustments", details the differences between this BBN3 update and the previous update.
BBN3 changes (universal)
Spanish translations have been implemented thanks to the hard work of the MNTWFL Translations group. The main download now includes a "Spanish" folder which contains Spanish versions of all of the existing BBN3 patches.
When you have a trap equipped, you can view which one it is on your side. To your opponent it still shows up as "????".
While in the Custom Screen, pressing Select will allow you to see any traps that you or your opponent have equipped.
Shield ability input (B←) is rebound to Select. The original input no longer works.
Universal invis duration inflicted by "flashing" chips reduced to 60f.
Wind attacks remove Barriers and Auras. This effect pierces intangibility and AntiDmg, but is blocked by shields.
Damage is applied to barriers and auras even if Megaman is intangible when hit.
Added support for making an attack push MegaMan the maximum possible distance in one direction. This effect is referred to as BigPush.
SuperArmor no longer defends against drag statuses (SmallPush/BigPush).
MegaMan temporarily receives superarmor while stunned. This does not apply to vine Tangle status.
MegaMan can now be pushed and pulled by wind gusts while stunned.
The status effects that inflict push and pull can now move characters onto broken panels if the character has airshoes installed.
TimeFreeze Parry's active window is increased to 6 frames. The cooldown for TFP is reset each time Megaman is hit, allowing for all hits of a multihit moves to potentially be parried. Reminder: TFP is activated by pressing Left before you are hit by an attack during timefreeze. If done successfully, it halves the damage of that hit.
The back column on either player's side cannot be stolen.
Objects are no longer instantly destroyed when hit by a breaking attack. Instead they receive 10 additional damage for each breaking hit.
When you enter the Custom Screen without having used all the chips in your hand, those chips will not be deleted if you use the ADD function instead of selecting new chips.
The bonus damage granted by elemental panels is now null element. This prevents the bonus damage from being multiplied additional times.
The charge time for all Charge Shots has been slightly sped up.
Shields have increased cooldown before they can be used again, but their cooldown is sharply decreased if they block anything. This also applies for the Block NCP.
DarkChip attacks that are used without a DarkHole or DarkLicense will have their attack value reduced to 1/4 instead of poofing. DarkAura will activate and last for 4 seconds instead of poofing.
The Giga chips and exclusive Styles from both White and Blue version are freely available to use.
The 11th chip glitch has been fixed.
Most of the Navi Customizer Programs have had their size shrunk. All NCPs come with their compressed shapes by default. Some have alternative shapes that can be toggled by hovering over them and pressing Select before they are placed on the Navi Cust.
HP+ Part NCPs are changed to +50/+100/+200/+400 to go along with their significant size reduction.
The WeaponLevel stat now scales with the buster atk stat. Every +2 Atk increases WeaponLvl by 1. This effect works without the need for installing the WeaponLvl NCP, however they still work normally in addition to this new effect.
Introduced a new tier of armor known as LiteArmor. When equipped, it applies SuperArmor only while in the middle of an attack. While idle or in normal movement, MegaMan is vulnerable to being flinched. Currently it is not available as an individual NCP.
HubBatch no longer halves HP. It instead sets a flat 300 HP reduction that is unaffected by BugStop. HubBatch grants the following effects: LiteArmor, AirShoes, Shield, Custom+1, BreakBuster, BreakCharge, UnderShirt.
The NCP version of FastGauge (and its bugged effect, SlowGauge) will apply a speed that is slightly less intense than the chip variants. Each turn, the gauge's speed will increment slightly to get closer to the default speed. When a gauge chip overwrites the effect of the gauge NCP, the speed at the time of it being overwritten will be restored when the chip expires.
When the FastGauge and SlowGauge NCPs go up against each other in pvp, they will cancel each other out and the battle will begin with normal gauge speed.
Fixed a bug in vanilla pvp that caused the text for your chip to disappear when your opponent entered an attack animation.
TimeFreeze chips fade in and out slightly faster.
Many chips and NCP descriptions have been rewritten so they make more sense. There are also emojis to represent elements and dark chips now.
Disabled Pause button during pvp.
HP visually updates faster while taking damage or healing.
MegaByte values are much smaller and only indicate useful info. Values range from 2-9. Regular chip capacity is 5, but can be increased up to 8 with the MB+ Navi Customizer Programs.
For certain types of battles that are impossible to run from (pvp, sparring with navis, final boss fight), it will no longer give the option to run away from battle.
Chips and Abilities (universal)
A large amount of real-time chips have had their framedata significantly sped up. The attacks for some chips come out faster, but the majority of saved time comes from reducing the recovery frames on the end of moves. The exact values of these framedata changes will not be reiterated in this log, but that data can be found in the Preview 2 changelog.
Many chips used to incur a state called "chip lag" in which Megaman would finish the attack animation and could move or fire the buster, but would not be able to use another chip until the chip lag ended. There was a heavy amount of chip lag on a lot of moves, resulting in chips that felt clunky and seriously limited the way you were allowed to play the game. This type of lag has been sharply reduced for nearly all chips.
Anubis and Poison Pharaoh no longer pierce invis with their poison. The poison mask series still do.
The Magnum series will now crack occupied panels instead of leaving them untouched.
HolyPanel spawns directly under the player who uses it.
NorthWind now pierces shields.
The Sensor series of chips have had their duration time reduced by 3 seconds. When first spawned, Sensor will wait 60 frames before firing.
DarkHole is no longer affected by the object limit and will not delete existing objects when spawned.
FastGauge and SlowGauge only last for 3 turns. Once their turn limit is up they will reset the gauge speed.
GrabBack and GrabRevenge return stolen panels and push the opponent back. The hit no longer pierces shields.
FolderBack restores a max of 7 standard chips. Only attack chips are able to be restored, excluding Friendly Viruses and chips that can recover HP.
GaiaSword/GaiaBlade will only consume the damage from wood element chips. Any chips that are not eligible to be consumed will not be deleted from your hand.
AntiNavi no longer steals the following Giga chips: Bass, Bass+, Serenade, DeltaRay, and both AlphaArms. (These chips are still compatible with other effects that only work for "navi" chips.)
Shadow and Mole grant an intangibility duration that scales with the speed of the custom gauge at the time of activation. During slowgauge their effects will last longer, during fastgauge their effects will expire quicker.
Rush will no longer trigger AntiSword.
AirSword can push cubes just like AirShot.
You can mash the A button to use DeltaRay's command code.
AntiRecov now reduces HP by 1x the recovery amount just like later games.
AntiDmg will throw the star much earlier when triggered. The chip version now waits for MegaMan's current animation to finish before popping. The NCP version no longer removes other traps when it's used, it also gives the opponent no visible indicator when it's active.
Reduced BodyGuard's kunai count from 18 to 9. Changed the timing so the kunais can combo into each other.
GutsPunch and GutsImpact cause BigPush (non-command input versions).
The hit from AirSword applies BigPush.
ElecSword inflicts stun.
Throwable Bombs (Mini/Single/Double/Triple) cause flinching.
Team1 and the Shake chips no longer cause flashing.
The Needler chips no longer cause flinching or flashing.
Some summoned objects have had their HP adjusted:
Rook 300
Meteors 210
Needlers 150
Team1 150
PoisonMask 40 (This is the HP of the mask while using the PoisonFace/PoisonMask chip.)
Prism 500 (Will not spread the damage from the attack that destroys it. Prism used to have infinite HP.)
PVP-exclusive changes
Most chips have had their atk values adjusted in addition to chip codes, classes, & elements. There are too many of these types of changes to list individually. Instead, the best way to view this information is to look at the chips in-game.
Here is a list of chips that have had their damage values adjusted but do not display their atk value in-game:
LavaStage 50 → 25 (per panel)
Zcanon2 60 → 70
Zcanon3 80 → 90
Zstep1 130 → 200
ElemSwrd 150 → 160 (per hit)
TimeBom+ 500 → 600
CustomSword's atk value is changed to a linear increase relative to the custom gauge. The atk value stays maxed out while the gauge is fully filled.
Muramasa's max atk is capped at 500.
Some multihitting chips have had their atk value hidden. This makes them no longer able to be boosted by Atk+ chips. These chips still declare their atk value via the chip description.
When selecting New Game on the title screen, you will load into a 100% pvp-ready game state.
The universal damage multiplier for elemental weaknesses is now 1.5x instead of 2x.
The damage multiplier for Elec element attacks on ice panels is now 1.5x instead of 2x.
You can cycle quickly through every style with the "Style Change" option. The Navi Customizer Programs OilBody/Fish/Battery/Jungle will set your style to their respective element when ran on the command line. You can then remove them and their effect will persist until you change your style again.
Custom Style has a passive Custom+3 boost.
Team Style has a passive MegaFolder+2 and Custom+1 boost.
Shield style's shield heal ability is reduced to healing 5% of max HP. This value scales with HP+ parts.
Chips have individual limits for how many copies can be added to the folder. The quantity value to the right of each chip directly shows the max limit for how many of that chip can be in the folder.
Error codes can be fixed by entering a completely blank code.
EX Codes are highly abbreviated, ranging from 1-3 characters long. An in-game email explains all of the available EX Codes.
There are new emails in Lan's inbox that explain important details about the game. The emails with the most important info will appear as unread when you start a new save file.
Auras expire roughly twice as fast compared to vanilla.
BeastMan no longer has the command input that allowed him to hit more than 3 times.
Friendly viruses have had their atk system modified. They can no longer be fed and their stats cannot be redistributed. Most friendly viruses have had their atk values adjusted to have a more dramatic swing in possible damage output, with the weakest rolls being weaker and the strongest rolls being much stronger. They are essentially a gambling minigame that might reward you with high damage output but also might flop. To view the exact damage values of a friendly virus chip, check with the Progs in the virus breeder.
The GutsMachineGun no longer inflicts flinching or flashing on any of its hits.
RandomMeter, HoleMeteor, ShotMeteor, and Meteors no longer inflict flashing.
Lava panels no longer inflict flashing.
These chips have been disabled or replaced.
Metagal 2 & 3
Mole 2 & 3
Jealousy
BassGS
PlantMan & Flashman versions 1-4
every other Navi versions 3-5
[PvP] misc. Quality of Life
The chips in your backpack are infinite. The chip quantity indicator has been repurposed to show you how many copies of that chip can be added to your folder.
Random virus encounters are disabled.
Serenade's Time Trial battles don't switch to your xtrafolder. The Time Trial fights now feature the Omega versions of Navis. These fights can be used for testing folders.
Lan's dog house as well as Tamako's kiosk will now take you directly to Secret Area.
You can jack out of Secret Area by pressing R. The panel that used to jack you out will now teleport you to Secret Area 3.
The ProtoMan Time Trial fight is replaced with Bass. Protoman can still be fought at Hades Isle
The BowlMan fight accessible in the DNN netbattling machine is now a MistMan fight.
Time Trial Navis will now display unique mugshots.
The bosses that follow typical flinch behavior will now mimick the way MegaMan flinches. While already flinching, getting hit again will not refresh the flinch duration. This should allow for combo practice that better represents the timing required to combo real players.
Singleplayer version
Keep in mind that any change listed under the "PVP-exclusive changes" section does not apply to the Singleplayer version of the game.
Made GroundStyle possible to be acquired through normal gameplay.
All Styles reach max level in 100 battles. It takes only 50 battles to obtain a new Style.
Opposite-version gigas can be obtained through various methods, mostly via shops.
Punk's chip can be obtained.
Your Regular Memory is calculated differently. It begins at 2MB and caps at 5MB. Each RegUp you collect brings you closer to your next RegMem increase, but each increase requires multiple RegUp pieces before you see any effect. Keep in mind that you're essentially beginning the game with 20MB, so it shouldn't be surprising that it takes awhile to see the value increase.
After receiving the Press NCP from Cossak, you will immediately gain the permanent ability to walk over press paths. Installing the NCP is not required.
The Energychange NCP is always applied automatically.
When starting a new save, the Mistman chips will be added to your library.
The tutorial is skipped at game start.
The ElemBody NCPs work normally, but they also set your next style's element to their respective element.
If the navicust is ran without an ElemBody NCP, your next style's element will be rerolled.
Right outside the room with the final boss fight, Chaud will give you the DeltaRay Z giga and also restore the internet to its colorful palette when you talk to him.
misc. bugfixes & adjustments
Fixed visual error with the endlag of Block NCP always showing the sprite for Custom Style.
Fixed exploit that allowed for extended invincible stalling while using AntiDmg with Slasher or PoisonFace/Mask.
Fixed glitch that allowed Shake's damage to be overwritten by a different chip. This glitch can still be done in the Singleplayer version because it's a fun strat and we don't care if pve is unbalanced in a fun way.
Fixed the bug in vanilla which would cause the Panic chip to freeze the game if used in an emulator that wasn't using BIOS.
Lowered the prices of opposite version gigas.
Serenade's Time Trial will now reward the player with both the DarkAura and Serenade gigas.
Wind now removes bubblewrap, plantman no longer takes damage from the wind hit that removes his leafshield
Cleaned up the Chip Library so it accurately shows how many chips and PA memos are available.
Reduced the amount of menus you have to navigate through in the comm menu.
Fixed compatibility with the BN3 randomizer.
Fixed some typos in the story.
Made the reduced elemental bonus multiplier exclusive to pvp.
Fixed the mistake where the buff to TimeBom's damage was applied to TimeBom+, which significantly nerfed the PA.
Fixed a softlock that could occur with folderback.
Fixed the bug where puffball viruses could one-hit-delete Megaman if he collided with their mask.
Refactored the way press paths check if you can use them so that they can work without the Press NCP being installed. This will be important later.
Lots of changes have been made under the hood in order to make BBN3 work with rollback netcode.
You're viewing the changelog archive. Click on a version name to view the full changelog for that release.
preview 4.2 (Nov 2020)
This is a hotfix patch for preview 4 that fixes a few game-breaking bugs.
If you are new to BBN3, read the changelog for preview 3 as well.
preview 4.1
Opposite-version gigas in the pve version will now have the correct chip art. They've also all been made available via certain shops throughout the net. You'll have to find them.
(Note that if a save file from previous versions is used, it may not receive access to these new chips. This is because shop data is loaded from your save file.)
Damage is now applied to barriers and auras even if Megaman is intangible when hit.
Fixed crashes during certain points in the singleplayer version.
Fixed bug where certain wind hitboxes could deal damage on every frame if timefreeze was activated on the frame that they hit something.
Due to changes in the way opposite-version gigas are implemented, any folder from previous versions containing one of them will now have a dud v5 navi chip that does nothing when used. To prevent issues like this during battle, the game will generate a fresh save instead of loading saves from previous versions.
preview 4.2
Disabled debugging code that was accidentally left on (MetalMan is no longer replaced with a dummy fight.)
Made GroundStyle possible to be acquired through normal gameplay.
preview 4 (Nov 2020)
This is a minor update that fixes some bugs and introduces a few extra features.
If you're new to BBN3, read the changelog for Prevew 3 as well. That log will go over the vast majority of changes to date.
Roadmap:
Wave 1 - basic changes to battle chip properties, such as class, damage, and element.
Wave 2 - modifications to the battle engine and complex changes to battle chips
Wave 3 - new abilities, battle chips, and mechanics
The next major update will feature the 3rd wave of changes. Expect it to be in development for a long time.
---- The following bugs have been fixed:
One of DarkLicense's error codes was impossible to fix.
There was still a way to activate the 11th chip glitch via HubBatch.
The Guard chip still had extended endlag even if it blocked a hit.
Running BBN3 on certain flashcarts and a few older emulators would result in the game's anticheat system triggering and deleting all your chips.
Error codes did not work at all in the PVE version.
---- Gameplay changes
AirSword can now push cubes just like AirShot.
You can now mash the A button to use DeltaRay's command code.
AntiRecov now reduces HP by 1x the recovery amount just like later games.
When the FastGauge and SlowGauge NCPs go up against each other in pvp, they will now cancel each other out and the battle will begin with normal gauge speed.
Rush will no longer trigger AntiSword.
While in the Custom Screen, pressing Select will allow you to see any traps that you or your opponent have equipped.
---- Other changes
You can jack out of Secret Area by pressing R. The panel that used to jack you out will now teleport you to Secret Area 3.
Lan's dog house will now take you directly to Secret Area.
Both the SetLava and SetHoly NCPs have been shrunk by 2 blocks each.
There's a known issue where certain flashcarts will run BN3 at a reduced speed during pvp battles. This isn't easily fixed, but there is currently a measure in place that should significantly mitigate the performance issues for those carts in most situations.
Some Navi chip icons have had their color palettes slightly adjusted. BowlMan and GutsMan received new icons.
---- Exclusive differences in the PVE version
Your Regular Memory is calculated differently. It begins at 2MB and caps at 5MB. Each RegUp you collect brings you closer to your next RegMem increase, but each increase requires multiple RegUp pieces before you see any effect.
All standard chips are limited to 4 per folder.
None of the chips or PAs are disabled.
Chips have vanilla damage values, except for Muramasa and Poltergeist.
The ModTools Error/EX Codes have vanilla behavior.
Friendly viruses have vanilla behavior.
After receiving the Press NCP from Cossak, Press will become permanently applied the next time you run the customizer.
The Energychange NCP is always applied automatically.
BlackMind and Alpha are not applied automatically.
Custom and Team Style do not have buffed stats.
When starting a new save, the Mistman chips will be added to your library.
The tutorial is skipped at game start. You're welcome.
The ElemBody NCPs work normally, but they also set your next style's element to their respective element.
If the navicust is ran without an ElemBody NCP, your next style's element will be rerolled.
For anything else not mentioned here: if a change sounds like it would make no sense for the PVE version, then chances are it hasn't been included in the PVE version.
preview 3 (May 2020)
This update focuses on improvements to the battle engine. Many interactions should feel more intuitive and align with the expected behavior from the battle engine in BN6. The new balance changes also make use of both the new modifications to the engine and the improved documention of vanilla mechanics.
There is also a considerable focus on Quality of Life improvements to help with preparing and testing pvp builds. Most notably, a completed save file is no longer required.
Roadmap:
Wave 1 - basic changes to battle chip properties, such as class, damage, and element.
Wave 2 - modifications to the battle engine and complex changes to battle chips
Wave 3 - new abilities, battle chips, and mechanics
This update concludes the bulk of the 2nd wave. The next major update will feature the 3rd wave of changes. Expect it to be in development for a long time.
---- Chip Code, Element, and Damage values
Per usual, chips will display their element and damage value when being viewed. Attack chips that do not show a damage value will announce it in their description.
Close to 100 chips have had their damage modified, so these changes won't be listed individually here. Look at the in-game chip library to see what's new.
Similarly, look in the backpack to see which codes are available for each chip.
---- Refresher: features from previous versions of BBN3
•Guard skills are bound to Select (Block/Shield/Reflect/AntiDmg)
•The majority of real-time chips have had their frame data significantly buffed
•Version-exclusive chips and styles are freely available to use.
•Friendly Viruses have their damage values locked. They cannot be fed.
•Muramasa's damage caps at 500.
•Rook's HP was nerfed to 300. Meteor series is buffed to 210HP. Needler series and Team1 is buffed to 150HP.
•ElecSword stuns. Meteor, Needler, Team1, and Shake no longer cause flashing.
•All except the V1 and V2 versions of navi chips have been removed, except for PlantMan and FlashMan, who only exist as V5 chips. Additionally, Mole and MetaGel only have one version. These changes make it impossible to activate certain Program Advances. Any chip or PA that is not available will not appear in the library.
---- Quality of Life changes
•When selecting New Game on the title screen, you will load into a 100% pvp-ready game state. This feature is based heavily off of the work done by X Kirby and NMarkro for the Open Mode BN3 patch.
•When you have a trap equipped, you can view which one it is on your side. To your opponent it still shows up as "????".
•Fixed a bug in vanilla that caused the text for your chip to disappear when your opponent entered an attack animation.
•You can now cycle quickly through every style. The Navi Customizer Programs OilBody/Fish/Battery/Jungle will set your style to their respective element when ran on the command line. You can then remove them and their effect will persist until you change your style again.
•Some NCPs have received alternative shapes, which can be toggled by hovering over them and pressing Select before they are placed on the Navi Cust. An in-game email lists all of the NCPs that have alternate shapes.
•Error codes can be fixed by entering a completely blank code.
•EX Codes are highly abbreviated, ranging from 1-3 characters long. An in-game email explains all of the available EX Codes.
•Each Navi chip has a custom icon now :^)
•Story NCPs (Press, EnergyChange, Alpha, BlackMind) are always active by default.
•Random virus encounters are disabled.
•There are new emails in Lan's inbox that explain some things about the game:
-Explanation of how to use the modified ModTools
-List of all available Ex Codes
-Explanation of how priority works when numerous NCPs try to apply abilities that can't be combined
-List of NCPs that have toggleable alternate shapes
-Explanation of the TimeFreeze Parry System
---- Changes to folder building
•MegaByte values are much smaller and only indicate useful info. Values range from 2-9. Regular chip capacity is 5, but can be increased up to 8 with the MB+ Navi Customizer Programs.
•The chips in your backpack are infinite. The chip quantity indicator has been repurposed.
•Chips have individual limits for how many copies can be added to the folder. Both the MegaByte and quantity value indicates a chip's limit. The quantity directly shows the max limit for a chip. Using the MegaByte value, calculate the limit this way: Limit = 6 - <MB val>. Chips with MB values over 5 will usually be limited to 1, but some only have a high MB to prevent being a Regular chip, while their real limit is greater than 1.
---- Modifications to the battle engine
•Wind attacks remove Barriers and Auras. This effect pierces intangibility and AntiDmg, but is blocked by shields.
•Added support for making an attack push MegaMan the maximum possible distance in one direction. This effect is referred to as BigPush.
•SuperArmor no longer defends against drag statuses (SmallPush/BigPush).
•MegaMan temporarily receives superarmor while stunned. This does not apply to vine Tangle status.
•MegaMan can now be pushed and pulled by wind gusts while stunned.
•TimeFreeze Parry's active window is increased to 6 frames. The cooldown for TFP is reset each time Megaman is hit, allowing for all hits of a multihit moves to potentially be parried. Reminder: TFP is activated by pressing Left before you are hit by an attack during timefreeze. If done successfully, it halves the damage of that hit.
•The back row on either player's side cannot be stolen.
•Objects are no longer instantly destroyed when hit by a breaking attack. Instead they receive 10 additional damage for each breaking hit.
•When you enter the Custom Menu without having used all the chips in your hand, those chips will not be deleted if you use the ADD function instead of selecting new chips.
•The status effects that inflict push and pull can now move characters onto broken panels if the character has airshoes installed.
•The bonus damage granted by elemental panels is now null element. This prevents the bonus damage from being multiplied additional times.
•Elec element damage on ice panels now gets a 1.5x bonus instead of 2x
•The universal damage multiplier for elemental weaknesses is now 1.5x instead of 2x.
---- Attacks and abilities
•The charge time for all Charge Shots has been slightly sped up.
•Shields have increased cooldown before they can be used again, but their cooldown is sharply decreased if they block anything. This also applies for the Block NCP.
•Shield style's shield heal ability is reduced to healing 5% of max HP. This value scales with HP+ parts.
•AntiDmg will throw the star much earlier when triggered. The chip version now waits for MegaMan's current animation to finish before popping. The NCP version no longer removes other traps when it's used, it also gives the opponent no visible indicator when it's active.
•FastGauge and SlowGauge only last for 3 turns. Once their turn limit is up they will reset the gauge speed.
•GrabBack and GrabRevenge return stolen panels and push the opponent back. The hit no longer pierces shields. This panel-return mechanic is taken from Mgamerz's BN3 patch.
He has a video showcasing this feature here:
https://www.youtube.com/watch?v=shHckkHBFd0
And the code is taken from this pastebin file uploaded by him:
https://pastebin.com/bdtSxK6L
•GutsPunch and GutsImpact cause BigPush (non-command input versions).
•The hit from AirSword applies BigPush.
•Auras expire roughly twice as fast compared to vanilla.
•FolderBack restores a max of 7 standard chips. Only attack chips are able to be restored, excluding Friendly Viruses and chips that can recover HP.
•GaiaSword/GaiaBlade will only consume the damage from wood element chips. Any chips that are not eligible to be consumed will not be deleted from your hand.
•BeastMan no longer has the command input that allowed him to hit more than 3 times.
•AntiNavi no longer steals the following Giga chips: Bass, Bass+, Serenade, DeltaRay, and both AlphaArms. (These chips are still compatible with other effects that only work for "navi" chips.)
•Shadow and Mole grant an invulnerability duration that scales with the speed of the custom gauge at the time of activation. During slowgauge their effects will last longer, during fastgauge their effects will expire quicker.
•DarkChip attacks that are used without a DarkHole or DarkLicense will have their attack value reduced to 1/4 instead of poofing. DarkAura will activate and last for 4 seconds instead of poofing.
•Prism's HP has been changed from infinite to 400. It will not spread the hitbox from an attack that destroys it.
•Anubis and Poison Pharaoh no longer pierce invis with their poison. The poison mask series still do.
•The Magnum series will now crack occupied panels instead of leaving them untouched.
•HolyPanel spawns directly under the player who uses it.
•NorthWind now pierces shields.
•DarkHole is no longer affected by the object limit and will not delete existing objects when spawned.
•The Sensor series of chips have had their duration time reduced by 3 seconds. When first spawned, Sensor will wait 60 frames before firing.
---- Styles and Navi Customizer Parts
•Custom Style has a passive Custom+3 boost.
•Team Style has a passive MegaFolder+2 and Custom+1 boost.
•Most of the Navi Customizer Programs have had their size shrunk. Some have alternative shapes that can be toggled by pressing Select.
•HP+ Parts are changed to +50/+100/+200/+400 to go along with their significant size reduction.
•The 11th chip glitch has been fixed.
•The WeaponLevel stat now scales with the buster atk stat. Every +2 Atk increases WeaponLvl by 1. This effect works without the need for installing the WeaponLvl NCP, however they still work normally in addition to this effect.
•Introduced a new tier of armor known as LiteArmor. When equipped, it applies SuperArmor only while in the middle of an attack. While idle or in normal movement, MegaMan is vulnerable to being flinched. Currently it is not available as an individual NCP.
•HubBatch no longer halves HP. It instead sets a flat 300 HP reduction that is unaffected by BugStop. HubBatch grants the following effects: LiteArmor, AirShoes, Shield, Custom+1, BreakBuster, BreakCharge, UnderShirt.
•The NCP version of FastGauge (and its bugged effect, SlowGauge) will apply a speed that is slightly less intense than the chip variants. Each turn, the gauge's speed will increment slightly to get closer to the default speed. When a gauge chip overwrites the effect of the gauge NCP, the speed at the time of it being overwritten will be restored when the chip expires.
---- Miscellaneous things
•The Time Trial fights in Secret Area now feature the Omega versions of Navis.
-the ProtoMan fight is replaced with Bass. Protoman can still be fought at Hades Isle
-The BowlMan fight accessible in the DNN netbattling machine is now a MistMan fight.
•The bosses that follow typical flinch behavior now mimick the way MegaMan flinches. While already flinching, getting hit again will not refresh the flinch duration. This should allow for combo practice that better represents the timing required to combo real players.
•As a reminder, you can bring your custom folders into the Time Trial battles.
•TimeFreeze chips fade in and out slightly faster.
•Many chips and NCP descriptions have been rewritten so they make more sense. There are also emojis to represent elements and dark chips now.
---- Singleplayer-exclusive differences
•None of the chips or PAs are disabled.
•Chips have vanilla damage values, except for Muramasa and Poltergeist.
•The ModTools EX Codes have vanilla behavior. Customizer Errors are still fixed with a blank code.
•Friendly viruses have vanilla behavior.
•Story NCPs (Press, Alpha, etc) are not applied automatically.
•Custom and Team Style do not have buffed stats.
•The new emails are not included, as they would overwrite existing emails that are arguably important to plot details.
•When starting a new save, the Mistman chips will be added to your library.
•The tutorial is skipped at game start. You're welcome.
preview 2 (May 2019)
wave 1, version 2
This release comes after a month of active development. This is very much a preview. The majority of modifications are among the simplest changes planned, both in design and implementation. The next public release isn't planned until after a much more comprehensive set of changes has been implemented.
Thank you for showing interest in the development of this patch.
--- System Changes
• Shield ability input (B <-) is rebound to Select. The original input no longer works
• Universal invis duration inflicted by "flashing" chips reduced to 60f
--- Quality of Life
• HP visually drains faster while taking damage (from MGamerz's asm tutorial)
• Serenade's Time Trial battles don't switch to your xtrafolder
--- New Content
• The following chips were ported from White version
Navi Recycle
Bass
Serenade
Balance
Alpha Arm Sigma
--- Unique Move Changes
• Rope 2 & 3
Vine Stun reduced to v1
• Shock/Sonic/Dyna Wave
crack panels, move at max speed
• KillerEye
reduced cycle speed, removed omega version
• Scuttles
reduced cycle speed, removed grass and omega version
----- Frame Data
• AntiMagic
26f active defense
40f cooldown on miss
6f cooldown on hit
16f throw endlag
125f despawn timer on plushie
throw animation sequence keyframe duration values:
00 - 01 - 00 - 02 - 00 - 00
• Shield / Reflect
18f endlag duration
• Burner & Burning
1f delay between flame pillar spawns
• Rope
reduction to startup and endlag
(too many values for this one to make any sense at all, just trust me it's faster)
• Pawn
60f endlag on sword swing
• Shake Series
15 panel movements before despawning
• Team1
10f delay between visual attack spawn and hitbox creation
• AirStorm series
9f delay before first tornado
6f delay between tornados
• Magnum
24f v1 cursor cycle speed
24f v2 cursor cycle speed
8f v3 cursor cycle speed
• MetalMan
60f command code input window
• Guts Punch Series
60f command code input window
• Startup Lag changes on the following moves
1f Heat Charge shot
10f Fishy
15f Condor
12f Lava Cannon
• Chip Lag changes on the following moves
2f Buster
1f Ice Wave
1f Spreader
1f Bomb Throw Family
8f Fishy
20f Boomer
15f Rock Arm
25f Black Bomb
1f Burner
1f Burning
3f ShockWave
4f Air Storm
4f Ratton Series
1f Arrow
1f Shake
10f Elemental Waves
30f Spice
1f Geyser
20f Rope
("chip lag" is a state in which megaman is actionable but can only move and fire the buster)
---- Flinch and Status
• changed to Flinch
Bombs (Mini/Single/Double/Triple)
Team1
Pawn
Shake
Meteor
LavaStage
• changed to Stun
ElecSword
• changed to No Flinch
Guts Machinegun
Needler
----- Chip Classes
• changed to Mega Class
Mole3
Aura
Varsword
Sanctuary
• changed to Standard Class
Poltergeist
HeroSword
---- MegaByte Values
• Herosword 24
• Airshoes 55
• Poltergeist 42
• Mole3 60
• Aura 50
• Dark Aura 69
• Killer Eye 51
------ Chip Codes
• Metagel Y -> P
• Lance Y -> *
• Poltergeist G -> *
• Northwind Z -> *
• Barrier100 * -> B
• Mole3 M -> K
• Aura Y -> *
• Magnum A B C M S
• Airshoes B Z I N G A
• Team2 N O U K Y Z
• VarSword L R U
----- Object Health
• Rook 300
• Meteors 210
• Needlers 150
• Team1 150
---- Damage and Element
Many Battle Chip damage values and elements are changed. Most values are visible on the chip, and the amount of changes are numerous, so view the chips themselves to see exactly what their values are.
• Damage values that are not visible:
Poltergeist 50
GrabBack 30
GrabRevenge 50
Snake 30
LavaStage 25
Meteors 30
Darkman 25
• Program Advances:
BubbleSprd 250
HeatSpread 250
BodyGuard 50 (per hit)
• Friendly Viruses:
The damage system for friendly viruses was changed. Viruses can no longer be fed or have their bonus damage redistributed.
To view the exact damage values of a friendly virus chip, check with the Progs in the virus breeder.
• Other
• Custom Sword
damage climb relative custom gauge is linear, damage value stays maxed while custom gauge is maxed
• Muramasa
max damage is capped to 500
----- Disabled Chips
These chips have been disabled or replaced. Disabled chips will do nothing if used in battle. You can tell a chip is disabled because its chip art will be pitch black.
• Metagal 2 & 3
• Mole 1 & 2
• Jealousy
• Punk
• BassGS
• PlantMan & Flashman versions 1-4
• every other Navi versions 3-5