Thanks for testing, everyone!
In v2.0 BETA 8, after skipping the cutscene where X defeated Zero, Mission Report is still displaying "Game Over" instead of "Mission Complete". The Mission Report after skipping post-intro stage cutscene is also displaying "Game Over" instead of "Mission Complete".
Fixed it, this time for real. But since it's so minor, I'll save it for the next update.
a) Still in native palette of unarmored X part2
c) Wrong color palette for unarmored X during character selection
Known issues. But I appreciate them being reported, it'll be easier to have a list of all the situations where it need work.
b) Incomplete Gaea shot eraser
Good find, I forgot to check the code for the short eraser property. I'll work on this.
Which obstacles besides V-Blocks have you identified that are breakable with Gaea Buster?
2) Conversation affecting Clear Time
4) Zero VS Ultimate X (glitch)
It happened only once when I gung-ho on Ultimate X.
The shadow of a Lifesaver suddenly appear in the screen.
These are all vanilla issues. I'll keep a note on these and I'll consider to check on them in the future, but I won't work them right now.
5) Shuttle RNG
Still wasn't very clear from your explanation in BETA 8.
What's the optimize way to test it? But I guess it means "no" to use save state. How about Load from save file?
The rng only changes in-game, you need to play a little bit before each try for it to have a different result (kill a couple of enemies, shoot a few shots)
So I guess the optimal way of testing would be:
— Enigma always failing with no parts: on a savefile with no Mavericks from the left side beaten, save a savestate inside stage. For each attempt, play a bit more, exit stage, go to “Enigma Launch” on the stage select screen
— Shuttle always failing with no parts: same as above, except do it on a savestate with no Mavericks from the right side beaten, and the Enigma already launches and failed.
— Shuttle always succeeding with all parts (from menu): same as above, except do it on a savefile that skipped the automatic Shuttle launch. To do this, you have to complete the Shuttle parts before launching the Enigma.
— Shuttle always succeeding with all parts (automatic launch after completing Shuttle): save a savestate sometime in the middle of the last Maverick fight. On each attempt, finish the fight, go through Mission Report, watch cutscene.
— Normal RNG behavior (sometimes succeed, sometimes fail): have any intermediate number of Parts (not zero, not all) and use the same method to test it (savestate from stage, play a bit, Exit Stage, launch Enigma/Shuttle from menu)
6) Your FAQs
Does that mean you won't tackle the listed problems for 2.0?
Right now I just want to have a stable release with the current set of features as soon as possible.
I'm thinking of porting all the complete and proven features from the beta to a new stable version (v1.8?) and keep exclusive to the beta only the incomplete and unpolished features (all the incomplete armors stuff)
After that, I don't have any concrete plans. I may continue working on it sometime in the future (just like I came back after v1.5 after a year and a half).
What I wrote on the FAQ is just to let you guys know which are the things that I would be more interested of working on in the future.b) Restore all Zero's moves
Which moves?a) Shorten the time of releasing Zero Buster
d) Reduce/ No invincible frames of the 8 Mavericks when hit by weaknesses
e) Plasma Shot's remnant to damage the 8 Mavericks even as tiny as 1.
I'll consider these if I get to work on boss and general combat balance.c) Restore Fourth's Nova Strike
Fortunately, it's already implemented exactly as it works on X4, limited energy bar and all. It was probably removed so the initial armor isn't too powerful, which I think is a good thing. But it's easy to add it back.
Let me know if it works and doens't cause any other problems and I'll at least include it in the readme.
Enable Fourth Armor Nova Strike
BIN Address: 43528
HEX Data Original: FEFF62240300422C
HEX Data Modified: FFFF62240400422C
Display Fourth Armor's Nova Strike on pause menu
BIN Address: 36BF8
HEX Data Original: FEFF42240300422C
HEX Data Modified: FFFF42240400422C
I would like to know it is possible to disable Exit a stage only when X/Zero is fighting the last boss of a stage
Theorically yes, but not with the code currently implemented. The only exception implemented is the current stage ID.
I found an issue with zero in spike rosered stage.
If I use dark hold to move the v-block then I will get stuck in that part of the stage since I will run out of weapon energy before I will be able to move the others V blocks in order to complete that part of the stage.
And if I kill myself and continue I will start in the same spot again so I will need to get back to stage selection loosing an hour ok order to complete rosered stage.
I think that moving the v-blocks with zero should be done by using w-shredder since it doesn't use weapon energy
I'm thinking of a different way of allowing Zero to move V-Blocks.
The idea of using Dark Hold came from working on the Volt Kraken stage blocks section. Being able to move the blocks and walk on spikes for a limited timed seemed like a fun way of solving the puzzle.
I did a test on Rosered, and cancelling Dark Hold seemed enough to get through it with enough ammo. It would work perfectly if it wasn't because V-Blocks respawn. My idea was to be able to walk back to the starting point if you didn't make it in time, but I didn't test it throughly.
If I can't come up with a creative solution to still use the moving blocks mechanic, I'll simply make them destroyable by one of Zero's special moves.
I think I'll make them movable using F-Splasher instead. You'll need both Dark Hold and F-Splasher to solve the section in Volt Kraken stage, but it'll still be doable entirely by Zero, and without any risk of getting stuck in Rosered's stage.
-The VIRUS UI, when ZERO get Viral (Violet aura), the UI start to flicker
Not a bug, works like that in vanilla too.
-Volt Kraken stage using Falcon Armor, the X palette backs from yellow to the original light blue after shootings the sparks to open the Dr Light's room
Again, thanks everyone!