Alright so we have a lot to go over today but I'll try go through it quickly. We have a Mecha ability split, more competitive player battles, and the MM5 robots are finally complete. Let's go!
Mecha Ability Split - More & Revised Options
Let's start over, shall we? The mecha-related abilities have been reimagined slightly. What was once a single ability has been split into two distinct options - Mecha Support and Mecha Assault. To be super clear about what all these abilities do, I'll list them here:
- Mecha Support (summon a friendly mecha to the bench) - Mecha Assault (summon a mecha to active position and auto-attack) - Mecha Party (summon three friendly mechas to the bench) - Friend Share (give your stat boosts to the enemy and maybe make a new friend)
Each of these abilities has received a new icon to make them more visibly distinct. I hope these expanded options will allow everyone to craft their perfect mecha-strategies during their runs.
Competitive Player Battles - Now I've Got Your Token
The mechanics of player battles have been revised. Going forward, any time you defeat a player in a player battle you will not only take their token but you will also take back your own token in the process. This means that you can "contest" their wins against you and steal your token back. Afterward, you will appear in their player battle selection and then they can challenge you to take it back again. You both can repeat this back and forth infinitely, so it's probably wise to fortify your own player battle team if you want to defend again it. Naturally, tokens moving around like this will result in a lot of leaderboard shifting, but I look forward to seeing the results!
(!) An important note for veterans who have already completed player battles: any existing player battle records have been set to "ties" where you both get the win, BUT you will both be given the option in-game to rematch them and decide who the "real" winner is.
Customizable Doctor Alts In-Game
Remember those holidays alts we had for the doctors? Well they're finally accessible in the Player Editor, allowing you to customize the look of your doctor a bit as you play through the campaign missions. There are only two holiday alts per doctor right now, but we will absolutely be adding more in the future. Both alts are automatically unlocked once you've spent at least one of the applicable holidays here at MMRPG. For example, if you've spent at least one October with us you'll unlock all the doctor's Halloween-themed alts and if you've spent at least one December with us you'll unlock the appropriate Winter-themed alts. Brand-new players that haven't unlocked either of these alts yet shouldn't worry, just give it a few weeks. :)
Enough With Exclusivity
Turbo Man and Nitro Man have been released from Challenge Mode exclusivity. They are now available in the wild and can be found in Star Fields just like any other robot master. Sorry for the wait, please enjoy. :)
Skill Buff - Bulwark Submodule
All skills based on the Bulwark Submodule have been buffed to fully block damage to benched allies. That means Bounce Man with his "Absolute Unit" skill can now protect his benched teammates from a full-on Astro Crush assault, a Rain Flush torrent, and of course a Dynamo Bolt storm with ease. And he's not the only one - Frost Man's skill "Popsicle Fortress" and Hyper Storm H's skill "Big Chonker" have had the same buff, making all three of them valuable assets to any teams they find themselves on.
New Skill - Gyro Man's "Express Delivery"
Gyro Man has discovered his true purpose and awakened his "Express Delivery" skill. This is an alias of the new "Transport Submodule" skill, which allows free switching as long as the owner of the skill remains on the bench. This new mechanic allows for some incredibly dynamic play styles and I'm excited to see how it changes the meta. Let's give Gyro Man a warm re-welcoming to the MM5 family now that he finally has his wings. Er... propellers.
New Robot - Stone Man's "Power Stone" & "Blocky Builder"
Finally, after what feels like an eternity, Stone Man has finally been given a signature ability, a fancy new skill, and playable status. Oh what a wonderful day. Stone Man comes equipped with a new skill called "Blocky Builder" which is an alias of our new "Construction Submodule". This new skill allows Stone Man to automatically raise Super Blocks wherever he goes after each turn, allowing for some great defensive strategies. That's not all though, as his signature weapon the Power Stone comes rightly crashing in. Power Stone isn't a very accurate move, but it raises the user's attack stat after each successful hit. Not very defensive now, are we?
Ballade Boss Battle Buff
Ballade has been given a new skill and a new passive effect that makes him quite the beast. His new Persist Protocol skill (an alias of the "Persist Submodule") allows him to survive any OHKO as long as he starts the turn with full health. Further, whenever Ballade reaches critical health, he'll automatically shift into his second form and overclock all his stat. With the backup he has in that mission, it is no cakewalk I can tell you that.
New Support Mecha - Tamp?!
Tamp is quite possibly the most obscure mecha we could get our hands on, having only one appearance in one stage throughout the entire classic series. This teleporting transporter comes equipped with a skill not unlike Gyro Man's. "Teleport Travel" grants allies free switches as long as Tamp is on the bench. Be careful it if becomes active though, I hear that Tamp Stamp is pretty aggressive.
All Bosses Have Passive Skills Now
Every single boss now has a passive skill. Let's go through them, shall we?
Enker Passive Skill : Reflection Matrix The robot automatically copies positive stat changes on the opponent at the end of each turn.
Punk Passive Skill : Spiked Ruffian The robot afflicts the active target with a weakness to its own core type when standing face-to-face.
Ballade Passive Skill : Persist Protocol The robot bounces back from one-hit knockouts with a sliver of energy remaining but only when starting from full health.
Quint Passive Skill : Weapons Expert Reduces the weapon energy consumed by the robot when using elemental abilities by up to half.
King Passive Skill : Royal Guard The robot's defensive prowess protects benched allies from being targeted by the opponent's abilities.
Dark Man 1 Passive Skill : Dark Transport The robot allows teammates to switch freely to and from active position but only when this robot is on the bench.
Dark Man 2 Passive Skill : Dark Machinist The robot restores lost health to wounded robots at the end of each turn so long as it remains on the bench.
Dark Man 3 Passive Skill : Dark Stalker Improves the robot's targeting capabilities allowing them to reach even benched robots with most abilities.
Dark Man 4 Passive Skill : Dark Projection The robot afflicts the active target with a weakness to its own core type when standing face-to-face.
Terra, Mercury, Venus, Mars, Jupiter, Saturn, Uranus, Pluto, and Neptune Passive Skill : Astral Assassin The robot puts effort into doing more damage when it knows the target has a weakness to one of its moves.
Misc Bug Fixes
- Made it so rapid-fire buster shots can only hit up to a max limit of your current level - Made it so rapid-fire buster shot moves will automatically ceasefire after the first ineffective hit - Made it so Spine Slide damages the user a bit, fixing oversight where impossible to beat Elec first - Possibly fixed a bug that allowed enemy robots to attack immediately after switching when not allowed - Fixed the text alignment of the opponent's intro quote at the beginning of battle - Fixed some text issues with player battle descriptions including missing spaces - Fixed some bugs w/ calculation of WE cost for Mecha abilities but more on that later - Fixed a bug that caused the enemy to try reviving you with Skull Sacrifice / Spark Life - Fixed a bug in the Player Settings menu that would cause the entire menu to not load anymore - Fixed an oversight with the Player Settings menu and limited the slots to six instead of eight - Fixed several oversights causing certain mecha skills to not trigger after a summon (Pyre Fly, possibly others)
MMRPG Prototype v3.4.109 Patch Notes - Mecha Split, Player Battles, MM5 Complete Posted by Ageman20XX on November 18th, 2023 at 9:28pm Viewed 162 Times
12 Comments
Axtuse
Axtuse
10,557,180 BP
1 TP|3 PP
Posted on November 18th, 2023 at 11:23pmEdited on 2023/11/19 at 12:19am
Posted 2023/11/18 at 11:23pmEdited 2023/11/19 at 12:19am
#1
Mecha Support/Assault is such a great addition (buy it in the shop if you didn't see it BTW). Very happy with Gyro getting a skill and looking forward to the other skill-less robots getting theirs eventually.
Posted on November 20th, 2023 at 10:40pmEdited on 2023/11/20 at 10:41pm
Posted 2023/11/20 at 10:40pmEdited 2023/11/20 at 10:41pm
#8
@Master Alicia : Actually only the front robot is obtainable in challenges, as the others don't have hearts. So yeah, either find him or scan and defeat him.
(FYI Napalm and Stone don't have challenges associated to them)
Posted on December 2nd, 2023 at 5:22amEdited on 2023/12/02 at 5:28am
Posted 2023/12/02 at 5:22amEdited 2023/12/02 at 5:28am
#11
Is there a list for these submodule skills besides the database with the passive skill for each robot? It would be nice to have a list of each type of submodule, literal description and robot master with the chosen type if its too much to ask :)
12 Comments