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Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 19th, 2019 at 4:34am #261 ( Edited : 2019/01/19 at 4:35am )
2019 Game Update #4: Rogue Stars Have Entered Orbit (2019/01/19)
A new event mechanic referred to as "Rogue Stars" has been introduced to the game and is available as soon as you complete the main campaign. Rogue Stars appear every weekend, come in every elemental type, and last for 48 hours before disappearing until the next event. Rogue Stars act as a kind of global Starforce, granting all core-matched robots in the game with a huge power boost for a limited time. The element of orbiting Rogue Stars will change from month-to-month, starting out as Freeze-type for this month but changing to something new in February, and then again in March, and so-on. Take this opportunity to level-up and power-up your winter robots if you haven't already, and *maybe* if they try hard enough they can help you win some player battles. Enjoy!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 19th, 2019 at 4:33am #262 ( Edited : 2019/01/19 at 4:35am )
2019 Game Update #3: Minor Tweak to Reggae's Weapon Shop (2019/01/13)
A new "Core Gauge" has been added to Reggae's Shop that makes it easier to keep track of how many of each core type have been sold to Reggae. This is important as *all* elemental abilities in Reggae's Shop now require you to have sold him the relevant core types (a mechanic which was previously reserved for the Shot/Buster/Overdrive abilities). Tier 1 abilities for an element will start to appear after you've sold at least 3, Tier 2 will appear after at least 6, and Tier 3 after you've sold at least 9 (at which point the gauge will simply show a star icon). Not all abilities have Tier 2 or Tier 3 weapons (yet), but they function the same as any other type for consistency (and to facilitate future content, of course). This addition is more geared towards newer players or those still in the middle of the campaign, but some veterans may find it useful as well. Thanks again for all the testing and bug-reports from yesterday's BP reboot, and don't forget to vote in our new robot master poll!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 12th, 2019 at 11:42am #263 ( Edited : 2019/01/12 at 11:45am )
2019 Game Update #2: The Great Battle Point Reboot of 2019 (2019/01/12)
As part of a major update to the game's mechanics, all battle points and leaderboard standings have been reset and recalculated. Your score is no longer based on your turn count in missions, but rather the progress you've made in the overall game and the items, robots, abilities, etc. that you've collected. Please check the "Points" tab of your leaderboard profile for a detailed breakdown of where all your points are coming from. Additionally, you can check the Item Database page on the website for the BP values of every item in the game. All details and specific point values aside, the main takeaway from this update should be this; It is no longer required or necessary to OHKO every robot in a single turn in order to climb the leaderboard and doing so will affect nothing but how much zenny you earn from missions. Let us know what you think and/or any questions you have in the #game-discussion Discord channel or right here in the community. Thank you all for playing!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2019 at 11:16am #264
This thread is no longer needed as all but the 11 bots have quotes now (and those are already covered) but it's a good reference so I'm going to lock it in case we want to review it later. Thank you to everyone who submit quotes and I'll re-open the thread if we ever need more.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 20th, 2018 at 1:57pm #265 ( Edited : 2018/12/20 at 2:19pm )
@P. Eon : The Attack/Defense/Speed Booster items are better now. Before they'd only boost stats by 10% per turn but now they boost by an entire stage (which, as I mentioned, is way more than 10%). You've made me realize that I forgot to update the description (I'll do that when I finish my shift) but their effects are objectively improved over how they were before. With the old system, a robot stat would be at 150% by the fifth turn. Now they're at 350% by the fifth turn. How is that not better? Yes, there's a limit of 5 stages now but... is it really that bad?


---
Stat Stages as Percentages / Fractions:
---
+5 is 350% of base stat (base * 7/2)
+4 is 300% of base stat (base * 6/2)
+3 is 250% of base stat (base * 5/2)
+2 is 200% of base stat (base * 4/2)
+1 is 150% of base stat (base * 3/2)
---
0 is base stat (base * 2/2)
---
-1 is ~67% of base stat (base * 2/3)
-2 is 50% of base stat (base * 2/4)
-3 is 40% of base stat (base * 2/5)
-4 is ~34% of base stat (base * 2/6)
-5 is ~29% of base stat (base * 2/7)
---

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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 20th, 2018 at 11:27am #266
@P. Eon : Sorry but that's not gonna happen. The new stages system is here to stay. I copied the wording, the math, and the general mechanics directly from Pokémon and it's been working for them for more than 20 years so... yeah. It's something you're gonna have to deal with going forward.

I know you're calling it a nerf, but really it's not. A few abilities might be slightly weaker in one stat, but overall most of them are much stronger now and have way more utility than they used to. Each individual boost is more effective, and it's much easier to get your robot to 2x or even 4x their base stat in just a few turns. Not only that, but the abilities that reduce your opponent's stats are also much better and more flexible too. This system is objectively better and I think you're just annoyed because it's different, not necessarily because it's "bad".

Now the stat items are another thing entirely. The pellets now boost a stat by 2 stages (roughly 200% their base value) which is way better than they used to be, and the capsules now boost a stat by 3 stages (roughly 250% their base value) which may not be as impressive but still better than before. This is just a guess, but I'm wondering if your real problem with this update is the fact that the stat item effects are no longer permanent. And for that all I can say is "please be patient".
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 20th, 2018 at 10:54am #267 ( Edited : 2018/12/20 at 11:05am )
@P. Eon : Hey now, this was 100% my doing. MBM made the post for me but the decision and programming was all mine. I'm sorry you don't like the change, but I assure you it's for the best. It's always hard to get used to new things, even when they're objectively better. I'm sure with time you'll see all the benefits of this new system.

@Chill : Thanks for your enthusiasm? Lol. But really, new skins for Mega Man, Bass, and Proto Man are unlikely at this point given how many they already have (one for each type) and the work required to add more (given that any new ones would also need 19 different type variations). Flash Man might someday but again, unlikely. MM5+ robots don't have any alts right now, so they'd be first in line next time we create some.

Thank you both for posting though... Balance updates are always a lot of work on this end but are rarely met with any kind of praise or appreciation, so I get it. Next update will hopefully be a bit more fun for new and veteran players alike.

P.S. My new favourite combo is having Disco use Attack Mode on herself and then Attack Swap to give her maxed-out Attack stat to any of her teammates. She can do this thrice in an y given battle IIRC, which is pretty great and makes it much easier to clear out super-powered enemies.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 9th, 2017 at 9:37pm #268 ( Edited : 2017/04/09 at 9:58pm )
@kqueen : The thing about Mega Man in this game is that he changes colour based on the type of ability used. Because Mega Ball is a Neutral-type weapon, Mega Man's colour doesn't change. I could technically make him look like he does in MM8 by changing the Mega Ball to something like Time / Freeze, but that doesn't make much sense. :P

@RotomSlashBlast : Thanks for posting the trivia! That's pretty observant of you to notice the origins of two abilities from so long ago. :P I feel like Core Shield and Core Laser are much more useful in their current forms, partially because they can now be equipped by any robot master, but also because you can actively change their typing by having the user hold specific core types. Are you about to face a powerful enemy that uses Laser type attacks? Have one of your robots hold a Laser Core, activate the Core Shield, and then suddenly you're near-impervious to its attacks. Also, to answer your question the two abilities' types would not change in that circumstance and would remain pure Shield / Laser type respectively.

P.S. The formatting and the code for the game uses the word "none" in place of "neutral". I'll try to update things so that both words are accepted but if you want to use that colour/type in formatting right now just use "none" instead. Sorry about that.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 20th, 2017 at 7:54pm #269 ( Edited : 2017/03/20 at 8:25pm )
@Meta : @Retro Pikachu : @prototedd : Thanks for the kind words! We're glad you're liking things so far. :)

@TailsMK4Omega : As per usual, I look to Pokémon for what is or isn't too confusing for people to use and enjoy. Hidden Power seems to get a lot of use in the meta-game in spite of it's complicated mechanics so I think Omega is just the right level of obscure to be kind of fun. :P You're also right in that once you understand how it works it can make your game very interesting, though I have a feeling one of its most interesting "features" remains a mystery to most players...

@RotomSlashBlast : Thank you for the positive feedback as well, it means a lot!

Regarding Swift, yes, it's been made a bit lighter to differentiate it from the Flame type and make it easier to tell them apart at a glance. It was suggested by TheDoc and it made sense so I included it in this update. I think the new Swift looks much better and matches the colours of several robot masters that are part of it so win-win, right?

Lastly, about the "Recharge Weapons", it's main difference is that it doesn't take up an ability slot - it's just part of the standard options menu. Now you can make the choice - do you want to recover ALL of your WE in one turn in exchange for a weapon slot, or do you want to recover SOME of your WE and use that weapon slot for something else?

@MegaManfan21 : I want them too, as do many other users I'm sure. Unfortunately, as MegaBossMan said above, we have other priorities at the moment that need to be completed first. If we were to release the MM5+ robot masters now most people would be disappointed with how unfinished they are. They don't have their own fields yet nor do they have their own weapons, mechas, or stage music. We're going to wait until the rest of the game developed more and the new robots have all their bells and whistles before we release them to the public. Sorry for the long wait, but thanks for playing just-the-same. :P
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #270
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #271
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #272
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 6th, 2017 at 6:21pm #273
A complete overview of this update's buffs, nerfs, and new content is now available in the opening post of this thread. Thank you for your patience over the last 24 hours - these descriptions and screenshots took a surprising amount of time to put together. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on October 16th, 2016 at 1:52pm #274
@RotomSlashBlast :

When any robot holds an elemental core, it gains a +25% boost to matching damage/recovery and a -25% reduction in weapon energy costs - similar to a "true" core but halved.

When a copy-core robot holds an elemental core it gains the same effects any other robot described above, but it also triggers a skin change which is purely cosmetic. Mega Man does not "become" a Water Core when holding one, but it does gain similar boosts.

I added the skin change simply to balance out the fact that copy-core robots are the only ones without purchasable pallet swaps in Auto's Shop. Hopefully that clears things up. :P
I've also added some better organization and descriptions to the first post so things are easier to understand. Here are the relevant bits about items and abilities below:

New Holdable Items:
These items can be purchased from Kalinka's Shop and then equipped to your robots before battle. They each have different and unique effects - from boosting stats to tweaking mechanics - and can be reused an infinite number of times.

New Event Items:
These key items are unlocked during the story and provide narrative context to the various mechanics in the Prototype. They will have little effect on veteran players who have already unlocked everything in their game files, but will be invaluable to new players who are still learning the ropes. These items also make it easier for me - the developer - to trickle out features slowly rather them all at once.

New Abilities:
These abilities can be purchased from Reggae's Shop and equipped to compatible robots. The two Neutral-type buster abilities have niche uses but can require zero energy and can be very powerful on the right robot. Buster Charge is great for robots equipped with lots of abilities that require high weapon energy, and Buster Relay is great for support robots that want to pre-charge specific busters for their teammates. The Shot/Buster/Overdrive elemental abilities were designed specifically to padd-out some of the more under-represented types and should add more diversity to player and AI-controlled robot abilities in battle.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on October 16th, 2016 at 1:04pm #275
@ThatOneSlenderMan : @Beta Reaper : @RotomSlashBlast :

Making these changes to Starforce was a very difficult decision for me and I knew some people might be frustrated or annoyed by the "wasted" effort collecting them, but the nerf was necessary for the future balance of the Prototype.

With only the 1,024 stars in the game now the effects were already so OP that they removed all strategy from battles - can you imagine how bad the problem would have become once the MM5+ fields are added? There's be almost no point in adding new content or abilities or missions as everything would be a OHKO anyway. The broken nature of Starforce is part of the main reason MM5+ haven't been worked on yet.

At the very least, the stars still have a use in increasing battle points so it's not a complete waste. This will also make the future "New Game Plus" feature more rewarding, though I wont go into the details of how at this time.


@Beta Reaper :

Buster Changes
The changes to the Light/Wily/Cossack Busters is when they're unlocked. Previously they were unlocked after a doctor reached a certain BP level, but from now on they'll be unlocked from the start. This is more important for new players than veterans.

New Event Items
These are also more relevant for new players as you've probably already unlocked all these features. Previously mechanics in the game like transferring robots or equipping items would just appear without warning - now you get an event item when the feature is unlocked and a little popup to put it into the context of the story.


@RotomSlashBlast :

I'm open to future improvements and suggestions on how the Field / Fusion Stars play into the mechanics of the game, just nothing that directly boosts damage, recovery, or stats. We have to imagine that the amount of starforce available in the game may one day be infinite, and make sure it doesn't affect anything that could affect the balance of power in battle again.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on October 16th, 2016 at 1:02pm #276
Well, it looks like I forgot to mention a pretty significant new feature in the opening post about the robot editor (which is ironic given this update's branch name was "robot_editor_2k16. I've added it to the first post, but here's the relevant bit:

Robot Editor Updates

New Robot Editor
New Ability Selector New Item Selector New Player Selector Drag and Drop Robots
- Robot editor has been updated with improvements imported from World
- Ability, item, and player selectors more user-friendly with sorting and colours
- Robots can be dragged and dropped between doctors once the feature is unlocked in-game
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 28th, 2016 at 6:56pm #277
Greetings, players. I've made some (minor) updates to the existing support abilities and wanted to give everyone a heads-up on what's added, changed, and/or removed from the game.

New Support Ability Sprites and Updates (2016/08/28)
- Roll, Disco, and Rhythm have had their level-up support abilities removed so they only appear in the shop
- The Shuffle abilities have been deprecated and removed from both the main game and the ability database
- The Mode abilities have replaced the deprecated Shuffle abilities as the new Tier III stat moves in the game
- The Swap abilities now work differently for robots other than Roll, Disco, or Rhythm targeting allies instead
- All (non-deprecated) stat-based support abilities have had their icons redone to be more visually consistent
- All stat-based support abilities have also had their weapons energy requirements revised and increased slightly
- Neutral-core robots now get the same -50% weapon energy bonuses for Neutral-type abilities as other cores/types do

Small changes to be sure, but I believe these changes will have an overall positive effect on the game for both existing and new players alike. Please let me know if you have any questions, comments, or bugs and please enjoy the updates. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 20th, 2016 at 5:21pm #278
Hello again with a small update regarding robot alts.

Alternate outfits have been added to the game for all MM1, MM2, MM3, and MM4 robot masters and can be unlocked by summoning them enough times in battle or purchasing them in the post-game through Auto's Shop. The price of these alternate outfits is tied to their required summon count with discounts given only to the support bots, making some of the more difficult ones to obtain (like the Darkness alts) incredibly expensive. Generally, if you see someone on the leaderboard using a rare alternate outfit it's a good bet they're loaded with copious amounts of zenny.

I realized this is technically a very old mechanic that was integrated into World over a year ago, but having the outfits purchasable in the shop makes it worth the wait in my opinion. I hope everyone enjoys them either way and I look forward to seeing some new avatars showing up on the leaderboard. ^_^
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 18th, 2016 at 9:47pm #279 ( Edited : 2016/08/20 at 5:19pm )
A few more updates have been applied to the Prototype, mostly imported from World, and I wanted to give everyone a heads-up on what to expect going in. Let's get started!

----

Robot Alt Images
Robot alts have (finally) been imported from world and certain robots can now be able to change their image/skin/outfit from the robot editor by clicking on their sprite. Currently only the three support robots - Roll, Disco, and Rhythm - have alternate outfits which are unlocked by summoning them enough times in battle. All unlockable robots have alternate outfits which can be earned by summoning them in battle or purchased in the post-game from Auto's Shop. Changes to your robot's outfit are reflected in battle, when other players encounter you in player battles, and can even be used on the leaderboard. Alts for other robots will be made available in the shop at a later date, so stay tuned for details.

Support Mecha Buffs
The support mecha that appear in battles are now capable of using more than just one ability to defend themselves and attack. In addition to their signature move, mechas will now have anywhere from 1-3 extra boost and/or break abilities such as Attack Boost, Defense Break, etc. Additionally, differently coloured support mechas are no longer divided into "generations" and instead exist as unique enemies with three alts each. These changes are reflected in the website and in-game database pages.

Mecha Support Buffs
Inspired by the changes above, the Mecha Support ability has also been buffed to include the extra ability mechanic. Depending on what level the user is, the summoned mecha can have anywhere from 1-3 extra support abilities to aid you in battle. In order to make the ability less tedious to use, I also got rid of the summon-count and made the mecha's level equal to half the user's. Hopefully someone can find a use for this ability now. :P

Beak, Bombomb, and Killer Bullet
The Laser-type Beak enemy has been removed from Bomb Man's stage and added to each of the Final Destination (1) missions. In its place, the new Explode-type Bombomb has been added to Orb City. This new mecha uses the "Bombomb Boom" ability which - like the Killer Bullet - launches the user at its target and self-destructing to deal massive damage. To compensate, the Killer Bullet's ability no longer destroyes the user in one hit but instead deal 33% recoil damage allowing multiple uses.

Boss Database
Boss robots have been separated from the masters and moved into their own category, much like the mechas before them. The amount of bosses is low right now and two of them don't even appear in game, but that will be changing going forward. This also makes it more obvious to newer players which robots are unlockable and which are not.

----

And that's it for now. If I remember any other changes I'll update this post, and please let me know if you find any bugs or have any questions. Have fun! :D
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Found 213 Threads, 569 Posts 782 Results Total
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