Version 2.0.0

**Version 2.0.0** was a major update to Mega Man Arena that added the missing Mega Man 3 characters at the time, 2 new OCs, namely Katyusha and Tark, as well as native online play, one of the most requested feature for the game before Version 2.0.0. This update also included a few revamped stages, Cold Man being redesigned and renamed to Cool Man, new music, menu artwork and many other new features. This update released to the official Discord server on July 11th, 2020, and then released to the public on July 25th, 2020.

## Changelog

### **Enhancements**

* 9 new characters have entered the arena!  Say hello to Magnet Man, Gemini Man, Hard Man, Top Man, Snake Man, Spark Man, and Doc Robot!  Plus two original characters in Tark and Katyusha!
* Each character brings their own set of stages, plus three new Dr. Wily stages from MM3!
* Native Online Mode! Matches can now be played online!  Up to four players can play in any of the main modes: Arena, Teams, Squads, and Boss
* Cold Man is now… COOL MAN!  Yes, he has officially rebranded!  Enjoy the cool new victory pose, and show off his cool juggling skills by holding select to extend his cool new taunt
* An all new main menu has been added!  Enjoy artwork created by Coreeno!
* You can press select at the main menu to instantly access options
* New title, story panel, menu, and credit music has been added by Chips N Cellos!
* Online lobby music has been added by Scunsion!
* New Metal Stage 1 has been added, designed by Jax!
* New Heat Stage 2 has been added, designed by Jax!
* A new enemy has arrived on Met Stage 1
* Discord Rich Presence has been added!  Now Discord users will show their Mega Man Arena status - the game mode as well as time playing.
* You can now pet the dog and cat!  Mega Man can pet his own Rush, but it must not have coiled and he must be facing him.  Proto Man can pet his own Tango so long as he’s sitting, and he also must be facing him.  Initiate the pet by posing while overlapping with your favorite furry (in a metallic way) friend.

### Boss Mode Changes

* Wily has unleashed three of his most devastating bosses - Yellow Devil Mk II, Wily Machine 3, and the dread Gamma!  These fights won’t go like they did last time, so get your weapons ready!
* Boss Rush has been added!  How quickly can you blast your way through all the bosses?
* E-tanks show up in certain boss stages.  Use an E-tank by pressing select!
* Kamegoro Maker releases less Kamegoros at once in his final phase

### **Balance Changes**

* All non-Hard Man high jumps have been changed from 2 EP to 1 EP (save Magnet's which was already 1)
* Proto Man Damage and Knockback have been reduced to 1.5X (from 2X)
* Proto Shield reflecting Crash Remotes no longer leaves the remote in Crash Man’s control.  It will result in the crash remote switching owners and then auto-detonating after attaching (like a normal crash bomber) since Proto can’t detonate it
* Tango EP cost has been reduced to 6 (down from 8)
* Tango no longer immediately retreats when Proto Man dies
* Proto/Rush Coil EP lowered 4 -> 1
* Mega Man can now summon Eddie while riding Rush Jet
* Metal Homing Blade is increased to 3 EP (from 2 EP)
* Quick Man damage taken increased by 10% (to 25%)
* Flash Man has a new move during his timestopper - if his normal shot is fired during timefreeze it will stand in place until the time stop is complete. If the shots are spaced properly (none hitting on the same frame) they will combo on the opponent
* Flash Man Flash Stopper EP has been restored to 14 EP
* Metal Man's cone blades are now Multihit
* Metal Man's homing blades can combo
* Metal Man has a new move - the 8-Way Shot can be used during a high jump by pressing the cone shot button. Uses 3 EP and does 2 damage
* Crash Man's Crash Bomb can now be attached to himself using Down+S2, for cramped circumstances when you just need to walk or slide the bomb in yourself
* Crash Homing Bomber EP increased 4 -> 5.  4 EP was established back when a 2 EP  high jump was required to use it.  Now that high jump is 1 EP, we’ve adjusted this move to be 5 EP.
* Crash Homing Bomber can no longer cause contact damage after latching to the ground or wall.  This prevents comboing into itself prior to the explosion.  The detonation timer has been reduced by a few frames to help the bomb collision connect to the explosion, but it is not a true combo and can be avoided with good reaction time or a jump cancel.
* Heat Man's Fully Charged Shot has been increased to 6 damage (from 5)
* Heat Man charge timer has been reduced (90/130 frames -> 50/90)
* Heat Man Heat Barrage has lowered its damage and EP cost both by 2 (10/12 -> 8/10)
* Heat Man Heat Pillars now pulse twice before receding
* Needle Man Aerial Stab now deflects attacks until he hits the ground
* Needle homing shot sped up 20%
* Needle Man’s Needle Noggin position has been aligned better to climbing sprite
* Shadow Man's Shadow Slide has been reduced to 1 EP (down from 2)
* Shadow Man's Assassinate has been increased to 6 damage (up from 5)
* Shadow Man is now invulnerable during fastfalls, and his shadow slide has twice the slide invulnerability.  When he’s in one of these states, he becomes partially transparent as he blends into the background.  Like a ninja.  To be clear.
* Pharaoh Man's homing shot has been improved to add an additional two sparks that fire perpendicularly and have a slight homing curve to them. This will fill a bit more space and be a bit better for a 3EP/2DMG Move
* Pharaoh Punch Damage raised to 4 (up from 3)
* Pharaoh Punch Knockback has been increased by 50%
* Pharaoh Wave has been expanded by 2 pixels vertically to better cover characters standing on higher platforms (2 up when locked to the 16x16 grid)
* Pharaoh Charge Shot now lowers during a slide, allowing for passthrough contact with an enemy
* Pharaoh Air Homing Shot has been tweaked for more effectiveness
* Pharaoh Air Homing Shot can be used in the air even while charging a Pharaoh Charge Shot
* Pharaoh punch can now combo
* Pharaoh punch can now be used out of other moves
* Pharaoh punch damage reduced 4 -> 3
* Pharaoh punch now has increased endlag (without a hitbox extended)
* Pharaoh punch deals less frames of knockback (40 -> 30)
* Pharaoh punch deals extra knockback (.75 -> 1, normal knockback is .5)
* Pharaoh Charged Init damage increased 1 -> 2 (before it’s fully charged)
* Pharaoh Charged shot now gets +1 damage when thrown (this also applies to Mega Man)
* Charge Charge now does -1 damage if used in the air
* Charge Man’s armor has been decreased 15% -> 5%
* Charge Meteor and Mega Meteor initial objects must now travel a minimum distance prior to spawning the coals.  This prevents instant projectile spawning by camping a top platform on some stages.  This change isn’t noticeable from middle/lower parts of the stage.
* **Tomahawk Man Changes**
	+ Walks, slides, and jumps 10% faster
	+ Most attacks have less endlag, many hitboxes were extended forward
	+ Triple Jab is now easier to do
	+ Triple Jab damage now 2/2/2 (up from 1/1/2)
	+ Triple Jab no longer moves Toma, instead the first two attacks now hold the opponent in place and the final strike launches the victim away
	+ Opponent invuln on final strike of triple jab lowered to 45 frames from 120
	+ Downtilt has been lowered and extended outward
	+ Uptilt mechanics have been modified.  Tomahawk now has no knockback during the uptilt, deals more damage when using it, but has longer landing lag
	+ Smash attack chargeup takes less time
	+ Smash Wave now goes twice as far
* Cool Man now slides faster, to align with his new slide sprite
* Cool Block bounce maximum has been increased to 20 (from 10)
* Cool Block death timer (after it stops moving) has been increased to 40 frames (from 30)
* Cool Block now 4 damage prior to being propelled (up from 2) to make him more viable in situations where he cannot get a rebound (propelled damage remains at 5)
* Cool Block EP Cost has been raised to 5 (from 4)
* Cool Icicle speed has been raised 25%
* Cool Icicle falling window has been reduced from 70-120 frames to 50-100 frames after appearing
* Cool Icicle can now be used again when 2 icicles remain on screen (up from 0)

### **Boss Changes**

* Boss Death flashing intensity has been reduced
* The last Mecha Dragon block no longer falls for melee-based characters (Toma, Hard, Kat).  This only works in 1P mode.
* Wily Machine 2 no longer throws upward shots during its second phase
* Alien acid droppers now only hurt players who jump, which allows for tall characters to safely run by
* KGM now only spawns two KGs at a time when in panic mode - however, it will still release the final KG when it is ready, meaning that the final three can be onscreen at the same time

### **Mods/fixes**

* Players are now invulnerable while frozen to teleport out at the end of a match
* Hitstun canceling is now limited to a 10-frame window, which is the last 10 frames leading up to the last five frames of hitstun.  In other words, you can’t cancel before the last 15 frames of hitstun, but trying in the final five frames won’t work either.  This is to prevent accidental and slowly-reacted hitstun cancels
* Hitstun cancels in the first five frames of the window will create a green indicator.  If canceled in the final five frames, the indicator will be blue.  Either one grants an extra 10 frames of invulnerability.
* The game options window is now canceled by the jump button.  This was deemed more intuitive than (for example) increasing stock count by pressing right, then having to hit shoot/back in order to accept.
* Yellow and Brown squads have been added
* The cheat code can now be entered on the title screen
* If pause is globally disabled, it is now possible to still pause a match by holding pause for 3 seconds.  This prevents accidental pauses mid-match while still allowing players to quit a match if desired.
* The game no longer crashes if the save file is corrupt.  Players whose data file is corrupt will now get a popup indicating data has been lost and a new save file created.
* Controllers can now be removed/disabled in the Main Menu controllers options
* The combo sweat indicator was made larger, orange, and slightly rotated to draw more attention to combos
* Players who die from a combo hit now still produce orange sweat (normally a player doesn’t produce any sweat on the hit where they die)
* Move lists now use different colored bullets.  Red = damage, Green = combo, Blue = utility
* Bottom Wood 2 platform has been stretched out.  This makes the stage a truly neutral stage, whereas before it unfairly punished characters like Heat and Charge whose moves could carry them offstage
* There is now a 40% chance of hearing MM1, MM4-6 music at stage select.  Otherwise there is an equal chance of hearing MM2 or MM3 music.
* Quick Stage 2 darkness doesn’t appear with hazards off
* Needle Stage 1 has changed form, created by Coreeno!
* Needle Stage 2 has changed form!  Slightly.
* Summons that land (Rush/Proto Coil, Eddie, Tango, etc.) are now easier to spawn, they will adjust their landing spot a few pixels if possible to avoid landing inside a block.
* When summons warp out on spawn due to collision with a solid, they now return the EP spend to the user
* Players (not just Mega) can no longer shoot or jump off Rush Jet while in hitstun.  Rush Jet is no longer controllable while in hitstun, instead it freezes in place
* Characters on Rush Jet now pause their movement when using throws.  This creates a lot more stability around attacks that normally lock movement, especially melee moves
* Charging characters now alternate their actual colors, rather than presets based on the character
* Shadow Man gates have been converted to double gates.  This prevents players from surviving between gates even after the stage has fully scrolled.
* Met Train physics have been improved on moving platforms
* Metal Stage 1 now has Item 3s in the gaps on the bottom
* Quick Man now has different running sprites while he’s slow
* Some character colors have been modified
* Many new tips have been added

### **Bugs fixed**

* Tango now falls while sleeping
* Proto Jet now properly reflects all weapons
* Mega Man can now use many old stolen moves on Rush Jet and on ladders that he previously was unable to use
* Additional characters on a sinking Rush Jet (with a heavy rider) no longer stutter
* Bouncing Bubbles and Homing Crash Bombers snap to the outside of walls better when spawned inside a wall
* Bouncing Bubbles, Crash Bombers, Cut Shurikens, etc. now stick to moving platforms as they move
* Crash Remotes are no longer oriented vertically if they cling to someone when aimed up/down
* Crash explosions and other no-reflect weapons no longer hurt certain bosses while game is paused
* Needle Man is now affected by speed gear
* Shadow Man can no longer wall cling to blocks that are moving.  If a block moves out from under Shadow, he will now drop.
* Shadow Man fast fall is now canceled if he grabs a ladder on his way down
* Shadow 3 boss doors no longer repeatedly open/close after everyone is in the boss chamber
* Tomahawk uptilt feathers can no longer be reflected, which allows them to properly destroy reflecting projectiles
* Cold 2 no longer crashes when loaded without hazards
* Two jingles no longer play when defeating Alien
* Tip 86 has been corrected to say that Shadow Man uses Jump/S2 to drop
* Summons no longer spawn above the ceiling on certain stages
* Summons are no longer permanently frozen if their creators are frozen in time and killed
* Spikes no longer kill you in practice mode if approached from the side