Version 1.2.1

**Version 1.2.1** was a minor update to Mega Man Arena that added some competitive gameplay improvements and fixed some bugs. It was released to the official Discord server on November 8th, 2019. It was then released to the public on November 11th, 2019.

## Changelog

### **Enhancements**

* When spawning, characters will now dynamically face direction based on where their opponents are located
* Proto Man’s reflections of physics-based weapons (weapons that respect solids, gravity, etc.) now retain those properties.  Proto Man can also no longer reflect shots from team members unless team attack is on.
* Practice Mode feature added!  Enable hitbox visibility for melee attacks.
* Major rework of collision code with summons/weapons/enemies/bosses/boss projectiles.  This is to standardize how collisions occur and to eliminate ‘cheap’ collisions (such as Tango blowing through other summons and all summons insta-killing enemies).  The end result should be that summons take/give mutual damage with enemies, bosses, and other summons, plus they now collide with boss projectiles.

### **Mods/fixes**

* Tip #110 has been changed to be more accurate, indicating that Tomahawk Man’s up-angled feathers will intercept projectiles rather than deflect them

### **Bugs fixed**

* Team Attack works again
* Characters can no longer initiate a wavedash on the same frame as a throw, which would cause weird behavior with certain characters.  This required doing a slide against a wall to trigger the wavedash window while still standing, or otherwise executing with a character who has no slide
* Character state resets have been added to transportation, hopefully removing issues created by starting a move (like Tomahawk Feathers) just prior to teleportation
* P3 and P4 squad mode heads now show up if P2 isn’t in
* Objects such as Bubble Lead and Met Train no longer move slowly in quicksand
* Ladders can no longer be grabbed as they scroll in on Charge 1, resulting in the player being halfway off the ladder
* Proto Man can no longer get a permanent gray outline by pressing shoot while sliding
* The right-side Item1 on Air Stage 1 is no longer stuck
* Proto Man reflections now correctly add to accuracy and damage dealt stats
* Cut Man now gets his cut blade back visually if rolling cutter returns to him during a slide
* Metal Man and Crash Man can no longer control their hitstun animation if hit during a high jump
* Crash Remotes no longer bounce infinitely if spawned on top of a Proto/jet shield
* Flash Man now behaves properly when hit during his Time Stopper animation
* Flash Man can no longer use normal shot while using Flash Gatling on a ladder
* Tomahawk Man can no longer use his up-feather attack during his first and second jab
* Tomahawk Man can no longer cancel his up-feather attack with a jab
* Tomahawk Man can no longer cancel uptilt with jab
* Tomahawk Man can no longer grab onto a ladder when not overlapping it
* Tomahawk Man up-angled feathers now destroy boss and enemy projectiles rather than deflecting them
* Tomahawk Man no longer gets stuck when using uptilt to go through boss gates
* Tomahawk Man no longer glitches when getting pushed off a ledge (such as via conveyor) while using downtilt or his up-feather attack
* Tomahawk Man can no longer use up+S2 if he doesn’t have enough EP
* Met Train is no longer triggered by teammates
* Shotman enemies on Guts Dozer stage no longer stay invisible if hit during Time Stopper
* Shotman enemy behavior has been fixed - they now alternate between high and low shots

### **CPU Changes**

* CPUs have better aim control and shot usage on ladders
* CPUs can now play on quicksand effectively
* Slide logic has been improved, fixing “sticking points” over falling exits and other minor improvements
* Improvements made to jumping logic that makes surmounting walls feel more natural
* Proto Man now uses shield bash
* Mega Man now explicitly chases Eddie, and other CPUs have a random chance to situationally pursue close items
* Shadow Man received corrections to how he uses high jumps
* Charge Man no longer identifies slide markers as usable and gets stuck
* Tomahawk has improved targeting in vertical situations