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Changelog from vanilla AM2R to Momentum Mod 0.3a:
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MECHANICS CHANGES:
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RUNNING AND JUMPING:
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-Running responds to player input faster. (this does not apply when turning, so as to allow players to aim shots and position themselves more precisely.)
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-Speed increases gradually (starting from vanilla run speed) while running, even before acquiring speedbooster
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-Jumping before speedbooster is active will no longer cap your speed
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-While in spinjump state, there is no air friction, so you can maintain your speed. In normal jumping/falling state, you will slow down quickly, so respin to keep speed.
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-The faster you run, the higher you jump.
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-New sound effect and graphic that indicates speedbooster activation.
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-Upon landing, Samus will no longer stop in her tracks for 5 frames like she does in vanilla (this was likely done to mimic gba metroid movement.)
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-Added vertical spinjump from RoS and Super.
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BALL STATES:
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-Mockball is now possible before (and after) speedbooster, functions like super metroid. To activate, morph within 12 frames of landing.
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-Morphing in the air no longer halts vertical or horizontal speed (unmorphing does.)
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-Unmorphing on the ground while holding left or right will put the player straight into the running state, instead of crouch.
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-Unmorphing or leaving spin by aiming, while jump is held, will retain speed.
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-Note that in earlier versions of momentum mod, spider ball's speed was doubled. This change has since been reverted.
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-Spring ball is available from the start of the game.
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OTHER:
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LEVEL DESIGN:
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-Power grip is no longer available from the start of the game.
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-Platform layouts before power grip is acquired has been altered to accomodate this change.
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-Arachnus now drops Power Grip instead of Spring Ball.
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Changes from 0.3.1a to 0.4a:
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-Smoothed out walking and running- no teleports at the beginning of the state change
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-Retooled vertical spin jump to activate more like its original appearances.
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-Slowed down the player slightly overall allowing for better reaction times when moving through the level
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-gave player more options to preserve speed
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-unmorphing or leaving spinjump while holding jump preserves speed, allowing for mockballs to be chained together
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-if you don't want to jump the full height, release and re-press jump, then remorph before hitting the ground.
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-this change also allows for mockball to be activated with super metroid inputs
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-gave mockball a minimum speed
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-speedboosting into a slope now maintains 100% of your speed instead of briefly slowing you down
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-fixed a large majority of zip crashes (if the game would have crashed, you'll get stuck in a wall instead.)
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-Remaining crashes involve zipping towards open doors when the object deactivation radius is disabled.
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