MMDWR DC Help
#496
Posted 07 April 2006 - 08:01 AM
Oh and even though most people seem to think MMDWR DC is fine the way it is, I had some extra time yesterday and fixed all the small remaining bugs, made the quest a bit easier and fixed a few graphical errors I noticed. Just a small upgrade. I will upload it to PZC as soon as I go through the game myself and test that no new bugs were born...
#497
Posted 07 April 2006 - 02:56 PM
Oh and even though most people seem to think MMDWR DC is fine the way it is, I had some extra time yesterday and fixed all the small remaining bugs, made the quest a bit easier and fixed a few graphical errors I noticed. Just a small upgrade. I will upload it to PZC as soon as I go through the game myself and test that no new bugs were born...
What might you mean, "a bit easier"? In what areas?
#498
Posted 07 April 2006 - 05:51 PM
Ahh, yes, well I should have been more specific, eh?
The biggest changes were these:
- Made the Power Station Wind Mand fight very easy. It has come to my knowledge that way too many people didn't even get past that Wind Man fight, so that had to fixed as I think it still was a bit too tough for a very first boss in the quest.
- Made Levels 3 and 7 a bit shorter and easier. For level 3, I just hate that level and I still wonder how did I let such a poor quality level slip to an otherwise high quality quest.
+ For the 4 first levels I made some minor enemy changes, like for Power Station reduced the number of Gibdos because they're annoyingly slow to kill with the first sword. For level 2 I took out a few Dnuts, for level 3 took out some Ghinis and for level 4 took out some more Dnuts. But I didn't touch the later levels at all (except for L7).
There were some other changes but I already forgot!
But anyways, I wish this update will encourage some of those players who are still stuck in the quest to try it again so that they can see the levels I'm most proud of, like the Factory and Wily's... er, well no spoilers.
#499
Posted 07 April 2006 - 07:56 PM
#500
Posted 08 April 2006 - 06:58 AM
Anyways, the changes I made to level 3 were to make the level a bit more interesting, not that much easier. But the 7th level will indeed be easier. I mean, it must be frustrating for players to drop down to that damn lava cave all the time. That's a real turn off for some people. And now it's finally fixed.
And good thing you mentioned the Secret Facility. I just might reduce its difficulty a bit too. Some of the enemies were too strong for there...
#501
Posted 09 April 2006 - 01:51 PM
#502
Posted 09 April 2006 - 03:33 PM
here is your prize:
That's right! You win a really stupid stuffed cat ... thing!Ok, but seriously now. There is a sewer entrance in the NE corner of the overworld, right by Light's Lab. Cut the bush with your newly gained Lightsaber and head on in. It dumps you out near the MegaCity Harbor, which is near the Iso Dome.
Edited by Jish, 09 April 2006 - 03:34 PM.
#503
Posted 09 April 2006 - 09:45 PM
And woohoo, 500 posts! Is this liek teh biggest thread eva in PureZC's history? wooterz!!!11!11 ^_^ Keep the posts coming, lol.
Maybe more people will try DWR again after the update is submitted and uploaded to PZC database... :-)
#504
Posted 09 April 2006 - 10:01 PM
Well, now that you are, consider it. Money flow was never exactly a problem in the quest, but it would work out better if you got the Small Wallet earlier than you currently do. Which is after Level 3, right? And I know you said it was to stop people from getting the super Missles early, but you can always just make them arrive in the shop later on, like with the other shops, right? It's obviously your call.
Anyway, bugs I'm aware of:
- Under combo of drawers in the Bomb Upgrade house in Lapin Town
- Boss lock block in North overworld (obviously, this is the big one)
- Placement flag is off in Mountain area
- There was a buggy pit warp in Dragon's Lair somewhere, I pointed it out on the map
- There was another bug in that level, which involved a messed up side warp because of the way the room was set up. Once again, refer to the map.
- 58 LEPs instead of 54 (so the correct answer in the Tornis quiz thing was actually wrong!)
- In challenge 2 in the last area, if you leave the first screen to go back to the hub area, it actually takes you back to the very beginning of Wily's base. Kind of a pain in the ass to get back.
- In the various Lava caves, as you now realise, ambitious / bored / stupid people like me can leave the screen by walking through lava, and end up in blank and/or layer screens.
- incorrect Factory Floor 2 in-game map
- I can't really describe what it was, but something about the Captain boss in the ms mariel was ... off. He would twitch and jump all over the place if you stood in a certain spot, and it didn't really make any sense.
- Probably not a bug, but in a pool in the overworld (near the garage and MegaZone), you could dive and get ... Bombs. Was that intended to be some other item? Seems kind of useless to put them there.
- At the end of the Thieves' Hideout, Mega Man reverts to having blue armor, and I can't understand why the hell this happens.
- The Skull Man statue says he is from Mega Man 3, when he is actually from 4.
- This one is going to be be IMPOSSIBLE to find, but here goes... *somewhere* among the screens where you input the code for the Iso Dome, there is a misplaced warp that takes you back to the title screen, therefore effectively stopping you from going anywhere helpful until you infiltrate the Power Station and bring the power back ... again. Now that I think of it, having the Light Saber when this happens could open up even more bugs, since you can then cut the bushes blocking the sewer entrance in the NE, or the Forest, or that one cave near the forest. Wow. Almost makes we want to try that out. I love exploring glitches.
Edited by Jish, 09 April 2006 - 10:20 PM.
#505
Posted 10 April 2006 - 07:16 AM
Most of them will be fixed, though some of them are something I can't do anything about... like the Thieve's Hideout "blue MegaMan". Something funny sometimes happens with translucent layers.
But anyways, thanks a lot fo reporting these bugs in time, Jish! Once again you made my day!
#506
Posted 10 April 2006 - 07:56 AM
also... awesome work on your quest... i gave up because of those continue bugs... very very annoying. (maybe in this new version i won't find a way to get stuck.)
Edited by franpa, 10 April 2006 - 07:56 AM.
#507
Posted 10 April 2006 - 08:33 AM
also... awesome work on your quest... i gave up because of those continue bugs... very very annoying. (maybe in this new version i won't find a way to get stuck.)
Oh this update will be for the good old 1.92 b183 just because there are problems with continuing and midis in 2.10 and the 2.11 betas are just way too buggy currently. Oh and franpa, what continue bugs are you talking about? Please let me know if you just remember as to my knowledge there shouldn't be more than that Factory continue bug.
I made a promise long time ago not to make any more updates of MMDWR, but since way too many people got stuck at the beginning of the quest and new bugs have come up every now and then, I thought "ah what the heck, one small update isn't that tough to make".
I didn't have time to make any big changes because I'm busy with Lost Isle, but these imrovements and bugfixes I made should encourage those who have always been struggling with DWR to give it another chance...
...oh and Jish, all of your reported bugs should be fixed now, even the crowbar bug!
#508
Posted 10 April 2006 - 08:50 AM
i fully understand why you are still using 1.92 beta 183.
Edited by franpa, 10 April 2006 - 08:51 AM.
#509
Posted 10 April 2006 - 11:17 AM
Oh, the Dome is the 4th level in the quest, but you can beat it before m/s Mariel (Level 3) if you want, though it's not recommended.
Factory is level 6.
#510
Posted 10 April 2006 - 03:58 PM
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