= Metroid Vanguard = Samus Aran in SRB2 [v1.3a]

[Open Assets] = Metroid Vanguard = Samus Aran in SRB2 [v1.3a] 1-3a

Here it is, the anticipated hotpatch to fix a crosshair desync. Comes with a few QoL features as apology for the re-download!

One of the prominent changes is a messy (but effective) way to squash that persistent lag-related save menu crash once and for all.

-Disabled the "cross" crosshair type's aim-adjust when in netgames to avoid desyncs. Though I really recommend using any other crosshair in general.
-Added a special optimized level you may enter before save files show up to avoid crashes. This auto-loads in single player. In netgames you may select it at your whim. The save menu pretends this stage doesn't exist and will treat the last level or boot level as the "current level".
-Added stage preview pictures for DSZ4, ACZ4, and the Safe Save Load level.
-Added jump buffering from falling & pain states for easier player control.
-The Wave Beam charge shot no longer self-inflicts damage when shot at certain angles in coop.
-The Plasma Beam now has a seperate explosion hitbox for opening monitors easier.
-Players now respawn with an increased amount of minimum ammo if they Game Over to bosses in DSZ4 & ACZ4.
-Improved performance when other players all spam missiles or wave shots.
-Removed compatibility with Duke Nukem mod in favor of compatibility with upcoming Duke update.
-Random misc minor stuff
-Added compatibility to use Samus' custom dialogue system on non-Samus characters. All you need to do is add player.mo.forcesamustext = true when calling the function. For examples on actually using the function, enter LUA_SAMM with SLADE and use the CTRL+F feature to look for "example part 1" and "example part 2". The Samus Dialogue function on line 1500 also gives extensive detailing on its variables. Requires knowledge of Lua.

2.2.10 breaking Samus forced my hand into an update, and then I got carried away.

1.3 is a sizable update improving gfx, performance, gameplay physics and adds new tricks like Screw Attack walljumps and omnidirectional walljumps. Still a bit rushed, so we might need a 1.3a hotpatch someday.

-Optimized save & loading code to be less intensive.
-Saves no longer instantly auto-loads save 1. Wait as you long as you think you'll need for your game to catch up.
-You now have to play the Metroid Vanguard campaign for achievements. Make sure "World Events" are not disabled!
-If your savefile has the "cleared game" achievement, story dialogue will now stop appearing on that save.
-Game now autoselects current-level if you're a netgame joiner.
-Samus now shoots a little higher if the player forces the crosshair to 'cross'. Personally I still recommend the Angle Crosshair.
-The default setting now lets joiners join with their personal save files. Enter your ship to turn this off or on. Does not override your old save.
-Improved custom skincolor detection for Samus' "custom suit" options. Custom skincolor mods no longer need to be loaded in any specific order to work properly either.
-Autobrake no longer applies to the morph ball regardless of setting.
-You can now reset the first time setup menu in the ship options.
-Updated Morph Ball physics. Speed retention massively improved.
-Updated non-morphed physics. More responsive strafing and momentum redirection.
-You can now morph from springs and when walking off ledges, but vertical momentum is cut.
-Beam Combos and Hyper Beam are *much* less performance intensive.
-Samus' viewpoint is now higher in first person to reflect her actual height.
-Minimum spiderball charge increased from 38% to 50%.(Happens when morphing in midair.)
-Boost Ball now draws in ammo/energy pickups and no longer drags down the spring ball effect.
-Added a framejump system (5 frames of coyote time) to make jump timing windows more generous. Does not apply to the Spring Ball.
-Removed Crystal Flash's instant Shinespark and Screw Attack. They caused players to accidentally fling themselves into the stratosphere too often.
-Some of the Wave Charge Shot's diffusion blasts will home into nearby enemies or monitors now. (But never players)
-Added fall height stun. Doesn't apply to morph ball.
-Removed Crystal Flash scroll text. The player's likely too overstimulated at this point to take all that in. Just mash that missile button!
-Updated the look and feel of most weapons, their impact, explosions, etc. The new visuals are purely cosmetic and do NOT affect hitbox or damage balance.
-Morph Ball leaves a Metroid Prime style trail now when moving fast.
-First person arm cannon now angles itself based on your movement. Can be turned off in the Ship Menu.
-Explosion glares now reflect Samus' face in her visor like in Metroid Prime
-The main Spider Ball HUD now shrinks rather than disappears whenever you're not actively using the Spider Ball, sparkles upon a full recharge, and now also blinks and glows purple when the Spiderball is unusable. -Added extra graphics when the speedbooster activates.
-HUD now encircles the lockon health meter, and displays a small graphic of said enemy + their weakness.
-Scan visor icon pops up when it's usable.
-Minor update to Samus' walljump animations
-Frozen enemy Ice Blocks are now true 3D thanks to 2.2.9's splats.
-Stole SA-Sonic's saloon door bust gfx.
-Enemies now catch fire from plasma beam kills
-The main Spider Ball HUD now shrinks rather than disappears whenever you're not actively using the Spider Ball, sparkles upon a full recharge, and now also blinks and glows purple when the Spiderball is unusable.
-Boost Ball tackle damage nerfed (*36 to 30*), but granted a missile tank steal mechanic! The odds are based on the victim's max missiles. IE: 11% success chance if victim has 20 missiles, but 71% if they have 200. It always fails against a max count below 20.

-Hitting players with much higher score than you in Hunters with charge shots now drops prism orbs. Only you can see these and pick them up. They replenish 5 energy and 1 missile, are slightly magnetic, and disappear within 8 seconds. Their magnetism can be strongly amplified with the charge beam's pull-in effect.
|Power Beam charge shots grant 1 orb, Spazer and Ice grant 2, Wave and Plasma grant a large prism.
|As an exception, Bombs and Boost Ball tackles also grant prism orbs (*with a 1 second cooldown*)

-Nerfed the Wave Beam's Charge Shot/Beam Combo damage(46 to 39) and slowdown debuff(80% to 30%), but added the status effect "Wave Overload". Wave Overload lasts for 2 seconds and makes Samus:
|Uncontrollably spam missiles and beams if not Morphed, otherwise spam bombs.
|Randomly and instantly swap beam weapons |Randomly start a beam combo if you have alot of missiles (50+)
|Unable to charge, use Power Bombs, Super Missiles, the Speed Booster, Spider Ball, or the Boost Ball.
|Able to Screw Attack instantly, instantly dispells the effect. However, your launch angle will be uncontrollable.
|Forced to turn your shinespark charge into an instant Shinespark/Ballspark forward angled directly at your shooter. This can backfire at the shooter, but also be used purposely to make someone fly straight into a pit or crusher

-Death Ball:tm: impacts now make the user recoil, but fires flaming bolts across the field and inflicts Wave Overload status.
-Updated a few admin-intended functions normal players were able to access.
-Monitor respawn custom time menu option works properly again.
-Beams and explosions no longer clip into walls when fired from point blank range.
-Fixed 2.2.10-update related HUD errors
-Fixed a 2.2.10-update related glitch where you'd lose the ability to fire/morph.
-Fixed 2.2.10-update related immortality glitch.
-Patched out rare crusher softlock in Eggman Castle 3
-Changed methods so mods trying to force SF_SUPER and transform sectors won't bug out.
-Misc minor bugs.


Screen tilt & arm cannon tilting can be turned off in the ship options menu if it makes you nauseous.
Just a minor update I worked on this evening. Fixed that persistent .bat file mistake and the custom color crash bug, plus a few more things. Check the main post for a changelog!