V. Maximum Overdrive

V. Maximum Overdrive 1.2

Hey there, everyone. I finally got around to patching up Overdrive again, and this time it should hopefully be the last patch needed.

- Switched from PlayerThink to ThinkFrame, fixing a few issues (Namely 2D sections)
- Made it so death state is properly set and the overdrive aura is properly removed upon dying
- Metal can now damage players in competitive gametypes using overdrive (and he can no longer harm allies in chaos mode)
- Made it so overdrive properly resets from carrytypes and such
- General minor code optimizations
Hey all! I finally got around to fixing Overdrive, and gave it a pseudo overhaul while I was at it. The changelog is as follows:

- The ability no longer uses spin. This means that Metal can spindash and enter dash mode again. It is now mapped to Custom 2 (and not Custom 1 so that it's still compatible with Ring Spark Field.)
- Charging now has a hitbox, and can be jumped out of so that it's not a hard commitment like it used to be.
- Instead of activating instantly with shoes/super, said power-ups now cut charge time in half.
- Made the speed requirement slightly less lenient (20 Fracs > 15 Fracs)
- All shenanigans related to state changes have been fixed. Stats also now properly reset upon death/ map load.
  • Cool!
Reactions: Tayes
Sincere apologies, but if you've downloaded VMO I kindly request you to redownload. A major bug was found right after this was submitted, and the fix has just now been pushed.

Other than a Day 0 patch unfortunately being needed, Please enjoy!
Back
Top