----!!!IMPORTANT!!!----

Zip-files in the games' folder might prevent it from launching properly.
Make sure to remove any excess files from the games' directory. 

------------------------------------

While it should not be possible to completely mess up the game
with faulty settings, just in case: If you want to reset the game
to default settings, everything is stored in
"C:\Users\*Username*\AppData\Roaming\Godot\app_userdata\Megaman_RnR".
Deleting the .cfg-files from that folder will reset everything to defaults.
Just unzipping the game in a different location will not have any effect,
because it always will access settings of the Windows-user.




---- CHANGELOG -------


Version 1.3, January 3, 2021

- Palladium346 from my Discord-Server did some improvements on the
Artworks of the Weapon-Get-Screen. Thank you VERY much for that.

- Removed a glitch where entering the containment field right when
Wily Machine 2 died could remove your ability to jump.

- Removed two instances where backtracking on Fireman's Path in
the Castle could lock off his route.

- Backtracking in Roll's second castle stage could make the
Mini-Devils glitch. This should not happen anymore.

- Fixed some spots where entering a gate in a certain way while
being carried by beat could get you stuck in the floor. Nobody
except Butz should be doing something like this to begin with, but
it's fixed regardless.



Version 1.2, Febuary 16, 2020

- Fixed an screen in Endgame:Robot-Factory where Met's could get stuck on
the conveyor belt.

- Fixed an issue where Megaman's charge animation would not play properly
after being frozen by Polar Woman.

- Fixed an issue where the ice-blocks in Reactor Man's stage could appear
inside a wall.

- The refight stage could potentially have problems with resetting properly
after a double-KO. This is hopefully fixed.

- An issue about Mega Man's second castle stage has been reported where Fireman
would run away without clearing the path for you. I have not been able to
reproduce that situation on my end, so I had to try and implement a failsafe
without being able to check it. Please let me know if this solved the problem.

- On the fight with the Machine (phase 1), the flying enemies that are spawned
were never meant to be trapped with Ghost's weapon (and therefore produced the
wrong sprite when they were). 

- In some cases, a boss-door on ice-physics would not open until you jumped around
to realign yourself with the floor. This should not happen anymore.

- The Teleporters in Dagger Man's section could potentially teleport you on the
same frame you touched spikes, causing you to explode after the teleportation.
This is fixed (in the players favor - teleporting will take priority over spikes).



Version 1.1.1, December 8, 2019

- The last version unfortunately had an issue that could crash the game if
the refight stage was started as Roll. The problem is fixed.




Version 1.1, December 8, 2019

- The game was optimized to perform better on older systems. I hope that
players who encountered that issue will experience less lag when playing the game now.

- Vsync can now be toggled in the main menu.

- There was an issue where the game could crash if the player was playing
as Roll and defeated Drake-Man right before a cutscene. This should be fixed.

- Mega Man's buster was changed to charge slightly faster.
I hope he get's some more love in playthroughs now ;P

- Watching playthroughs, I noticed a lot of people never figured out that
a enemy that was pushed with the soul-trap could be aimed. This especially
caused frustration on a certain castle-boss. To account for this, the way
an enemy is thrown has been changed. Instead of using the direction-buttons,
an enemy will now fly in the opposite direction of where you make contact
with him (e.g. touch him in the lower left corner to push him upwards and right)

- Several minor issues have been fixed that I won't list in detail, mostly because
I forgot to take notes. Thanks for reporting these.





---------------------------------------------------------------------
This game uses Godot Engine, available under the following license:

Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.
Copyright (c) 2014-2019 Godot Engine contributors.

Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the “Software”),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.