# New Features * Crossed Dungeon generation improvements * Standard mode generation improvements * Spoiler lists bosses (multiworld compatible) * Bombs escape not valid for Crossed Dungeon * Graph algorithm speed improvement for placements and playthrough * TT Attic Hint tile should have a crystal switch accessible now * Updated to v.31.0.5 ### Experimental features * Moved BK information and total chest keys per dungeon to keysanity menu. The info there requires compass for all info. * Map still required for on-hud key counter. * Added total counter to keysanity the compass/map screen when you have the compass for the dungeon. * Open "Edge" transitions can now be linked with normal doors * "Straight" staircases (the ones similar to normal doors) can be linked with both normal doors and edges #### Couple of temporary debug features added: * Total item count displays where TFH's goal usually does * A red square appears in the upper right corner of the hud if the castle gate is closed # Bug Fixes * Fix for Animated Tiles in crossed dungeon * Stonewall hardlock no longer reachable from certain drops (Sewer Drop, some Skull Woods drops) that were previously possible * No logic uses less key door logic * Spoiler log encoding * Enemizer settings made consistent with website * Swamp flooded ladders in the basement now requires Flippers * PoD EG Glitch gets killed on transitions (Only when DR is on) * Problem with standard logic fixed wanting you to pass through the tapestry backwards to rescue Zelda * Fixed SRAM corruption issues * Problem with the dungeons requiring you to take Blind through her attic fixed. (Maiden no longer despawns) * Hyrule Castle will not be your DW access in various Entrance Shuffles: simple, restricted, dungeonssimple, dungeonsfull (Also prevents getting stuck in TR opening) * Beatable only (accessibility: none) no longer fails when there are unplaced items