Fixed a problem with standard requiring you to go through the tapestry backwards to save Zelda Added debugging features to help figure out some bugs
1.2 KiB
1.2 KiB
New Features
- Crossed Dungeon generation improvements
- Standard mode generation improvements
- Spoiler lists bosses (multiworld compatible)
- Bombs escape not valid for Crossed Dungeon
Experimental features
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Open "Edge" transitions can now be linked with normal doors
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"Straight" staircases (the ones similar to normal doors) can be linked with both normal doors and edges
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Couple of temporary debug features added:
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Total item count displays where TFH's goal usually does
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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
In Progress
- TT Attic Hint tile should have a crystal switch accessible now
- Different key logic rules in development