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
33 lines
1.2 KiB
Markdown
33 lines
1.2 KiB
Markdown
# New Features
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* Crossed Dungeon generation improvements
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* Standard mode generation improvements
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* Spoiler lists bosses (multiworld compatible)
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* Bombs escape not valid for Crossed Dungeon
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### 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
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# Bug Fixes
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* Fix for Animated Tiles in crossed dungeon
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* Stonewall hardlock no longer reachable from certain drops (Sewer Drop, some Skull Woods drops) that were previously possible
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* No logic uses less key door logic
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* Spoiler log encoding
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* Enemizer settings made consistent with website
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* Swamp flooded ladders in the basement now requires Flippers
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* PoD EG Glitch gets killed on transitions (Only when DR is on)
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* Problem with standard logic fixed wanting you to pass through the tapestry backwards to rescue Zelda
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##### In Progress
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* TT Attic Hint tile should have a crystal switch accessible now
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* Different key logic rules in development |