MAJOR
NEW DIRECTIONAL CONTROLS: Link no longer freezes when 2 directions are pressed. Instead he reacts to the most recent input, unless those inputs directly conflict with each other (i.e. holding Down and Up at the same time) Inputs on the opposite axis (i.e. Holding Left while moving Up) will override the Up movement until the secondary Left key is let go, where he will then resume moving Up.
HOLD TO SAVE: You now need to hold ESC for 1 second before it takes you to the Save Screen, preventing accidental exits.
CAVE EXIT SAFE SPACE: When Link emerges from a cave or dungeon, the current screen will be clear of enemies.
OVERHAULED RECORDER WARPING: Overhauled the programming for the recorder to have consistent logic for where it teleports you. Playing while facing right will cycle you through completed dungeons in order, Playing while facing left cycles through them in reverse order, Playing while facing up or down transports you to a random one.
NEW ITEM HOTSWAP KEY: Item hotswap key functionality added. Set to SHIFT be default but can be remapped. Used to cycle between your items without having to pause the game.
FIXED THE DANG MAGIC RODS: Magic projectiles now have proper half-tile collision detection. You can now fire them while in front of a wall, which was impossible before. They should work more responsively in tighter spaces than before.
GRAVEYARD STAIRS BUG: Attempted to fix the “graveyard stairs not appearing” bug among other entrances not spawning, rewrote and reorganized the hidden door code. Let me know if this made any difference in your game :)
LADDER NOCLIP BUG: Attempted to fix collision bugs involving the Stepladder by making the ladder count as a full tile (it used fine detection before, for some reason, guess I missed that!)
Minor
You can now alternatively open up the Save Screen by holding down the new mapped Select button for a few seconds.
Fire and Ice Rods can only have 1 magic projectile onscreen at a time.
Sword beam now deals full sword damage (it did half before).
Link should no longer glitch upon entering doors while taking damage.
Items already purchased in shops are now marked as ‘SOLD’
Arrows given once Ganon is weakened- you will now always have an arrow to deal the final blow.
Attempted to fix a rare Zora popping up on land glitch. Removed leftover "knockback distance" code in Zora.
Added a debug feature to make Link invisible by toggling F1. Should help with taking screenshots for maps!
Increased the hitbox size of shutter doors. Link now needs to travel slightly beyond the first tile from the doorway for the shutters to close.
Added short time buffer for door shutters, attempt to fix doors shuttering incorrectly (too early in your face, or offscreen).
Controller program suggestions added to the key config screen.
Bait can now lure Bubbles and leave flying Peahats vulnerable for attack.
Blue Tektites now die in 1 hit.
Removed spikes in one of the starting rooms in Ganon’s Lair.
Goriya boomerangs now lock at a set speed when flying back.
Modified Dungeon 3 to make it a little more forgiving (removing some enemies).
Bombs now spawn near the boss room in Dungeon 3 (kill an enemy first!).
Vires (jumping guys in Dungeon 4) now deal 1 heart of damage with the Green tunic (previously 2).
Bomb explosion and Secret jingle SFX are quieter
Blue Moblins have 3 hit points instead of 4. I forgot the original was like that!
Blue Moblins were made slower.
Magons have 4 hit points instead of 5. You can now defeat them instantly with the Magical Sword.
Leevers burrow back up a little slower.
Octoroks are now half as likely to spawn with a faster speed than they were before.
Link's iFrames are longer when breaking free from ice.
Rearranged the Magon spawns in the room below the map location in Dungeon 4.
Changed the Bomberman room layout in Dungeon 2 to actually look like a Bomberman level. Wow, right?
Dungeon 3’s miniboss room has one less Chuchu. Dungeon 7 also removes one.
Removed some Tektites and Peahats near the first screen.
Removed some enemies in Dungeon 4
Rearranged some enemies in the Gerudo Desert.
Sandbeetles have 2 hit points instead of 3.
Sword SFX changed slightly.
Ingo line changed.
Enemy stunned SFX is quieter.



















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