Hey, I thought it was just another questionable-quality house palette. >_>
Within a month, if all goes well, we won't be seeing many more questionable palette "choices" It'll be pretty nifty. Thank god for the DoR set.
Well, the train station is basically an enemy base, right? Wouldn't it make sense for there to be more enemy soldiers/mercenaries there?
Absolutely. If there are any other areas that you feel need this treatment, please don't be a stranger.
Final Fantasy VI, of course. The original sprites for the Phantom Train are brown, though, so it'd still need some tweaking to fit into the dungeon's main colors.
Gotcha, thanks. Found it. Cropped it and reduced its colors to 10 in GIF Movie Gear. Let's see how this turns out...Looks much better! Okay!
I dunno, I think it was pretty fairly priced at 650, considering it's both hidden and kind of out of the way.
Okay, well, ... ... good. Good. Okay.
These combos have somehow become unwalkable. This is bad, because... ...the Hookshot can't cross them, so I can't get over there. And now that I remember what's over there...yeah.
Okay this is really weird, because I'm trying this on my version here on 2.5 and it's working flawlessly. I'll upload a new version in a bit. It really is. I'm zipping back and forth with the hookshot on the "upper floor" and the hookshot won't go past the cliff or house side on the lower floor at all. The floor there isn't unwalkable. It's a regular grass tile. There's nothing on any layer that would be unwalkable either. I guess try it on the upcoming new version and we'll see what happens.
That wasn't even the only screen the grass tile was solid on. It also happened on the Overland Hyrule screen with the heart piece behind the superbombable wall. I hope it doesn't act up in the next version, because I'm getting to that point where I really need the item past there... >_>
Anyway, now for the main event.
The second half of Level 2 didn't disappoint...unfortunately...
Interesting design choice on C-Dawg's part, putting the Compass there when it hadn't been in any other dungeon so far. However, the room the Compass marks is...inconsistent. On B1 it highlights the room the Boss Key is in, and on 1F the marker sits on Screen 00 until you press the second gem switch, at which point it marks the room before the boss door. Some consistency on the first floor would go a long way.
Cool idea, how that block is marked differently to show it can be pushed more than once, giving you a way out of the north part of the room. That is, unless you accidentally push the block a space up beforehand, trapping you up there anyway and forcing you to take two hits on the spikes to get back.
No clue what happened to the Gleeok's palette.
The blocks and pots here only show up once you press the second gem switch. It's clearly supposed to be there to heal up before the boss, but it's jarring when the pots aren't there any other time...
...Especially when there's more than enough room to put them on the next screen.
And when the boss flag for the door goes off and puts Link on a different DMap, his marker moves a space to the right and the Compass marker goes back to Screen 00. Probably because the DMap is misaligned and no Compass marker was set.
If you do move the pre-boss pots to this room, they'd come back every time you triggered the tile warp that makes the boss door "open". Kind of jarring, but on the other hand, the dungeon entrance already has two pots that "respawn" that way.
(Boss Spoilers)
Spoiler
This combo's top half is solid for no apparent reason. None of the others in that row are, and the last phase of the fight actually killed me once because I kept getting hung up on it. >_>
And in the cutscene after the boss, "Don't" needs an apostrophe, and "disappoint" is spelled wrong.
After that, I did more looking around in the overworld.
The secret sound plays any time you enter this screen after clearing the Dam, including insta-warping to it from the alternate "flooded" version.
this whirlpool, and its counterpart in the Lost Hills, are set as Dive Warps instead of Swim Warps like the others.
Meanwhile, because this cave is right next to the stairs, you can enter it from the side.
And taking the whirlpool here from Lake Hylia dumps you out on the Overland Hyrule DMap instead of Lon Lon Heights.
And the gold mine that is the Crystailia entrance strikes again, this time with a transition error.
Looking around the swamp and the Swamp Cave brought out...well, guess. >_>
Another transition error. This one is important, though, because it's the first one so far that is inescapable. The only way to get unstuck is to Quit->Continue.
Map view reveals that the tiles on the right side of the structure don't line up correctly.
In the cave, a bomb pickup is just sitting there in the merchant's room.
A couple questions here. First, it seems like every bombable wall in the Swamp Cave is given away by the upper wall already showing the top of the bombed out wall. I don't know if it's an accident, or if it's this dungeon's "tell" the way off-colored walls are in other places. Either way, on this screen the door tiles are off center.
Only one bug in the Gallery, believe it or not. As crazy as the place is, I was pleasantly surprised. >_>
This screen uses both helmasaurs and soldiers as Darknut types. It wouldn't matter much...except they were "summoned" by a picture of a soldier.
And I wrapped things up last night by looking around the Kanavas Sewers...
...where I found a random orange tile here...
...and a Like Like sitting on a wall.
So are there any hints anywhere else toward the sewers even existing? The entrance is inconspicuous, and the only reason I was able to find the dungeon was because I already knew it existed from a screenshot earlier in the thread. Other players won't have that luxury. And I got maybe halfway through before finding a couple blocks in my way and an unlit torch sitting in the middle of the channel. Can I not go any further until I have the Wand and Magic Book? Those are in Enigma Castle, aren't they?
Eesh. The Crypt'll be fun without the Blue Mail...
That wasn't even the only screen the grass tile was solid on. It also happened on the Overland Hyrule screen with the heart piece behind the superbombable wall. I hope it doesn't act up in the next version, because I'm getting to that point where I really need the item past there... >_>
Ah, thank you. Found the culprit. It has been fixed. :-3
Interesting design choice on C-Dawg's part, putting the Compass there when it hadn't been in any other dungeon so far. However, the room the Compass marks is...inconsistent. On B1 it highlights the room the Boss Key is in, and on 1F the marker sits on Screen 00 until you press the second gem switch, at which point it marks the room before the boss door. Some consistency on the first floor would go a long way.
Yeah that was actually all me. I forgot what was in there before, but it wasn't a compass. There were a few chests that only contained a single heart. Anyway, made the map and compass a bit more accurate, even the "secret" room with the HCP in the middle of both trains out.
Cool idea, how that block is marked differently to show it can be pushed more than once, giving you a way out of the north part of the room. That is, unless you accidentally push the block a space up beforehand, trapping you up there anyway and forcing you to take two hits on the spikes to get back.
It is marked differently. Very slightly marked differently, but it is different. The internal corners of the top are more rounded. If you look closely, you can see. It's a scheme used widely through-out. They used to not be marked at all. It has to be subtle, but there.
No clue what happened to the Gleeok's palette.
No idea either. I'm probably going to have to completely re-work it.
And when the boss flag for the door goes off and puts Link on a different DMap, his marker moves a space to the right and the Compass marker goes back to Screen 00. Probably because the DMap is misaligned and no Compass marker was set.
If you do move the pre-boss pots to this room, they'd come back every time you triggered the tile warp that makes the boss door "open". Kind of jarring, but on the other hand, the dungeon entrance already has two pots that "respawn" that way.
Because it's on a completely different screen. To fix this, I would have to make a new Dmap for one screen. Worth it? Either that, or not show Link's marker on the minimap at all. There's no alignment problem. It just warps the player to a different screen where the door isn't there. It was a weird way that he did it, but that's what was understood at the time, I suppose.
.. and yes, the jars are dandy where they are, in that pre-boss entryway. Not much to do in that boss-door room anyway.
This combo's top half is solid for no apparent reason. None of the others in that row are, and the last phase of the fight actually killed me once because I kept getting hung up on it. >_>
Fixed them all before it was mentioned.
The secret sound plays any time you enter this screen after clearing the Dam, including insta-warping to it from the alternate "flooded" version.
Made the Secret SFX a void SFX slot for those four screens. (There's a duplicate two screens six maps off.)
this whirlpool, and its counterpart in the Lost Hills, are set as Dive Warps instead of Swim Warps like the others.
Weird. It shows up as a swim warp for me, and there aren't any tiered secret flags on the secret combo that makes it appear. Testing it in-game has it acting as a swim warp. Not sure what to say. You said there were others that act like a dive warp? Because these warps really need you to be centered on the combo for them to take effect.
Meanwhile, a bomb pickup is just sitting there in the merchant's room.
Bad thing?
...and a Like Like sitting on a wall.
... whoah whoah whoah, haha, how the heck did that happen? That's kinda awesome. There's physically no way that Like Like could've gotten there.
So are there any hints anywhere else toward the sewers even existing? The entrance is inconspicuous, and the only reason I was able to find the dungeon was because I already knew it existed from a screenshot earlier in the thread. Other players won't have that luxury. And I got maybe halfway through before finding a couple blocks in my way and an unlit torch sitting in the middle of the channel. Can I not go any further until I have the Wand and Magic Book? Those are in Enigma Castle, aren't they?
Eesh. The Crypt'll be fun without the Blue Mail...
I think there is some hint that someone was able to get some flying boots from someone in the well elsewhere. But a well drying up is a good place to look for a problem, and if regular bombs don't work, try the surprisingly unsparing quantities of Super Bombs that you'll have by the end of the quest. But yes, you definitely need both the Wand and Magic Book (Sea Dog, Enigma Castle, respectively.) before you can get the Flying Boots / Raft.
G'hah. My apologies. That has been fixed, and tested. Also made the ladder usable on the screens to the south of the Blacksmith's house.
It's the same link as above. It always will. I just delete the old version and upload the new version with the same name, so yeah, the URL will always be the most updated version.
It is marked differently. Very slightly marked differently, but it is different. The internal corners of the top are more rounded. If you look closely, you can see. It's a scheme used widely through-out. They used to not be marked at all. It has to be subtle, but there.
I was saying I did notice, and I thought it was cool how you made them look different.
cause it's on a completely different screen. To fix this, I would have to make a new Dmap for one screen. Worth it? Either that, or not show Link's marker on the minimap at all. There's no alignment problem.
Oh, I thought it was already on a different DMap. In that case, I'd get rid of Link's marker on that screen. As it stands, it puts his marker over a spot on the map that you go through a few times beforehand, and it's kind of disorienting.
.. and yes, the jars are dandy where they are, in that pre-boss entryway. Not much to do in that boss-door room anyway.
It's the fact that, until you trigger the second gem switch to move that train, the jars and blocks aren't there at all. It's kind of strange to have them suddenly appear like that.
...Now that I think of it, the overhang on the left side of that screen is missing when the train leaves. And there's no overhang on the right side in the versions of the screen where the train is still there.
Weird. It shows up as a swim warp for me, and there aren't any tiered secret flags on the secret combo that makes it appear.
And now it's acting like a swim warp. Weird.
Bad thing?
Well, it's more the fact that they're sitting in the middle of nowhere, and when you grab them the other items disappear until you leave the screen and come back.
I looked around the overworld for a while yesterday, looking for bomb and magic upgrades. I failed miserably...but I did find more bugs.
This sign is on Layer 3.
...And maybe you should block the entrance to there for now. Just a bunch of weirdly-colored screens, and with no exit implemented, I had to whistle-warp out. Can't imagine that'd be good for any of the other testers who look through there before they have the Whistle.
I think you "corrected" the wrong whirlpool warp. Now the one to the Lost Hills sends me to the Lon Lon Heights DMap, and the Lon Lon Heights one still says Overland Hyrule.
I'm not sure what's going on with the top of the door here. I think the problem was there my first time through, but the picture didn't take and I forgot about it until now. >_>
Under combo's using a weird palette.
Map view shows some weird perspective going on with the mountains southwest of Lon Lon Heights.
And a little southwest of the previous image, the mountains don't line up right. In the center and left side of the shot, the mountain is three tiles high. From the right side on, it's suddenly two tiles high instead, and even joins up with the larger cliffside further back at two tiles high.
I remembered seeing a few shots earlier in the thread that showed a couple guys as far in as I am with the Lens of Truth. I wanted to see if I could make any headway in the Excavation Site and maybe find it.
I was right about the former, at least. >_>
When Link touches the Relic Stone that appears when you kill the enemies in here, he doesn't hold it above his head and no message plays. It might not have fallen from the ceiling, either.
The chest here that used to hold a Heart Piece is using the wrong under combo.
Screw up this block puzzle, and you can trap yourself in this room. All that would take to fix is putting a "No Push Blocks" flag on the space immediately in front of the door.
...And maybe make the floor there gray-green like it is in the corners, to illustrate that you can't push a block there.
Was cool, seeing an upgraded version of the Red Wizzrobe in here...but are all four of the diagonal magic shots supposed to face north like that?
And it's also pretty easy to screw yourself over by Hookshotting the middle blocks and giving yourself even less elbow room, with no way of getting out without taking two hits on the spikes or killing an enemy that is already hard to attack with such little walkable space. Since you can't approach this room for the first time from the east anyway, maybe make the blocks on the west side of the room Hookshotable from the start as well, making it easier to chase down the enemies?
And finally, a grammatical error. The easiest way to fix it would be to just take away the "the" at the end of the first string.
Even without the Blue Mail, I started exploring the Dreamland Graveyard anyway. I made a decent amount of progress. I also died twice. >_>
In all three locations, the burnable bushes use the pushable rock under combo as their secret combo.
Strange perspective on the mountain here...as well as one screen to the left.
...And another missing period.
Meanwhile, in Level 3 proper, the Dungeon Map on this screen just appears when you kill the enemies instead of falling from the ceiling.
The blocks change when you press this switch, but the switch itself doesn't change.
And I like the idea of putting the Compass in the major dungeons, but it doesn't have a pickup string yet. I also don't remember there being one in Level 1.
Can you believe this is actually one of the shortest bug reports so far? >_>
I could use a little help at the Excavation Site. The only Relic Stone I've found is the one mentioned further up. Are there others in there I missed? Are there others outside of the dungeon that I missed?
...Now that I think of it, the overhang on the left side of that screen is missing when the train leaves. And there's no overhang on the right side in the versions of the screen where the train is still there.
Aye, I noticed that and fixed that. You've got a greater diligence than I, sir, but I'm not out of the game just yet! ^_^
Well, it's more the fact that they're sitting in the middle of nowhere, and when you grab them the other items disappear until you leave the screen and come back.
(Bomb in shop) - I'm hoping one day that these can be replaced by LTM's Shop Script. I'm sure shops would love to sell more than three things, and there's a bit more to sell now that magic and arrows are implemented. More denominations of bombs and arrows can be sold in shops. Neat, huh. One day. So I'll keep it in there until that day.
This sign is on Layer 3.
Aaahhhh nice find. That one was all me. Whoops.
...And maybe you should block the entrance to there for now. Just a bunch of weirdly-colored screens, and with no exit implemented, I had to whistle-warp out. Can't imagine that'd be good for any of the other testers who look through there before they have the Whistle.
I do like to leave new area previews open to people to look at, even if there's little there. If anything, I wanted to show off the lightning effect. The SFX came from Ultima 7. But it's blocked off for now until I can get some DoR'esque action into those grass tiles.
Was cool, seeing an upgraded version of the Red Wizzrobe in here...but are all four of the diagonal magic shots supposed to face north like that?
The enemy editor is weird like that. There is no 8-direction Magic shot; they're only 4-directional magic shots that exist. Don't think there's anything I can do about that short of scripting it, and that just isn't worth it I think.
In all three locations, the burnable bushes use the pushable rock under combo as their secret combo.
What, bushes don't scorch the ground when they burn? What secret combo should they use? A slashed bush would've had its leaves burnt as well.
And I like the idea of putting the Compass in the major dungeons, but it doesn't have a pickup string yet. I also don't remember there being one in Level 1.
I know a bit of consistency would be a nice thing, but sometimes it's best to just let the action speak for itself. DoY's map structure is heavily custom, in that there are special events happening all over the place. I can't even begin to tell you how many Dmaps are used just for one-screen special effects. They severely mess with the physical and technical "flow" of things that the player really ought to be seeing.
If there was finer control over the compass and player position points, even on a screen-by-screen basis, we wouldn't be having any of these issues. But here we are. Short of outright telling the player at the beginning of the quest that map functionality is inherently limited, there's not a lot to be done that will actually solve any issue once and for all, sadly.
I could use a little help at the Excavation Site. The only Relic Stone I've found is the one mentioned further up. Are there others in there I missed? Are there others outside of the dungeon that I missed?
Surely. I'll go look for that post that lists the locations of all of the Relics. I think I made one here somewhere.
EDIT:
Spoiler
Excavation - F-1 - A free Relic is available in the south-west corner of the first floor. Defeat the enemies. Easy enough. Mirage Temple - B-1 - In the western-most room, middle-height of the 3 rows on the map, walk through the eastern wall. It's under the cross-shaped catwalk with the two torches on F-1. Train Station - F-1 - From the entrance, simply head north until you encounter the red Gohma. Walk through the north wall. Avoid the Red Bubbles so you can slash the chest open. There's no way to avoid the spikes. Crypt - F-1 - (Hammer necessary) - In the central "forehead" of the skull of the map, in the room with the winding spike maze leading with a chest containing a key, bomb the south wall. Go through, and light the torches. Then go south. Hammer the graves in the southeast corner. Storm Tower - F-1 - The Relic is located in the northwest corner of the 3x3 floor, but you have to push a block on the northern-central room of F-2 to get to the same room on F-1. Then bomb the western wall. You will need the L2 Gauntlets. Alternatively, if you acquire the Ice Key from the southeast corner of F-4, you can unlock the door directly from the southwestern half of F-1, closer to the entrance to the tower. Devouring Forest (Not in the dungeon Megalodon!) - On the northernmost row of screens in the Devouring Forest, you will encounter a screen with three 3x3 boulders in a triangle formation. Slash the tall grass directly to the right of the top-most boulder. Go down the stairs. Go all the way west. Dive for the Relic. Predator: (Megalodon) - Head / F-1 - Very simple. From the start in the toothed maw, go north, north, east, south, bomb the south wall, and pick up your saliva-covered relic. Wash yourself off sir or madam. Capital Port: There is a two-story house in north-east Capital Port. (Not the one you reach after climbing the vines.) Go in the window on the left, and bomb the floor there. Drop down and go down the stairs. Go north, kill the wizzrobes, and bomb the square the relic is resting on. Enigma Castle: - F-2 - There is a screen on the southernmost row on F-2 that had an Aquamentus on the left side of the screen, guarding a locked door. There is water on the screen. Go north. Take the northeast door. The Relic is inside. Clockwork Volcano: - F-2 - It's found on F-2, but gotten to from F-3. From the screen directly south of the miniboss where the boss key is acquired, which is in the southwest corner of F-3, bomb the left-most pipe on the screen and enter. It's a short walk to the Relic. Marathon: - F-1 - It's in the northeast corner. Defeat the enemies on the screen to its south and walk to the north. Simple enough. You can get there from either blue or yellow being down.
You know how my last post was one of the shortest?
Well, this one is the longest so far. And half of it is just on Level 3.
Overworld areas first, like always.
Leaving the house puts you in Overland Hyrule instead of Pulcheria.
The string on this screen isn't playing any more. I don't know if it has to do with having picked up the item on the screen a while ago or not.
On a side note, Link appears in the doorway even when he warps to the house from the real world. That couldn't be helped in the original version, but now it can be worked around with multiple return points.
Transition error. Seems like every time I turn around I find one. >_>
What, bushes don't scorch the ground when they burn? What secret combo should they use? A slashed bush would've had its leaves burnt as well.
Well, it's more for consistency's sake. Every other burnable bush I had seen before that point was using the bush under combo as a secret combo, and suddenly those three didn't even while a couple in the graveyard did.
Either way, this screen is a fourth odd one out.
Link is getting hung up on something under the bridge, right around the middle.
There doesn't appear to be a side warp going from the Graveyard to Crystal Canyon. Furthermore, because there's nothing between there and Crystailia, and nothing preventing you from reaching that part of the Graveyard, players could pull a sequence break that lets them get to Crystailia before they have the Blue Lamp. If you want to make sure they get there via the Canyon, put some holes on this screen that they have to Hookshot across.
And another transition error, because this screen just likes being a pain in the ass. >_>
Finally, the slashable skulls here have two different under combos. I'm guessing one of them is a Slash->Next combo, and the other isn't?
Okay, ready? Sitting down? Because you're about to hate the Crypt as much as I do.
The stairs on the screen a floor below are set to an insta-warp with blackout, instead of an entrance/exit warp most staircases in the dungeons in this game use.
This switch doesn't "turn off" when you step on it. The trigger works; it's just an aesthetic thing.
Okay, this is complicated. You can enter the Crypt via a pit under the grave in the center of this shot as soon as you have access to the Dream World. If you go up the stairs in the above shot with the floor switch, you'll end up here:
The only way out of that passage is by burning the bush at the end of it. You do not need the Blue Lamp to get to that exit, and since the nature of the blocks on the screen with the switch make the staircase one way, players could potentially be trapped there if they hadn't gone through Level 1 first.
However, removing the bush would create a different problem. That one way staircase is also the only way to reach a key, and said key would become accessible earlier than intended, adding to the chance of a player finding it, mistakenly using it somewhere else, and creating a whole other mess of problems.
So, I think the best way to fix it would be to remove the floor switch in the aforementioned room, and change the puzzle so players have tolight a torch instead. Anyone who stumbles in without the Blue Lamp would have to keep going, and eventually fall down to the basement and find a warp tile that drops them off near the old woman's house, and there you go, crisis averted.
Meanwhile, how is anyone supposed to know this barred-but-otherwise-innocuous door opens when you beat the miniboss on the floor? The same thing happens on B1 and B2, the latter room's only saving grace being the fact that it's in a dead end and the fact that it's happened twice already would make players more likely to catch on.
I recommend placing a gem icon above these doors, and the doors of their respective miniboss rooms, so that players will associate the two. You could even color code it based on the color of the checkered floor in each miniboss room: red for 1F, orange for B1, and blue for B2.
This one's more obvious, at least. Link has no way of getting out of this part of the room without taking a hit on the spikes. You could make it so the block on the far right of the bottom row can be pushed south.
...And make it one of those marked blocks with the more rounded tops, if you do.
More Darknut shenanigans in this dungeon. For here, I'd actually use blue helmasaurs. What reason would living enemy soldiers have to be in a dump like this? >_>
...That is, if you also make it so helmasaurs can have their "shields" shattered. That doesn't work on them, right now.
No message plays at the start of this miniboss fight, even though it looks like one is supposed to.
I don't remember the exact location, but some warp tile somewhere in the dungeon is set as an insta-warp with blackout.
More ceiling-walking.
This marks the first time so far that a dungeon has had a transition error. The wide open pit on the floor above gives you a pretty decent chance of falling onto something solid.
This warp tile is still the old version instead of the updated one.
Nothing wrong with this screen itself, but it made me realize something: with how a few rooms use Red Bubbles as an obstacle, there's a very real chance of getting killed while Link is jinxed. I only saw a couple Blue Bubbles outside of these rooms, which means there's a very real chance Link could be unable to use his sword for a very long time while players are scrambling to stay alive while they find a blue one or have to burn a potion...and that's even if you didn't check the quest rule that stops potions from removing jinxes.
And if I heard right about Level 5 incorporating Red Bubbles as puzzle elements, you probably did check that rule.
Either way, I'd make Blue Bubbles much more common in the dungeon. Say, one at pretty much every entrance and staircase.
Accidentally brought up the inventory before I took the shot, but you can still see the important part. The boss door opens even if you don't have the Boss Key.
Still more ceiling-walking.
There are no enemies in this room, and so the walkway in the middle appears as soon as you enter.
Also, the nature of this room and the previous one basically requires you to have the Hookshot to traverse them, compared to everywhere else in the dungeon, where it's only needed for shortcuts or bonus items. As long as these two rooms stay this way, Levels 2 and 3 cannot be done interchangeably.
And finally... (Boss Spoilers)
Spoiler
When you kill Geist in the first phase of the fight and head north, no message plays even though, like on B1, it looks like one is supposed to play. Considering it's probably supposed to hint toward having to find his gravestone in the room, smash it, and step on his remains to kill him for good, it'd save a lot of confusion and keep people from wondering why they're suddenly stuck in a loop.
There also weren't any more enemies besides the one Bubble wandering around. Were there supposed to be more copies of Geist? Is this actually only the original room looping and not a second one? Does the "Enemies Return" screen flag not work on boss-type enemies? Could that be worked around by making a new Digdogger enemy? Would it be more forgiving if the second, repeating phase of the fight had fewer enemies than the first one?
In one fell swoop, Level 3 vaulted over Pulcheria for the most bugs in one section of the game.
Unfortunately, there's still a couple more elsewhere. >_>
Basically, this staircase doesn't make any sense. It doesn't lead down to the room directly below, it leads to the room a floor below and a couple screens north. It'd make more sense as a warp tile...and so would its counterpart in B1. You could even use the combo for an inactive warp tile before you make it appear, instead of having it appear seemingly out of nowhere like the stairs did.
Link doesn't hold the Level 3 Wallet above his head.
Last but not least, in the Swamp Cave, this wall on the right is not bombable despite the "tell" being there, and the eyeball-statue-thing-that-is-actually-a-lock-block could use a better palette or at least a recolor.
Phew. For those who weren't keeping count, that was 30 total screenshots. >_>
Okay, miscellaneous info:
-Floor B1 of the Excavation Site doesn't have a minimap title right now.
-In the northeast part of Excavation Site 1F, the minimap is gray instead of beige. I know it's because those rooms are set as Interior instead of NES Dungeon, and it can be fixed by going into Misc. Colors and making the minimap colors for both of them be the same.
-A tiny part of Link's sprite uses the wrong colors. Namely, part of the hat uses the colors for the tunic. It's noticeable once you get an armor upgrade and their colors are different.
-Link's minimap marker uses one of his hat colors, not one of his tunic colors. It's kind of strange to look up and see it in gold instead of blue.
-Can you make the hint for Level 3's Boss Key less vague? If the block in question hadn't been marked, I would've torn my hair out looking over the entire damn dungeon looking for a pushable block, not knowing that it was an innocuous one not very far away from the NPC.
-Uh...I think I have some key shenanigans going on. I don't think I ever found the one in Level 3 that the NPC "threw into the water", but I still finished the dungeon with one extra. Check and make sure the number of keys and locks in the Crypt line up. Meanwhile, I swear I only found one more key in the Excavation Site (NW corner of B1; cool trick, only having to kill the Helmasaur you can reach), but somehow after I got the Lens of Truth I had 3. Where'd the extra come from? Are they multiplying? >_> And how was I supposed to know that eyeball thing in the Swamp Cave was a lock block? I don't remember finding a key anywhere in the cave before that, and I can only hope I just used the extra one from the Crypt and I'm not forgetting something and I didn't just screw myself out of something in the Excavation Site...
Quote The string on this screen isn't playing any more. I don't know if it has to do with having picked up the item on the screen a while ago or not.
On a side note, Link appears in the doorway even when he warps to the house from the real world. That couldn't be helped in the original version, but now it can be worked around with multiple return points.
Yes, if you collect the item, the string won't play anymore. That's just how ZC works. Nothing doing.
The Entrance/Exit type warp will use the Green Square, I think. Let's see what happens if I set the warp type to Blackout to enter her house from the graveyard.
Quote Link is getting hung up on something under the bridge, right around the middle.
Aye, there was another 2x2 grave under there. It can be annoying. I took it out. By the way, do you notice if enemies ever go under the bridge?
Quote There doesn't appear to be a side warp going from the Graveyard to Crystal Canyon. Furthermore, because there's nothing between there and Crystailia, and nothing preventing you from reaching that part of the Graveyard, players could pull a sequence break that lets them get to Crystailia before they have the Blue Lamp. If you want to make sure they get there via the Canyon, put some holes on this screen that they have to Hookshot across.
Mm, good idea. Alrighty, added a bunch of side warps, and some new hookshot points in critical areas. Most observant, good sir.
Quote Finally, the slashable skulls here have two different under combos. I'm guessing one of them is a Slash->Next combo, and the other isn't?
Nah, just two different, yet similar looking Csets.
Quote So, I think the best way to fix it would be to remove the floor switch in the aforementioned room, and change the puzzle so players have to light a torch instead. Anyone who stumbles in without the Blue Lamp would have to keep going, and eventually fall down to the basement and find a warp tile that drops them off near the old woman's house, and there you go, crisis averted.
Good idea. What if we eliminate the problem altogether and place burnable bushes on the right side of Granny's house? This way they can't leave the premises of her house into the graveyard at all unless they have the lantern. I moved the burnable bushes that were to the left of her house another screen or two to the left so there aren't any secret combo conflicts. That should do it.
Quote Meanwhile, how is anyone supposed to know this barred-but-otherwise-innocuous door opens when you beat the miniboss on the floor? The same thing happens on B1 and B2, the latter room's only saving grace being the fact that it's in a dead end and the fact that it's happened twice already would make players more likely to catch on.
I recommend placing a gem icon above these doors, and the doors of their respective miniboss rooms, so that players will associate the two. You could even color code it based on the color of the checkered floor in each miniboss room: red for 1F, orange for B1, and blue for B2.
Another excellent idea! I am very much in favor of this. Time to draw up some new gem tiles.
Oh, fun fact: There already was an indicator on all of the doors, but ZQuest's door sets override them, visually, as if they were on a layer, even though they're not. So I put them on layer 6. Brute force, yo.
Quote This one's more obvious, at least. Link has no way of getting out of this part of the room without taking a hit on the spikes. You could make it so the block on the far right of the bottom row can be pushed south.
...And make it one of those marked blocks with the more rounded tops, if you do.
Yeah that screen is a fun one. I think I'll just add a hookshottable "ring" thing to the south of where Link is in that screenshot so he can escape more easily. Round block things added, and to a bunch of other screens too.
Quote More Darknut shenanigans in this dungeon. For here, I'd actually use blue helmasaurs. What reason would living enemy soldiers have to be in a dump like this? >_>
...That is, if you also make it so helmasaurs can have their "shields" shattered. That doesn't work on them, right now.
Yeah, I really need to find their unshielded tiles. ... EDIT: Okay, made some new ones. Hope they work out well.
Quote No message plays at the start of this miniboss fight, even though it looks like one is supposed to.
Oddly enough, the screen had both no guy and no string. So I made one and added it. Eh.
Quote This warp tile is still the old version instead of the updated one.
Man, if you only knew how many of these there are scattered around the Combo Pages. It's crazy. @ @. That particular one, for example, is the warp portal from the final area's combo page area. Fun.
Quote Nothing wrong with this screen itself, but it made me realize something: with how a few rooms use Red Bubbles as an obstacle, there's a very real chance of getting killed while Link is jinxed. I only saw a couple Blue Bubbles outside of these rooms, which means there's a very real chance Link could be unable to use his sword for a very long time while players are scrambling to stay alive while they find a blue one or have to burn a potion...and that's even if you didn't check the quest rule that stops potions from removing jinxes.
Aye. I can put a few Blue Bubbles here and there in the Graveyard and the Crypts.
Quote Accidentally brought up the inventory before I took the shot, but you can still see the important part. The boss door opens even if you don't have the Boss Key.
The Boss Key isn't an actual item. It's a Misc 2 item that he somehow configured to work with the Event System of 2.10 yore. It won't show up in your inventory. It would require destroying a lot of the game's mechanics to turn it into an actual boss key. Not sure if it's worth the effort.
Though it's also true that there wasn't an actual (trigger) enemy on the screen with the boss door. That was probably why it was opening anyway. That'd do it, certainly. Added one. Thanks. Let's hope it still works.
Quote Also, the nature of this room and the previous one basically requires you to have the Hookshot to traverse them, compared to everywhere else in the dungeon, where it's only needed for shortcuts or bonus items. As long as these two rooms stay this way, Levels 2 and 3 cannot be done interchangeably.
They didn't used to be like that. With the number of changes being done to the quest to eliminate bugs and inconsistencies, they can no longer be done in either order. I used to get the hammer before the Hookshot all the time in 2011. I'd just tank through the spikes with some clever movement foibles.
Quote There are no enemies in this room, and so the walkway in the middle appears as soon as you enter.
Sadly, there are enemies in the room. There are two Dodongos there. The event mechanics previously employed just outdo them before anything can happen. It's okay not to have enemies in that room. As long as the final boss door opens, it's fine.
Quote (Boss spoiler)
Yep. I just found out that the fix for the "Geist doesn't return" is that he's set to never return, as an enemy. It had nothing to do with the Room State or Flags. Go figure. Also added some fun text when you go into the next room without breaking the grave.
Quote -A tiny part of Link's sprite uses the wrong colors. Namely, part of the hat uses the colors for the tunic. It's noticeable once you get an armor upgrade and their colors are different.
Classic DoY.
Quote And how was I supposed to know that eyeball thing in the Swamp Cave was a lock block? I don't remember finding a key anywhere in the cave before that, and I can only hope I just used the extra one from the Crypt and I'm not forgetting something and I didn't just screw myself out of something in the Excavation Site...
It was actually a treasure chest (normal) type combo, which doesn't use a key. The upper door on that screen is also the same combo, so pushing up against it opened the door via copycat methods. No key is involved.
Quote -Can you make the hint for Level 3's Boss Key less vague? If the block in question hadn't been marked, I would've torn my hair out looking over the entire damn dungeon looking for a pushable block, not knowing that it was an innocuous one not very far away from the NPC.
Remind me again where the hint is, please? You'd think it'd be easy, seeing the whole thing laid out in ZQuest, but it's not. It just isn't. x X.
Quote -In the northeast part of Excavation Site 1F, the minimap is gray instead of beige. I know it's because those rooms are set as Interior instead of NES Dungeon, and it can be fixed by going into Misc. Colors and making the minimap colors for both of them be the same.
Weird. It's not doing that for me. I believe it's even switching a Dmap, too. It's how it was originally set.
Quote -Uh...I think I have some key shenanigans going on. I don't think I ever found the one in Level 3 that the NPC "threw into the water", but I still finished the dungeon with one extra. Check and make sure the number of keys and locks in the Crypt line up. Meanwhile, I swear I only found one more key in the Excavation Site (NW corner of B1; cool trick, only having to kill the Helmasaur you can reach), but somehow after I got the Lens of Truth I had 3. Where'd the extra come from? Are they multiplying? >_>
Actually, yes. It's possible that they are multiplying. Level-specific keys may be bugged or something. Whenever I get one out of a Special Item Room chest, it gives me two, rather than one. It shouldn't, according to the Item Editor stats. The Normal Key and Level Specific Keys are identical, essentially, especially in the amount they raise the key counter by. Not at all sure what's going on.
If I put two locks for everyone one L-S-Key for that reason, if the bug is fixed in future versions of ZC or something, they'll have an extra lock they can't pass. In any case, keys are purchaseable later on in the quest. Just not this early...
Quote (EDIT: 1,910 words. Dear God... >_>)
I'm pretty sure that by the time you've finished the quest, you're going to be playing this in a mental ward. I will be right above you, in the ceiling with a computer, waiting for more bugs to fix, with a stupid smile on my face. Neither of us will know why. To anything.
The Entrance/Exit type warp will use the Green Square, I think. Let's see what happens if I set the warp type to Blackout to enter her house from the graveyard.
Blackout wouldn't look as good as Opening Wipe...at least, from my experience.
By the way, do you notice if enemies ever go under the bridge?
They don't. I'm guessing that was on purpose, to avoid cheap hits from enemies you can't see?
It was actually a treasure chest (normal) type combo, which doesn't use a key. The upper door on that screen is also the same combo, so pushing up against it opened the door via copycat methods. No key is involved.
Oh, it's a chest combo? Okay, I see now. I guess I didn't think of it because that combo type hasn't been used anywhere else so far. The Swamp Cave is one of your bonus dungeons, isn't it?
And if I didn't use a key there, I must've only had 2 all along, which means I only got one in the Excavation Site, which means...okay, then only the Crypt has key problems.
Actually, yes. It's possible that they are multiplying. Level-specific keys may be bugged or something.
...Wait, but if my key count doesn't change no matter where I am, then wouldn't they be normal keys anyway?
Okay, time for some good news. I didn't get to play DoY very much yesterday, and I spent most of the time retracing my steps and getting the two Relic Stones I missed (I knew something was up with that room in Level 1), which means my report is the shortest one since the first.
Overworld first.
This water-mountain border combo doesn't take the water-grass border next to it into account. I guess you'd need to make a new one that would be half water, half grass.
This screen from before has a similar error where the north-facing mountain wall reaches the water.
This screen also has a similar bug with the diagonal mountain-water border...and one that doesn't involve water. The mountain combo you replaced the old cave entrance with is different than the one used for the base of the walls everywhere else on the screen...and in the entire Lost Hills, from what it looks like.
I don't know why you put that line of pits there all of a sudden. Is there any reason you wanted to block off the screen west of there until players get the Ladder, when all it leads to is a place to use the Flying Boots that you can't get until well after the Ladder anyway?
Also, the bottom left corner of the 2x2 tree next to Link is placed where the edge of the mountain wall used to be. The Layer 2 bush is even still there.
...And I think the transition error involving the giant tree still hasn't been fixed.
Finally, the dark bushes on this screen seem to be using the wrong CSet.
A standalone bug in the hidden area in the west part of Crystal Canyon. The screen looks like it's supposed to be a bomb or arrow upgrade room, but there's no NPC and no message.
And are you sure it's a good idea to treat it like part of Level 3, even giving it Level 3's intro message, when it isn't connected at all and the actual dungeon's entrances are half the map away? It could be confusing to someone on their first playthrough. You could just call it a generic grave and use the cave music.
Two bugs at the Excavation Site. One is actually the result of a previous fix.
No under combo here.
Okay, so I know you had to get rid of the traditional walkable wall here because this room is treated like an Interior screen, which means NES-style false walls wouldn't work. The fake wall you layered on accomplishes the same thing, except...the Lens of Truth doesn't reveal that it's there. That would be infuriating, the only fake wall in the entire game that you just have to stumble onto by dumb luck because the item that's supposed to give them away doesn't.
Last one. Yes, already. I know, right?
I don't know what's going on with this water combo, but it manages to clash with both the surrounding water and the mountain.
Just a couple notes:
-Relic Stones still don't have a pickup message. This could leave players who find the one in Level 1 scratching their heads, wondering what the hell they just picked up.
-I have to admit, I wasn't expecting to find a Level 3 Bow. It's like a freaking sniper rifle. I wonder, though, is there something more creative we could do with its sprite than just a gold version of the Level 2 Bow? Have you played any Fire Emblem games? Maybe you could color it red and black like a Killer Bow?
Oh, it's a chest combo? Okay, I see now. I guess I didn't think of it because that combo type hasn't been used anywhere else so far. The Swamp Cave is one of your bonus dungeons, isn't it?
It's just expanded a little bit. It felt rather bland, and had some pretty unique damage tiles. Seeing as how we can disable items on a Dmap by Dmap basis, I figure it'd be nice to give players a new item, the Boots, and have it only active on Swampy Dmaps to protect them from swamp ooze in the caves. It's just a gimmick, really.
...Wait, but if my key count doesn't change no matter where I am, then wouldn't they be normal keys anyway?
Of course. Well, keys are hard enough to find as it is. It'll be interesting to trace all of the keys. Looks like I'm going to have to be replaying it again soon.
A standalone bug in the hidden area in the west part of Crystal Canyon. The screen looks like it's supposed to be a bomb or arrow upgrade room, but there's no NPC and no message.
And are you sure it's a good idea to treat it like part of Level 3, even giving it Level 3's intro message, when it isn't connected at all and the actual dungeon's entrances are half the map away? It could be confusing to someone on their first playthrough. You could just call it a generic grave and use the cave music.
I made that its own area less than a week ago, but I did.
Okay, so I know you had to get rid of the traditional walkable wall here because this room is treated like an Interior screen, which means NES-style false walls wouldn't work. The fake wall you layered on accomplishes the same thing, except...the Lens of Truth doesn't reveal that it's there. That would be infuriating, the only fake wall in the entire game that you just have to stumble onto by dumb luck because the item that's supposed to give them away doesn't.
-Relic Stones still don't have a pickup message. This could leave players who find the one in Level 1 scratching their heads, wondering what the hell they just picked up.
Whoops, it already had a message, but was using a defunct script I was in the middle of to try to allow multiple Relics to be carried. But I'm not scripter, y'see.
-I have to admit, I wasn't expecting to find a Level 3 Bow. It's like a freaking sniper rifle. I wonder, though, is there something more creative we could do with its sprite than just a gold version of the Level 2 Bow? Have you played any Fire Emblem games? Maybe you could color it red and black like a Killer Bow?
Hell, got a picture? I'll see what I can do, if it's better than a golden frickin bow.
Just a heads up: I'm a little behind on reports, so everything in this post is from roughly 12 hours ago, and therefore before the most recent version of the quest.
Hell, got a picture? I'll see what I can do, if it's better than a golden frickin bow.
Well, it's made appearances in 11 different games, but the wiki page is here. Its design in Radiant Dawn and in Awakening looks a lot like the sprite you're already using for the bows, and it has a reputation among Fire Emblem fans.
Besides, isn't making the strongest version of an item gold kind of overdone?
Remind me again where the hint is, please? You'd think it'd be easy, seeing the whole thing laid out in ZQuest, but it's not. It just isn't. x X.
Before I forget again: it's on the west side of B3.
I shouldn't have said it. I shouldn't have talked about the last report being a breather. I jinxed it. >_>
Only a couple outside of the Dream World this time around.
Ladies and mentlegen, we have another bug magnet. The north door is using the wrong CSet.
The chest here is using the under combo from the jars. Why did I even think to check there? Hell if I know. >_>
To no surprise, the wetlands of Blester have bugs everywhere. Hey, mosquitoes flock to water, why not these?
A post from a few pages back caught that the snowy version of Blester was using the special subscreen made for the Storm Tower. Turns out that's only the half of it. The entrance screen still uses it, as does the entire rainy version.
Plus, if you look closely, the boxes for the A and B items don't line up in exactly the same way as the regular subscreen.
The perspective of this hill is screwed up.
The secret combo for the burnable bushes that were here are set to the puddle presumably used for melted blocks of ice. All the other burnable bushes in the area use the cut bush as their secret combo.
Why does this chest have such an unusual color? All it has are bombs. >_>
Speaking of which, this bombed out wall--and the one on the adjacent screen--are using extra upper door tiles, and the one directly above the opening looks like it's in the wrong CSet.
This screen--and its counterpart--are misaligned with the adjacent ones. It's a little further of a walk to them than it was for the screen near Pulcheria, and since it'd take some work to get it to look right, I'll leave it up to you whether to rework them.
And last but not least, another rock using a cut bush under combo. This screen doesn't even have any bushes. >_>
You know how Level 3 has the current record for the most bugs in one area?
Level 4 just took second. You're sitting down, right?
Most of the ice is set to be burnable by any flame, but a few are only triggered by...is that wand fire? It still all melts away at once, though.
More clashing of Darknut types. I think this dungeon would be another one for Blue Helmasaurs.
I already had a map of Floor 4F when I got there, so the map that was sitting on this screen was pretty much redundant.
Caught a glimpse of an enemy walking on top of the pit, which means those must be stair combos instead of direct warps. And those are affected by the floor switch, so you couldn't even put a No Enemies flag over them. Hm...
Speaking of switches, when you step on them the middle one doesn't change at all, and the other two outright disappear.
More pit-walking.
This screen has no enemies. This is important because, based on the fact that the doors are shuttered when you come up the stairs, this screen is supposed to have enemies.
This screen was the first time I noticed, but it's all over the dungeon. Some of the floor border combos were created by flipping or rotating existing ones instead of overlaying the border on an unflipped floor tile. Because of it, you get a weird mirror effect on any of them with south or east borders.
...I'm having trouble explaining it, but take a look. Once you see it, you can't unsee it. >_>
The Manhandla 2 could use a touch up, whether it's a recolor or a new palette.
Another transition error. I dropped down from the west side of the room above...and ended up stuck. I had to Quit->Continue and go all the way back up. Choice words were said. For the sake of anyone who makes it here, doublecheck the warp destinations for the pits on the 5th floor.
At least I got the landing right on the next try. "Golden Gauntlet" could use some capitals, and the whole text box has been shifted to the right and partially offscreen.
All of the east-west bombed out walls in the dungeon don't quite fit with the regular walls.
Pushing this block also turns the blowers in the room off, which is only supposed to happen when you kill all the enemies. That can be fixed by changing the push flag to a silent one.
And finally...
*wouldn't
And why is there a duplicate potion under one of the jars? Did this screen not have an NPC originally, and the extra potion is a holdover from that?
Regarding Level 4:
-For all of the special treatment that new key gets, all it really does right now is put a roadblock in front of the dungeon's Relic Stone. Maybe you could do something with the room immediately past the locked door so that it has a warp straight to around the fourth floor?
-Boss spoilers, because I can't go a dungeon without them, lack of bugs during the fight be damned:
Spoiler
Holy hell, man, a Patra 3? On top of all of the ridiculous conveyor bullcrap in the room? I actually needed an entire Level 3 potion just to survive it, and I like to think I'm pretty skilled. What kind of chance would the average player have? Maybe tone that down to a Patra 2, at least?
Well, it's made appearances in 11 different games, but the wiki page is here. Its design in Radiant Dawn and in Awakening looks a lot like the sprite you're already using for the bows, and it has a reputation among Fire Emblem fans.
Besides, isn't making the strongest version of an item gold kind of overdone?
Hm. I'll take a look for other designs. It's hard to cram 512 pixels of awesome into 16 pixels of .. pixels.
Before I forget again: it's on the west side of B3.
Ah thank you. I can make this a lot easier. With hookshot targets!
The chest here is using the under combo from the jars. Why did I even think to check there? Hell if I know. >_>
A post from a few pages back caught that the snowy version of Blester was using the special subscreen made for the Storm Tower. Turns out that's only the half of it. The entrance screen still uses it, as does the entire rainy version.
Plus, if you look closely, the boxes for the A and B items don't line up in exactly the same way as the regular subscreen.
Thanks, I fixed that: Made all of the areas use the Storm Tower Subscreen for consistency. .. and no, I don't look that closely at the locations of the boxes. How many pixels are they off by? I'm looking closely and I'm not seeing it. But I'm not looking that hard at it. If it was easy to spot, then perhaps I have quite literally gone insane. Nevermind that I am chewing on my own socks right now.
That's not insanity. That's enthusiasm.
The perspective of this hill is screwed up.
Not only that, but the hills were actually in slightly different positions! Good find! Fixed. ... as in, they weren't "replaced" (From snow to rain) properly.
And last but not least, another rock using a cut bush under combo. This screen doesn't even have any bushes. >_>
It's not at all uncommon for a global undercombo to be set on all screens before construction begins so it doesn't have to be done on a screen by screen basis and actually forget to put more undercombos than getting them wrong.
Most of the ice is set to be burnable by any flame, but a few are only triggered by...is that wand fire? It still all melts away at once, though.
While it would be "realistic" for ice to melt by fire, it would also be fairly realistic that fire would be the least effective when nearest to the source of cold wind. A Red Candle flame would be more appropriate, perhaps. Though this is the least important thing on my mind, really. Very few people think of melting the ice. Too much of a bother while playing, mayhaps.
More clashing of Darknut types. I think this dungeon would be another one for Blue Helmasaurs.
Interesting. There's a part of me that comes into conflict on that. Later on, Coma & Insomnia inform their shadowy master that, and I quote, "Storm tower has fallen!!" So they had a hand in it, possibly. But it can go either way, really. Alrighty, Blue Hiploops it is.
I already had a map of Floor 4F when I got there, so the map that was sitting on this screen was pretty much redundant.
Kinda thinking the best solution is here. There are too many triggers and events to merge the level numbers successfully. This way, we only need to have a single map (.. and compass) in the dungeon. That'd be pretty sweet.
I'd like to use any potential compass to track where the "up" stairs are. Or, better yet, to indicate where the Special Item are, and the Boss? There is indeed a Dmap Flag for "Don't display Compass Marker in Minimap" so it won't display any extraneous information. What do you think?
Caught a glimpse of an enemy walking on top of the pit, which means those must be stair combos instead of direct warps. And those are affected by the floor switch, so you couldn't even put a No Enemies flag over them. Hm...
Hm. It's quite likely that we can place an intrinsic flag #95 on it, but I'm not sure if that's actually obeyed. Still, worth a shot.
This screen was the first time I noticed, but it's all over the dungeon. Some of the floor border combos were created by flipping or rotating existing ones instead of overlaying the border on an unflipped floor tile. Because of it, you get a weird mirror effect on any of them with south or east borders.
...I'm having trouble explaining it, but take a look. Once you see it, you can't unsee it. >_>
Good catch. Fixed. Looks much better.
The Manhandla 2 could use a touch up, whether it's a recolor or a new palette.
Looks fine to me. Not even saying that to be lazy. I have relatively low standards, but it just doesn't look horrible to me. This is coming from a person who did eventually improve the walls of the houses, if you'll note.
Another transition error. I dropped down from the west side of the room above...and ended up stuck. I had to Quit->Continue and go all the way back up. Choice words were said. For the sake of anyone who makes it here, doublecheck the warp destinations for the pits on the 5th floor.
I expanded the landing, and did a bit of work on the upper-left corner of F-4. Should be airtight now.
Also made the entire floor sparkle. Bit of work there...
And why is there a duplicate potion under one of the jars? Did this screen not have an NPC originally, and the extra potion is a holdover from that?
Not at all sure what C-Dawg intended with that.
For all of the special treatment that new key gets, all it really does right now is put a roadblock in front of the dungeon's Relic Stone. Maybe you could do something with the room immediately past the locked door so that it has a warp straight to around the fourth floor?
It does now. I am not against a roadblock to the Relic stone. It's nice to think that we've earned our keep. It's not the "very difficult" sort of challenge, like a certain Patra 3 used to be.
(Boss)
Did you burn the ice on the floor? It helps a ton. Also, for the hell of it, turned off the statues and added regular floors beneath the ice when you burn it. Looks better. Now it's just a Patra 3. I usually make the Nightmare bosses harder, but apparently people are having problems. Now let's see if it's easier. Remember, doesn't mean you have to actually beat the boss when you find it. You can always return when you're more powerful.