Next big update is out. I tested the new stuff, so that should all be fine, but hopefully nothing magically broke. (I seriously have no idea why some of the Byrna triggers just kind of fizzled out and others didn't. They were all set up the same and I haven't altered the script.)
I actually wrote a change log for this one. How exciting (maybe, possibly, not really).
Gameplay changes:
- Changed the layout of the lobby part of Sanskrit very slightly. There were still apparently ways to get stuck on things with the Flippers in the item rooms.
- I moved some orange/blue switches in the earlier part of Sanskrit to account for a silly graphical thing that has always bugged me, and the next thing.
- Added a shortcut to Sanskrit (as in Level 2). It's probably not very necessary but if someone dies in the basement repeatedly, the linear trek back can be somewhat annoying.
- Made it impossible to damage boost through the spikes in Brace Dest 2F. This doesn't really break anything in the first place but it tries to make an attempt at telling the player to come back with new items. I'm still leaving it open to the player to mess around with some of Brace Dest a little earlier if they have the Bow, particularly because I don't mind if you get the Hookshot early and it maintains a bit of the non-linearity.
- On that note, I tried to make it more obvious there's even an arrow trigger in the first place.
- The "true blue" puzzle in Brace Dest is now more "punch you in the face" blatant about there being off-screen carry over triggers you have to hit.
- The green shield trigger in Brace Dest 3F is gone. Now there's just an already established bridge you can cross, and more jump pads at the bottom of the room to navigate the second bridge. Apparently nobody would let me have this trigger so I just got rid of it. (Also I love any excuse to use more jump pads.)
- Added a minor shortcut to Truth. You can now hit a button once you round the corner in the infamous side jump room and make future trips slightly easier. There's also another (maybe) helpful Hookshot target in the snake statue room. Given results in the past though, I left everything else in the Paradox Hover Boots area the same.
- Decreased the size of the double Fire Bar in the Final Truth hover block puzzle by 1. (There was some other Fire Bar I also did this with but I can't remember which one.)
- The final hover path in Final Truth was made a little more linear. The original intent was for the player to swing by with the Cane of Byrna and open a small platform to stand on, but good players could just bypass it anyway and the trigger randomly stopped working for no reason (see next thing). Now you just have to do some acrobatics with the Hookshot (if even that).
- Changed the Mr. Mega trigger since it was being inconsistent in breaking (seriously, I don't understand this). In general I should just kill Byrna triggers but one of the mega tier secrets still heavily relies on them, so I'm hoping they'll just never break. Anyway, Mr. Mega now only requires the Cane of Somaria instead of both Canes. This also makes it impossible to get the item earlier with Flippers and Byrna now, but the trigger should at least be working better.
Story changes:
- I added a very short bonus scene after the credits for anyone who gets the canon ending. Those who have already beaten the game probably won't think it's worth the trip back but it'll at least provide another early detail for anyone interested in Lost Lineage.
Random changes:
- Some of the big torches in Brace Dest are now lit to make it more obvious they aren't burn triggers.
- I altered the lock blocks at the top of Soltis that are already open. The implication was meant to be that someone had beat Zelos to the top, but it doesn't explain the lock blocks a couple rooms before still being closed so they're not needed.
- The lock block in the mirror puzzle room now has a telepathic block by it that says "Shortcut to entrance."
- Resisted the urge to add another playable mini dungeon and instead opted to use its gimmick in Level 5 of Lost Lineage.
For a random hindsight thing to talk about, I feel like I exaggerated how much the Cane of Somaria might've been broken in its pick-up string. The item only really has a couple smaller quirks to it that, while one looks goofy and the other doesn't make sense, doesn't really hinder its current use. (The platform aspect of it, meant to be homage to A Link to the Past, was mainly what broke and made me take it out of the main quest.) So I don't know. I can probably revisit this item with its current functions in a future quest without having to worry too much.