QUOTE(Three Pendants @ Nov 11 2012, 02:17 PM)

Oh no, it was towards Saffith on my problem with scripts not working after moving it to the newer version, they just need to be reinitiated.
Also I was wondering if perhaps for the next version if the "Candles don't hurt Link" could be moved from a Quest Rule to an Item Attribute of the Candle type items? In addition I was wondering if the same thing could be done with Wands, to have their "Wands can't be used as a Melee Weapon" moved to a Wand Item Attribute.
I discovered that as well, but with re-spawning pots. if you are charging the spin, or have it charged/held, and stab a pot or any re-spawning object, and then step to the side, your sword blade falls to the ground. I tried to screenshot it, and the colour depth issue boned it, but I replicated it in window mode and screen-grabbed that.
There are a variety of ways for the sprite of the sword-blade to be left behind, but it returns as soon as you use it, and the floating blade tends to vanish at that time as well.
I also like the ideas of having these quest rules as item attributes as it makes it possible to offer multiple candles and wands (or whatever) with multiple power sets. I would like to see both 'Wand beam hurts link' and 'Wand beam does not hurt link' as wand options, plus 'Wand + Book fire doesn't hurt Link' as item attributes too; I try to forgo the Magical book in quests that don't require it for that reason, as I have a tendency to use the wand, and walk into the fire. Most of these are the same part of the game engine, so I hope that if you add them, that combining them isn't a big issue. In the same line, bomb damage hurting link could probably be an item attribute for bombs.
The same could go for flippers and diving in the future, so that you have Swim-1 and Swim-2. I don't recall if swim tiles have a speed attribute off-hand, but that'd be neat, as would max dive time if that isn't already there, as item attributes.
I did note an enemy inconsistency: With Peahats, in the original LoZ, the fobwatch that freezes ll enemies on a screen made them vulnerable, but that doesn't seem to happen in ZC (including in 1st.qst). I also seem to recall that frozen leevers did not dive and resurface, but I'm not positive on that one.
QUOTE(Jared @ Nov 11 2012, 02:24 PM)

Found another bug, randomly playing.

The Keese just got stuck here, pretty sure it's an RC5 bug since it was flying before it hit that spot... You could still hear the flapping sounds, and he was stuck in the same frame. Aka, he didn't animate when he got stuck.
Edit- I was in another room in the dungeon, and it happened again!
I've seen many enemies that spawn in corners, particularly the bottom-left corner become stuck. This may be due to spawns being forced in that spot, or it may affect random spawns that start there. This happened in many earlier versions, so it may be something that 'tisn't fixable.