Lots of quest rules seem to be in odd spots, so maybe all of them could be looked over. But critically: compatibility rules are very outdated, which disable a lot of 2.55 features by default (new chests and dark rooms, for example).
Tiles have an inconsistency when it comes to what index is assumed, and used, for black outlines. Usually the big divide here is between new tiles in Cambria and tiles from old Classic. 0x8 and 0xF are used interchangeably. This is not an issue on pack in, but can produce extra work when people want to expand the palettes.
The default ring items have weird animation information, waiting for 50 frames before then cycling through a bunch of tiles. This *seems* unintended and a leftover from how classic had shining rings.
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Some regular square dungeon pre-fabs would be good to have for all wall types on map 1. Just regular walls around the square room as they are intended t tile with a single combo floor, no doors, but the right door set already selected for the screen. ZC does have a dedicated screen in the lowest row for where it wants a singular prefab screen for it's fill function, but I don't remember which one... Either way, just the screens existing for easy copy pasta when getting started would be good QoL.
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There are weird copies of the dungeon barriers at tile page 200, they don't seem to be assigned to any combos so I assume they were a WIP thing.
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Enemy death Sprite effect only runs for a single frame. (This seems to partially be a ZC issue, not a tileset issue.)
Edited by Mani Kanina, 15 July 2022 - 08:39 PM.