[b]Tower of Destiny room changes:[/b] [list] [*]High Security: Added signpost explaining wire inspection [/list] [b]Mechanic changes:[/b] [list] [*]Toggle switches now hold pressure plates if dropped onto them [*]Same-room waypoint travel is now permitted to locations where a monster is carrying statue rubble [/list] [b]Interface:[/b] [list] [*]Added Marks and Notes section to pause menu, allowing notetaking for the current room, and a mechanism for marking a monster or tile with a persistent colored icon [*]Added alphabetical identifiers to statue rubble, toggle switches, and keys [*]Added "Set Checkpoint" option in pause menu; when used, room reset will return to the checkpoint state before returning to the room's initial state [*]Game-end summary screen now keeps the same room highlighted when changing graph types [*]Clicking to change graph type or shown room in game-end summary graph now sets keyboard focus to that item [*]Increased width of room time graph [*]Added logarithmic scale option to room time graph [*]Rooms with keys now show only the corresponding key color on their minimap icon, cycling colors if multiple key types are present [*]Rooms with locked doors now show a lock icon on the minimap in the appropriate color(s) [*]Minimap now shows an icon for rooms with inactive waypoints [*]Inspecting a tile with a one-way ladder target shadow on it now shows the ladder shadow in the tooltip [*]Waypoint menu now shows slightly different colors for waypoints in other rooms when cross-room travel is not possible [*]When a replay exits the room unexpectedly, instead of exiting replay mode entirely, playback halts and a message is shown [*]When showing room initial state in the current room, if Leaf's entry point is show, waypoints are now drawn in the activation state they were in at room entry [/list] [b]Bugfix:[/b] [list] [*]Stacks are now shown on the minimap as the color of their top item [*]Fixed alphabetical monster identifiers to be able to count past ZZ [*]Fixed edge case that caused statues not to remove poison trail if they die to an explosion on the turn they walk into poison [*]Fixed memory error that could occasionally cause crashes when moving a selection in the editor [*]Fixed room replay rapidly skipping turns in some cases when switching from real time to constant speed playback [*]Fixed being able to repeatedly activate goal star by holding a wait input [*]Previewing a room no longer causes the sidebar move count to show a value of 0 [*]Fixed several incorrectly handled edge cases when previewing rooms or interacting with the replay system while viewing the game-end summary screen [*]Fixed possible save data inconsistency when exiting single room mode via waypoint travel [*]Fixed an edge case causing incorrect sorting of rooms by clear order on game-end summary screen [*]Fixed inconsistent mouse click detection on game-end summary screen [*]Fixed room initial state not drawing Leaf's entry position in a newly-cleared-but-not-exited room [/list] [b]Graphical:[/b] [list] [*]Added bomb bug fleeing animation [*]Changed wiring highlight colors. Lines from affected mechanisms to the switches that controls them are now a more distinct color from lines going in the other direction. [*]Mechanisms wired to their own tile now show a unique symbol when moused over [*]Fixed off-by-one-pixel issues with wiring overlays [*]Fixed incorrect auto-tile priority for hot coals northward protrusion, which caused it to show up on top of walls [*]Added auto-tile rounded corner transitions between space and other tiles [*]Fixed some incomplete auto-tile corner transitions between sky/cloud and other tiles [*]Added animations for toggle doors/floors that both open and close on the same turn [*]Reverted a change from 1.0.10 that made keys invisible while over pits, despite still existing; keys now remain visible and floating [*]Added an animation for attempting to travel to a blocked waypoint [*]Added highlight to waypoint menu to show the exact location being traveled to, in case of multiple waypoints close to each other making the center hard to distinguish [*]Added extra highlight around the current item in game-end summary room time graph [*]Mechanism wiring overlays are now drawn on top of all target tile highlights, instead of being inconsistently intermixed [/list] [b]Audio:[/b] [list] [*]Fixed reset sound playing at double volume when using the room reset button during replay playback [*]Fixed win game sound playing at very high volume when restoring to the end of a replay that steps on the goal star [/list] [b]Editor:[/b] [list] [*]Fixed incorrect displayed player elevation when choosing a start position on top of a tile stack [*]Fixed being able to place the player start position out of bounds when testing a room with sidebar layout set to put room title on the bottom [*]When placing pit trapdoors, the surrounding floor tiles are examined for an appropriate pit type to put underneath instead of always defaulting to pit [/list] [b]Journal:[/b] [list] [*]Added entry for angry eye dying on poison [/list] [b]Controls:[/b] [list] [*]Adjusted gamepad analog trigger sensitivity, requiring much more pressure on triggers to activate actions, in order to reduce accidental presses [/list]