[b]Tower of Destiny room changes:[/b] [list] [*]Parallel Roads: Reworked puzzle to reduce trial and error, and focus on the core concept [/list] [b]Bugfix:[/b] [list] [*]Fixed a rare bug that could cause room state corruption on undo [*]Fixed an edge case where a multipush block could end up inside a toggle door when sliding on ice [*]Fixed an edge case that allowed traveling to a blocked waypoint [*]Fixed an edge case where waypoints would be blocked by statue rubble inside a push block, or monsters with a push block on top of them [*]Fixed multipush blocks being able to overlap toggle switches when pushed onto them from above [*]Fixed multipush blocks being unable to be pushed onto a push block overlapped with statue rubble [*]Fixed an edge case where an inability to push a push block would short circuit an attack and not kill an entity it otherwise should have [*]Fixed incorrect turn processing order that resulted in an inability to kill some monsters while waypoint traveling in the current room [*]Fixed an edge case where a slug could leave a poison trail at an incorrect position [*]Fixed an edge case where a slug could die without removing poison under it [*]Fixed same-room waypoints losing their numbering when reloading the game [*]Fixed replay restore not running room entry logic, resulting in things such as cracked walls at Leaf's room entry point not getting broken [*]Fixed inconsistent behavior when a room is cleared on turn 0 by erasing a monster on room entry [*]Quitting the game while in single room mode now saves game progress as if single room mode had ended, instead of saving it as if you had restored to that room without entering single room mode [/list] [b]Mechanic changes:[/b] [list] [*]Pacification now prevents walking to an adjacent room where an enemy would have been erased on room entry [/list] [b]Editor:[/b] [list] [*]Pressure plates and sacrifice altars can now coexist with cracked walls and tall grass/cattails/curtains [*]Ladders and goal stars can now coexist with cracked walls, toggle doors, monster gates, and tall grass/cattails/curtains [*]Keys can now coexist with tall grass/cattails/curtains [*]Pillars and walls can no longer coexist [*]Newly-imported worlds are no longer set as the current editing world [*]Attempting to edit a world now checks if the world was created by the current player, and offers to create an editable copy if not. If a player profile matching the world's owner exists, the option is also given to switch to it. [*]Creating a new world now immediately opens the editor [/list] [b]Quality of Life:[/b] [list] [*]When inspected, monsters and push blocks now have unique alphabetical identifiers that remain consistent as the room state changes [*]When inspected, statue rubble and stepping stones that were created as part of the solving process now name the entity that created them [*]When holding undo or redo for more than 10 actions, repeat speed now doubles [*]Added "Toggle Grid" key binding (default G) [*]Ladders with no corresponding room on the other end now show a visual effect and play a sound when attempting to use one instead of silently doing nothing [*]When previewing a room, the right mouse button now always inspects tiles instead of canceling room preview, even with the "Mouse click exits room preview" advanced setting active [*]Added wording to clarify what happens to player progress when overwriting a world on import [/list] [b]Graphical:[/b] [list] [*]Highlighted mechanisms now draw wiring lines showing their connections more clearly [*]Added optional tile mouseover crosshair effect, which can be enabled in advanced settings [*]Bomb bugs now show a bump animation to make a clearer distinction between movement blockage and line of sight blockage [*]Monsters that wouldn't normally show a bump animation now do so in situations where they perform an attack without moving [*]Rough stone now casts shadows like other walls [*]Fixed some sprite layering inconsistencies [*]Fixed incorrect auto-tiling of hot coals diagonally separated by water [*]Fixed overlapping text on world import replacement confirmation menu screen [*]Fixed room-edge sprite layering inconsistencies during room transitions [*]Font kerning tweaks [*]Messages and prompts in menu screens now use a darker background for better text legibility [/list] [b]Audio:[/b] [list] [*]Player death sound is now slightly quieter [*]Question prompts in menus now play their own unique sound effect instead of the standard menu accept sound [/list]