it's not an smbx2 thing, it's something programmed specifically by the creators of this episode, for the episode itself. to what end, i'm not sure, but it's an easy fix anyways so i don't think it matters that much
in any case, the bizarre checksum aside, since i'm now able to play the episode i'll say it's pretty fun so far! i might post here again once i've played through the whole thing but the level design has a real nice flow to it even in these early stages
v1.0.2
This version overrides v1.0.1. Please read the main post of this topic to find instructions on how to transfer savefiles to the new version.
LEVEL-SPECIFIC CHANGES/FIXES
- TRIAL OF THE NINJIS: Improved the level.
-- Removed a platform with very weird behavior that was used once, and replaced it with ropes.
-- Added an arrow sign on the wall near the golden pipe leading to the 3rd gem.
- BATTLE FORT BEATDOWN: Improved the level a LOT:
-- QOL: Dying to a boss now makes the player restart from the boss arena instead of the last checkpoint flag. This boss checkpoint resets upon tagging a new checkpoint or returning to the world map.
-- Removed various enemies from the level to make it slightly easier.
-- Added an extra enemy gate to the Shy Shadow section to ease up on pacing
-- Added subtle hints to the Super Gem in the Ninji section
-- Kin Katana defeat sound was changed to match the size of the boss.
-- Moved the checkpoint in the Malware-Me chase section to the starting point. The player still spawns near the Malware-Me startpoint when restarting from said checkpoint.
-- Added line stops to several lineguide obstacles.
-- Fixed a disappearing tile in the start of the tank section
-- A mandatory Bomber Spike will now disappear once the block it's trying to hit is destroyed in the Clown Car chase section.
-- The falling debris in the final cutscene does not hurt the player anymore.
- MALWARE-ME MASS ATTACK: Improved the level:
-- The exit doors in one-way doors are now marked with a giant red X-mark to discourage the player from entering them again.
-- An additional mushroom has been added to the start of the level.
-- Added a new Gold Mushroom spot in the level. Try to find it after the chase...
-- The Goal Orb now has unique sprites, if its brought in the level via Lakitushop.
- IRIDESCENT IGNITION: Improved the level.
-- Adjusted a Bob-omb setup near the end of the level.
-- Made Bob-ombs move faster in the level, just like in Blast Through Cave.
-- Added a third checkpoint.
- SPOTCAP CITY COIN SEARCH: Fixed some bugs:
-- Boomerangs can now destroy flip blocks, like in Squishy Rexpress.
-- Missing death effects for the Urban Stingby enemies have been added as to avoid an error.
- WOOD CUTTER CLAMBER: Fixed being able to show two message boxes at once when talking to the pink Yoshi at the end.
- OPERATION IRON MOUSE: Fixed Captain Toad being unable to sleep after waking up from the dream.
- THE FLOATING MUSHMAN: The first dolphin setup was changed to account for them going off-sync occasionally.
- SPINTURN SIZZLE: Destroying the row of blocks with the big spikeball is now made easier.
- ASCEND! MYSTIFICA TOWER: Added a few NPC removers.
GENERAL CHANGES/BUG FIXES
- Attempted a fix on the PRISMA EXCELSUM and Green Star Bounty Hunter achievement popups not displaying despite having receiving them properly.
- QOL: The player now reverts to Super form (powerup state 2) if the player starts out small in a level or on the world map. This is also in Captain Toad: Treasure Tracker.
- Fixed outdated sounds in one of the textbox skins.
- Added info about toggling Music Info to the Warp Zone hub's billboard. (Check the Music section of the billboard)
- Removed unused savedata variables for the Invincibility Mushroom.
What an incredible episode! When I first saw the project, it was from the Train level preview video on YouTube. Time sure flies. There are plenty of details, charm and flavours all over the adventure. It even took me almost an hour to talk to everyone in town. The story is engaging, and some levels and bosses are amazing. Sure know how to make great levels with Captain Toad's jumpless abilities (how did he jump at the end of the credit scene?)
Unfortunately, I made the same mistake as I did in Luigi's Quest - Trouble in Sarasaland, where I played everything before newer patches came out, fixing bugs and making improvements. There are bits here and there that I experienced that might have been fixed. Such as adding checkpoints to other levels, difficulties and the missing green star achievement. I encountered an issue where the Coins Galore level (in the last world) was permanently removed after doing the secret achievement and beating the game afterwards. (There's also a softlock in the temple level if you land on the Thwomp at the back in a one-block gap)
Everything was smooth-sailing until the endgame, where the pacing became a bit iffy. It was essentially a double gauntlet back-to-back before the final fight, with the tank section in particular feeling too chaotic and janky. It took me over two hours to complete this world. The final boss felt messy when it turned invincible against the turnips during certain attacks without visual cues, wasting a crucial damage opportunity. The fight, especially in the last phases, seems to be a point where you don't get mushrooms when restarting after death.
I will consider replaying everything if more things get ironed out in the future. It was the most unique experience here in some time.
PS: With how prevalent the Vtuber references and cameos are, some more important than others (no spoilers), have you reached out to them to play and enjoy your work? It would be interesting to see them reacting to themselves in the game.
I encountered an issue where the Coins Galore level (in the last world) was permanently removed after doing the secret achievement and beating the game afterwards.
Coins Galore is unlocked permanently after you collect all the Super Gems, you may head to the golden island to check it out. Otherwise, if you did have all the Super Gems at that time and it disappeared for some reason, I'm not sure what went wrong.
Everything was smooth-sailing until the endgame, where the pacing became a bit iffy. It was essentially a double gauntlet back-to-back before the final fight, with the tank section in particular feeling too chaotic and janky. It took me over two hours to complete this world.
There's a lot of improvements and QOL changes I made for Battle Fort Beatdown in the most recent patch. This includes adding boss checkpoints. Keep in mind boss checkpoints are temporary and may be cleared if the player quits to the world map or touches a new checkpoint in the same level.
The final boss felt messy when it turned invincible against the turnips during certain attacks without visual cues, wasting a crucial damage opportunity. The fight, especially in the last phases, seems to be a point where you don't get mushrooms when restarting after death.
I've considered adding a special visual to the final boss to signify it shields against turnips. Shouldn't take too long, btw.
PS: With how prevalent the Vtuber references and cameos are, some more important than others (no spoilers), have you reached out to them to play and enjoy your work? It would be interesting to see them reacting to themselves in the game.
It'd be really cool, though I'm really unsure if the VTuber's interested in checking out the game or just watching gameplay lol. I gotta figure that one out soon.
Coins Galore is unlocked permanently after you collect all the Super Gems, you may head to the golden island to check it out. Otherwise, if you did have all the Super Gems at that time and it disappeared for some reason, I'm not sure what went wrong.
I edited the save-ext.dat file and set the "beaten" flag to false, and the level (referring to the golden mushroom house) reappeared. I also did some testing. If you complete the level, it remains there. But if you then quit the game and restart, the level on the map becomes an empty tile with the level name still visible. It seems to me that map.lua considers it in a "destroyed" state after reloading. I have a video of this if you want.
There's a lot of improvements and QOL changes I made for Battle Fort Beatdown in the most recent patch. This includes adding boss checkpoints. Keep in mind boss checkpoints are temporary and may be cleared if the player quits to the world map or touches a new checkpoint in the same level.
I believe my point was that Battle Fort Beatdown is already sufficiently long as a level, followed by Mystifica Tower as another lengthy level before the final boss(es), creating a double-gauntlet in the end game. Both levels as individual concepts are okay, but when combined, they become exhausting after one another. The calm Sky Tower theme from Mystery Dungeon would have worked for Mystifica Tower if not for the chaotic nature of the level. Maybe if you shift a majority of that to a post-game level and keep the plot-relevant part in, the pacing wouldn't be that iffy.
Completely unrelated note: What's the deal with you-know-who? Could you actually fight her and have the lore explained, or is it all in Captain Toad's dream?
I'm typing this from my phone. But to answer:
- I caught the Coins Galore bug and it will be fixed in a 1.0.2 hotfix patch. Thanks for reporting.
Secondly... yeah. I wanted to go all out with the endgame as I drew a lot of inspiration from some of the final levels in Treasure Tracker: Battle Tower Blitz and Wingo's Whackdown. However, I didn't want Battle Fort Beatdown to be the last level as I did not want to compromise the story progression and also it feels anticlimactic. But yeah... if the pacing's not your cup of tea, I apologize for that, and I'll try to keep note of this for a later episode release down the road.
Operation Iron Mouse draws a LOT from Ironmouse's backstory as an angel, mainly the Heavenfall lore video:
There's extended lore to this that is used as a basis for some of the earlier timeline stuff in RE:CYON of Gaia, connected wjth the Super Mario RE:MIX universe. First off, the version of Ironmouse ("Satanael") that Captain Toad encounters is actually an anomalous copy. This version wants to seek full revenge against the archangels and God himself which contributed to casting her out of Heaven, eventually plotting a full takeover of the RE:CYON of Gaia universe in the future.
There are strange statues depicting her signature halo and wings which draws protagonists in the universes they are found in into a specialized dream world to make them call to action to help Satanael make a comeback. There is a potential connection of this extra lore to Belzael (Angel Bubi)'s appearance in Ironmouse Unleashed lore video, which is also part of the RE:CYON of Gaia Origins arc that happens all the way before PSQ happens. I'll probs flesh this out more at some point, but who knows?
v1.0.2 HOTFIX
This version overrides v1.0.2. Please read the above method to transfer savefiles to the new version.
LEVEL-SPECIFIC CHANGES/FIXES
- COINS GALORE: Improved the bonus level a LOT:
-- Added new NPCs to the level, named Toketoris.
-- Big Coins, blue coins, Coin Rings, etc. now respawn.
-- A visible timer screen is now added to the starting hub. Maybe there is a way to adjust it... maybe come back after getting 100% completion?
-- Adjusted various parts of the two levels. There might be new items added if you get 100% completion.
-- Attempted again to fix an unnecessary space in Mr. Touken's dialogue. For some reason the PGE editor did not save the changes even though I clearly pressed OK, so I had to copy and paste the NPC to fix it.
- KLONDIKE CANNONRY: Fixed some stuff.
-- Added checkpoint near the 2nd Super Gem.
-- Removed blind Spike in the 3rd gem puzzle.
-- Added another backup pipe to help save the player if they accidentally softlock in the area near the 2nd gem.
- FINAL BOSS: Improved the fight.
-- Added a shield visual + audio cues to help display the final boss's invulnerability state during some attacks.
-- Added starting mushrooms to Phase 1 (2 Mushrooms) and Phases 2-4 (3 Mushrooms).
-- QOL: When reaching the pre-Phase 4 cutscene, dying during that cutscene will automatically start the player at Phase 4.
-- The final boss now drops three Mushrooms when a health point is deducted during Phase 4.
- BOSS 6: Added starting mushrooms.
- PYRAMID OF THE PHARAZNOR: Fixed potential Thwomp ducking softlock in the first section.
GENERAL CHANGES/BUG FIXES
- Improvised the robot textbox with new sound effects and visuals for the selector/scroll arrows.
- Fixed a yellow Toad House disappearing on the world map after the player clearing it, this is due to an oversight.
EMERGENCY PATCH RELEASED - v1.0.2 HOTFIX 2. This fixes a savefile issue that caused players to be unable to get 100% completion. For more information on how to repair savefiles, please see the changelog or the FAQ section of the main post.
v1.0.2 HOTFIX 2
This version overrides v1.0.2 HOTFIX and v1.0.2. Please read the above method to transfer savefiles to the new version.
GENERAL CHANGES/BUG FIXES:
- Fixed a typo in progression savedata, which caused Operation Iron Mouse (??????) to not count for 100% completion.
-- Due to this particular bug fix affecting savefiles, I have added a special cheat code to help repair broken savefiles. Type in "ohnomysavefileitsbroken" or "fixmysavefileplease" on the world map or in a level. USE WITH CAUTION - THIS IS ONLY MEANT FOR REPAIRING SAVEFILES.
-- YOU WILL NEED TO REBEAT ALL SECRET LEVELS AND COMPLETE THE FINAL LEVEL OF EACH WORLD (INCLUDING BOSSES) TO FIX YOUR PROGRESSION!
- AGAIN removed some stray progress.json and savefiles.
- (Undisclosed in previous hotfix changelog) Added a cheatcode alias for needahammersuit - needaboomerang.
- Added missing credits to the updated A Lot More Coins Galore's 0_CREDITS.txt.
upon playing the game (got the current version which is 1.0.2 HOTFIX 2) I got this random error with no seemingly intro or anything:
for some random reason, it seems to be directed to something like a 'save' or smth
weirder is that i got another error in the map (which i didnt screenshot at the time)
even more weirder is that iirc it worked perfectly in release version V.1.0.0 without any issues.
having finished the game and collected all 153 gems, i'd like to say that it's a very solid experience overall, and give my praises to the team. the levels feel like they all have clear direction and are very tightly designed without feeling at all restrictive (which, when something as fundamental as jumping is removed, is a pretty good achievement in my book)
my only real gripe (other than maybe the tank being a bit sluggish at times) is that some of the levels feel like they're too afraid to overstay their welcome, and they kind of end just when it feels like the gimmick has been properly set up and is ready to be explored more (the best example of this for me was the beat block level). it doesn't sour the experience that much because what is there is still good, but it did leave me wanting more at times. i also think this might be the reason for the somewhat strange difficulty curve, where until the last few levels the difficulty seems to plateau near the end of world 5 and stays almost constant throughout the rest of the game, which i don't think is some big issue per se (and i don't expect captain toad of all things to be hardcore) but i think still might be worth noting
other than that, though, the visuals are also pleasant and while some of the sound effects are a bit too loud, the music choices (and original songs) are great, and overall the package is pretty damn fun and very well polished. once again, great job, i really mean it and i think all the devs should be proud
however, all that being said, i would still like someone from the team to explain why the game runs a checksum over some of the base game files and refuses to let someone play it if it finds they've been modified. this really confused me when i encountered it because it seems a bit antithetical to smbx (especially smbx2) as a concept (similarly to, for example, trying to use lua to disable basegame cheats), which, given the fact that the creators are basically all community regulars makes me think it wouldn't be implemented without a good reason, but i cannot wrap my head around what that reason might be. i can't say it wasn't really jarring to come across (even if the skullgirls reference is quaint) and if someone is less savvy with lua they might not be able to get past it on their own at all without redownloading the entire engine, so i'd personally appreciate it being addressed at least in some capacity
Newer saves may experience an issue where savedata for achievement progression is unable to be initialized before the intro begins, so I'm working on a hotfix yet again. Please wait for the release of v1.0.2 HOTFIX 3.
Updated the episode to v1.0.2 HOTFIX 3. This also adds a progress tracker for the episode, which can be accessed in both Toad Town and the Warp Zone hub by checking the golden computer in the T.O.A.D. HQ (Toad Town) or near the Lakitu Shop (Warp Zone). Critical bugs that prevent players from attaining 100% completion or certain achievements have been fully fixed!
v1.0.2 HOTFIX 3
This version overrides all previous versions of v1.0.2. Please read the above method to transfer savefiles to the new version.
From now on, all urgent fixes are marked with <!>. For all changes introduced in v1.0.2, please read the previous changelogs.
LEVEL-SPECIFIC CHANGES/FIXES
- Toad Town: Added some QoL stuff:
-- Added a progress tracker for 100% completion - check the golden computer in the T.O.A.D. HQ!
-- Added in-game instructions for repairing a broken savefile.
-- Added an extra Warp Hub terminal leading to the T.O.A.D. HQ.
- Battle Fort Beatdown: Toned down the volume of the Specter Gate opening jingles.
- Disgusting Downtown: Slowed down a moving rope on the second gem.
- Warp Zone - COMFORT ZONE: Added the golden computer from Toad Town. Chief Professor Efgus's here to help!
- Critical Tanking: Added some bomb blocks to elevate the tank for a second chance at the last gem.
- ASCEND! Mystifica Tower: Added an alternative way to earn a certain achievement, also seen in Battle Fort Beatdown.
GENERAL CHANGES/BUG FIXES:
- <!> Fixed save data for achievements and progression not being initialized in time on a newly created savefile, causing an error to occur in the local function for the savefile fix cheat.
- <!> Fixed secret levels not recording in completion data properly. OnPostNPCCollect just doesn't work with these goal orb NPCs.
- <!> Fixed incorrect level checking conditions for a hidden achievement.
- The savefile fix cheat code will no longer trigger if the game is paused, as to avoid potential glitches.
- Tinted the continue arrows green/red on the robot textboxes. This change carries over to Midnight Museum Mania.
however, all that being said, i would still like someone from the team to explain why the game runs a checksum over some of the base game files and refuses to let someone play it if it finds they've been modified. this really confused me when i encountered it because it seems a bit antithetical to smbx (especially smbx2) as a concept (similarly to, for example, trying to use lua to disable basegame cheats), which, given the fact that the creators are basically all community regulars makes me think it wouldn't be implemented without a good reason, but i cannot wrap my head around what that reason might be. i can't say it wasn't really jarring to come across (even if the skullgirls reference is quaint) and if someone is less savvy with lua they might not be able to get past it on their own at all without redownloading the entire engine, so i'd personally appreciate it being addressed at least in some capacity
I dug a bit into the files, and it seems you are right. If you look at the actual image being checked, you can probably see why (they only check a certain part of the image). I am not saying anything. Feel free to interpret what you think the reason is. With the Skull Girl reference, asking the developers about it would be a trap by admitting you have a "bad" copy of SMBX2. I understand the point, but there's plausible deniability in how some players might encounter this issue (e.g. if they are using an old version of SMBX2 or have customised UIs for personal use, such as Raocow or the A2XT community).
While it may have good intentions, it is an overreach and potentially a slippery slope, comparable to Nintendo banning users online and bricking their consoles if mods were detected on the system. It sets a precedent, now that the code is available publicly. Anyone savvy enough with Lua, whether custom script coders, NPC pack creators, or even the SMBX2 dev team, could have abused it, and the average players are none the wiser.
I also want this to be addressed because it is the first time I've seen it. Out of all the places, I would have expected Nintendo to be the one to implement it, completely obliterating the modding scene remotely and silently, without needing the users to go online. "Oops, sorry, the game won't run because you changed something in the game. Please report the problem to us so we know which consoles to brick." It’s a trust issue within the community if anyone can sneak similar code into the games, on any modified assets, and it is a dangerous territory.
Regarding the complaints about the checksum, unfortunately, this is stuff I cannot answer on my own. This is code that is made by MrDoubleA, so you are free to ask him concerns regarding this code if you so wish. If you need to speak out such concerns, I think it's a good time now. I apologize for the inconvenience that I may have unintentionally caused with such a thing in this episode.
raocow doesn't customize his installation of SMBX2 as far as I'm aware, nor have I heard of this being a common practice in the ASMT fandom...? Early (pre-X2) episodes in the ASMT series did use their own modified copies of SMBX 1.3 because hacking new images into the exe was the only way to make changes to the hardcoded graphics and the organizers wanted to have custom message boxes and such. But for the longest time they've all been self-contained episodes, no releases packaged with the engine like SMATRS or Susan Taxpayer. When we talk about "devkits" these days we really just mean the collection of episode-scope code, assets, tilesets, etc.
There was a time when the X2 dev team was considering adding a checksum to the basegame in response to some streamers editing graphics in the "hardcoded" group to include messages supporting fascists. We didn't go through with it back then because folks made the same case y'all did here -- that including anti-tamper measures of any kind in the engine itself would've been antithetical to its' open-source and open-structure nature -- but the engine and community being misrepresented in that way is still a serious concern and I have to point to the paradox of tolerance and nazi bar story.
From the confusion surrounding this one and heavy potential for false positives* I am inclined to agree that episode-side checksums should be discouraged as a common practice, but the slippery slope argument and comparison to Nintendo's grossly anti-consumer behavior are blowing it out of proportion imo. The bit about disabling basegame cheats is kinda puzzling too; like, that's a built-in feature of the Cheats class -- you literally just need to call Cheats.deregister(cheatname) -- and it's in the same vein as choosing not to include certain playable characters or support multiplayer in an episode because accommodating the feature(s) is outside the creative vision/not worth the trouble.
* aside from the case here of patching old installations apparently tripping it, I could definitely see someone getting it from keeping the substance of that part of the image but decorating or restyling it.
The bit about disabling basegame cheats is kinda puzzling too; like, that's a built-in feature of the Cheats class
my mistake, i'd always been under the impression that that method was only for custom cheats (i.e. a call to unregister() would necessitate a call to register() first) but given it's not, i guess my example might not have been an ideal one (even though i don't think i've ever actually seen an episode use this feature, typically the player is left responsible for any potential game-breaking they'd be doing by cheating)
maybe a better example would be something like an episode that instantly closes your game or otherwise breaks itself if it detects you're playing a level from within the editor environment? this kind of talk can quickly devolve into pure pedantry, though, so it might not be necessary to list a bunch of examples to begin with
Apologies for being a bit extreme. The A2XT part was an example of someone wanting to customise their setups by copying some from custom episodes to their graphic folders (as you said, "stylising" it). The dev team part was interesting. A public statement would've worked. Politics and bad actors aside, I still think it was a bad idea to dictate what can and can't be modified within the base game. I would have no problems if episodes/custom packs do that to make their assets exclusive.
FutureNyanCat wrote:
Regarding the complaints about the checksum, unfortunately, this is stuff I cannot answer on my own. This is code that is made by MrDoubleA, so you are free to ask him concerns regarding this code if you so wish. If you need to speak out such concerns, I think it's a good time now. I apologize for the inconvenience that I may have unintentionally caused with such a thing in this episode.
Personally, I don't think MrDoubleA was solely responsible, given the Skullgirls reference and the IronMouse song that plays afterwards. Not pointing fingers at anyone within the development team involved, but it sounds pretty intentional that someone communicated with him to add it to the game. Anyways, I am glad a part of it has cleared up that it was actually MrDoubleA who made the code.
IMPORTANT UPDATE:
In light of the recent news on VShojo, while I can't exactly discuss the details in full here on the forums, I had to put out an emergency patch for Captain Toad: Prism Star Quest to remove some references to VShojo as a brand while keeping the VTuber cameos/crossovers in there as always. If you are a VTuber fan, please support the talents as always. I'm really sorry if I had to make this patch immediately.
v1.0.3 is now released. Please see the changelog for more information:
v1.0.3
This version overrides all previous versions of v1.0.2. Please read the above method to transfer savefiles to the new version.
LEVEL-SPECIFIC CHANGES/FIXES:
- The Fuzzyard: Fuzzbush near the Green Star has been slowed down.
- The Gloom-Shroom Doom: Slightly improved the level.
-- Added an extra checkpoint.
-- Added some mushrooms before the second Rotten Mushroom puzzle.
-- Removed a Shroob that was blocking the Clear Pipe to the last section to make it less frustrating to defeat.
GENERAL CHANGES/BUG FIXES:
- <!> Removed all cameo/credit branding related to VSHOJO. These changes will also be reflected in the next episode release by Team Starshroom.
Please read the following announcement on BlueSky for more information: https://bsky.app/profile/cyonofgaia.bsk ... jej3awy22t
-- Replaced a loading screen tip.
-- Altered intro cutscene.
-- Various 0_CREDITS.txt files have been altered to reflect this. If I missed anything, please let me know.
-- Soundtrack credits have been altered, especially in the Excel spreadsheet.
-- The soundtrack download was also updated to reflect these changes.
- Updated the credits.
I have released a hotfix patch for v1.0.3, which will be (hopefully) the last time I will ever make the mistake of accidentally including my dev savefiles whenever I ship out a download. It also comes with a new QoL feature that might help players when climbing ladders.
Please note that all downloads for past versions of Captain Toad: Prism Star Quest have been deleted as to avoid confusion. Now, only the latest version of the episode remains. If you want to archive them on the SMBX Preservation Archive, please be my guest.
v1.0.31
This version overrides v1.0.3. Please take note of the following:
- This version includes all past fixes from v1.0.3, v1.0.2 and its hotfixes. Please read through the past changelogs to see these changes.
- Future hotfixes are now denoted by numbers instead. This version was meant to be v1.0.3 HOTFIX, but is named to v1.0.31 for convenience.
- All past versions of PSQ had their download links removed to save up on file space, including the original version of v1.0.3.
- Please read the above method to transfer savefiles to the new version.
GENERAL CHANGES/BUG FIXES:
- <!> Added fastClimb.lua, backported from Midnight Museum Mania. Hold RUN to climb faster.
-- You can also use this script yourself in your episode, too! See this: viewtopic.php?t=29913
-- Added two NPCs to Toad Town and Fire Flower Tundra to explain this mechanic better. You might encounter an extra Chargin' Chuck at the start.
-- Despite this change, the gem par times and staff times for Knock Out Zone will not be affected. Same goes with Trial of the Ninjis and Super Pickax Ruins.
- <!> Removed dev saves, yet again. Why the hell does this always happen to me...
-- Removed dev saves from my personal devbuild of PSQ that I'm using for the release versions as to prevent me from forgetting to remove these dev saves before uploading a new version of the episode.
- Fixed launcher showing outdated version
The original plan was to release v1.0.32 tonight. However, due to me not being in my best state of mind to do so, it has been delayed.
Unless if more major issues arise, this will be the last hotfix version of PSQ.
I would also regret to inform you I'm removing horizontal fast climbing. It's oftentimes bugged and often bugs out based on array indexes or even NPCs overlapping it (eg. the vine heads that create new vines). If I can figure out a fix to this stuff, I can add it back, but for now this ain't it.