Kaizo SRB2

[Open Assets] Kaizo SRB2 v1.0.4a

The Bosses-only & Special-Stages-only versions of this mod are unaffected by this update:
-remembered to make the emblem in the forced-damage lava room after the long mandatory rolling rock section be possible to get as characters other than Tails
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-made KSS3 have a longer timer since it's only the 3rd special stage
-made the chaotic glaregoyle section under the button pillar in KSZ1 be filled with rock spawners instead of glaregoyles; it's much more fair now
-made some spikes in KSZ2 not retract
-patched up some cheese in CKZ1 that idk how to describe
-removed the egg guard in CKZ2 that spawned too close to a starpost
-re-positioned the adds in CKZ3 so that you can't use them to cheese the boss fight
-made the buttons in CKZ3 rise slower so you can't use them to cheese the boss fight
-prevented players from cheesing phase 2 of CKZ3 by putting a small mace at the end of the maces/bumpers against the wall
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The Bosses-only & Special-Stages-only versions of this mod are unaffected by this update:
-made the spinning maces around the log in CKZ2 no longer be cheesable by sonic with a spindash jump into a thok
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The Special-Stages-only version of this addon is unaffected by this update:

-removed a duplicate lua hook and some stuff from harder enemies that ain't used in the kaizo stages
-fixed the spoke count for the spring maces in the multiplayer reset chamber in KFZ3
-moved the red buzz next to the one KHZ1 starpost away from said starpost so it wont kill you when you respawn; this mod ain't supposed to troll you
-corrected the starting heights of some buzzes in KHZ2 that spawned on the floor
-made the mace hazard attached to the crawla statue in KCZ1 harder
-made the emerald token room after said crawla statue no longer be usable to cheese the normal path; you'll have to get inside the room via. the back route instead
-removed an egg guard from KCZ2 that got locked into a low position on a slope
-replaced the pity shield after the bridge starpost with a force shield since you kinda have to get hit on the way back unless you're really good at the game, or can just glide or climb or are metal sonic
-removed SOC & Lua used by Harder Enemies that isn't used in any of this mod's Stages, i.e. those for enemies found in bonus stages
-made Final Demo Zone not use Techno Legacy Zone's Level Headers for when the Admin in a Netgame warps to the stage

The Bosses-only & Special-Stages-only versions of the mod are unaffected by this update since they were already compatible with 2.2.14
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-decided to be merciful enough to make KVZ & KRZ no longer have less starposts than the unmodified versions of their stages
-moved the jetty-syn gunners after the 1st door in KRZ2 since they were unfair being placed so close to a starpost, and replaced them with jetty-syn bombers

The Bosses-only & Special-Stages-only versions of the mod are unaffected by this update.
I could've put this change in with v1.0.2, but then I would've had to re-record KRZ3 & BKZ1 in the LOTAD since it took me that long to realize that I could've just fixed that bug and I didn't feel like re-recording that:
-made the KRZ3 boss stop getting hurt by the environmental hazards

The Special-Stages-only version of the mod was unaffected by this update.
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Okay so I thought I could get away with theoretical testing for some parts of the mod; turned out I was wrong, mainly for KSS5 & KSS6's timers(but I was right for KSS4 & KSS7's theoretically-tested timers!). I'd also forgotten to test one of the many environmental hazards in KRZ2 as Fang. Now I've figured out how to use libTAS to test the mod, and I've changed this mod accordingly, the mod can finally be beaten in Ultimate Mode with 7 Emeralds as any base character.

I also completed a Low-Optimization Tool-Assisted Demonstration of the mod as Fang in Ultimate Mode with 7 Emeralds; the link will be provided in a separate post since this post, iirc, will automatically be spoilered and you wouldn't see it otherwise.

So anyway, the changelog:
-updated to v1.0.9 of Harder Enemies, which made canarivores stop killing themselves
-decided to be merciful enough to give players 90 lives to start out with(but only in the full version since the boss rush version was made for multiplayer)
-fixed some problems with emblem definitions
-changed the filename of the save file; you'll have to get those record attack emblems all over again(or you can just re-name your savefile's filenames)
-remembered to remove a currently-unused state from an alpha version of the mod from the freeslot list
-remembered to make the vanilla versions of the multiplayer special stages work properly with this mod in case you're in a netgame and the host warps players to those stages
-made the backgrounds for the informational cutscenes be darker
-made the KSS1 cutscene not get some of its text cutoff at 1200x800 resolution
-adjusted the starting positions for players 5, 6, 7, & 8 in KSS1, and put retracting spikes where they'd used to be
-re-vamped KSS3; I'd actually made that stage a few years ago, but it wasn't until just recently that I'd realized that the level design there was unfair, but now it's fair
-aligned the wall textures in KSS5
-increased the allotted time for KSS5 & KSS6(I actually remember I tried to get someone to TAS those to test the timers a few years ago but then he never finished it, so I had to theoretically test those timers; it turns out that the theory didn't work out for those 2 Stages, but it did work for KSS7)
-removed 16 bomb spheres from KSS6 that weren't really increasing the stage's difficulty
-fixed the angle of one of the flame jets at the top of KSS6
-added anti-cheese springballs for amy & fang in KSS7
-made players lose much more time whenever they get hit in a special stage
-for the hazards in KFZ1/2 that look like the hazard at the very start of KFZ1, made them easier for fang; I'm not sure what I was thinking when I made them all super precise for fang in the 2 easiest stages of all places
-replaced the red cralwa at the start of KFZ1 with a blue one since it was kinda unfair for amy if you wanna beat this without killing anything in non-boss stages
-removed an unnecessary diagonal blue spring from KHZ2, leftover from an alpha version of the stage
-made the conveyor belt crusher easier since the other path was alot easier anyway and I didn't want that big disparity between the two paths to exist
-removed 20 bumpers from the deton hallway in KHZ2 so that it isn't a harder than the other path
-added a bumper to the middle of the top of the 2 hazards in KSZ1 where theres bumpers above and rotating green flames around a floor button
-made the underwater room uncovered by pushing the floor button on top of a pillar in KSZ1 quit being unfair
-changed KSZ1's level select icon
-made the floor button hazard next to the death pit in KSZ2 harder
-corrected the positions of 4 bumpers near the spring emerald token in KSZ2
-removed the jet jaw from the Amy/Fang path that leads to the spring/button section since I'd forgotten when I added that guy that you're supposed to be able to beat this without killing enemies in non-boss stages
-removed the crushtacean from the elevator button at Amy/Fang path at the end of KSZ2 since I'd forgotten when I added that guy that you're supposed to be able to beat this without killing enemies in non-boss stages(you still could've gotten past that part with TAS, though)
-raised the platform to the left of the start of CKZ1 so that it the anti-cheese springs can't be used to cheese the 1st environmental hazards
-deleted an accidentally-placed small mace at the start of CKZ2 that wasn't doing anything important
-remembered to let there be rings in front of the 1st starpost in CKZ2
-made the paths to the near-left and the right of the 1st starpost in CKZ2 harder
-at the starpost in CKZ2 with the springs & bumper wall in front of it, spaced out the bumpers more so Fang can get past them more easily
-added some anti-cheese for the cactus/bumper hazard next to the 1st saloon in KCZ1
-added a missing springball to the cactus fence section before the whirlwind chain leading to the last starpost in KCZ1
-made a wall at the last section of KCZ1 that was unclimbable due to an accidental input in zone builder be climbable again
-made the hazard at the very end of KCZ1 easier; it had no business being as hard as it was that early into the game(though it was still possible to jump through all 4 of those spring hazards in a row)
-made one of the paths after a 2nd-last starpost in KCZ2 harder
-figured out how to make KCZ3 not be unfair for amy & fang players; the main issue is that it'd turned out the adds move twice as fast in ultimate mode, so I made them go at normal speed in ultimate mode instead
-made the path to the right of the start of KRZ2 easier at the gravflipper so that you won't have to abuse the hitbox jank that spinning flame jets have to beat that part
-fixed the angle of the snailer right before the gravflip section in KRZ2's left path
-remembered to make the laser "crusher" right before the 2D section of KRZ2 possible for amy & fang to beat; I'd actually forgotten to test that part as them
-moved the jetty-syn gunner immediately after the airlock section in KRZ2 since his placement was unfair
-in the turn-on-the-wall-breaking-laser section in KRZ2, moved the jetty-syn bomber in the room with the button in it since its placement was kinda unfair in ultimate mode
-corrected the placement of the emblem above the elevator in KRZ2
-re-named Kaizo Core Zone to Black Kaizo Zone so that its acronym can be differentiated from Kaizo Canyon Zone
-removed the non-drowning time limit from BKZ1; I kept the drowning time limit, however(so that means you get a few more seconds)
-removed the 2 puma environmental hazards from BKZ1 since they're a little unfair provided the stage's strict time limit, seeing as how they take so long to properly assess
-figured out how to make KCZ3 quit being unfair; this involved partially re-imagining the stage
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Reactions: SRBluke122
The Bosses Only & Special Stages Only versions are NOT affected by this patch; below is the changelog for the main addon:
-updated to v1.0.8 of Harder Enemies, which made 1 spikeball instead of 2 rotate around egg guards & big floating mines in order to slightly reduce lag
-corrected the text of the starting informational cutscene to not reflect an alpha version of the mod
-replaced the 3rd titlescreen demo with a better one
-removed the skim from the start of KSZ1 since that guy's placement was kinda unfair
-added & moved the spikes in front of the 1st floor->ceiling crushers in KSZ1
-for both environmental hazards in KSZ2 that consist of a ton of green flames rotating around a huge square hole that you've gotta jump into, put a bumper in the middle of each hole so that said hazards are actually kinda hard
-fixed a few visual errors in KSZ2 & CKZ1
-got a better Level Select Icon for CKZ2
-added a retracting spike hazard in CKZ2 right after the last lower-right starpost, and re-arranged the nearby egg guards, then added 2 more egg guards a bit later on
-added a conical mace hazard to CKZ2 on the path to the right of the 1st starpost in the entry hallway
-implemented better anti-cheese measures for the back left section after the 1st starpost of CKZ2, and for the section to the right of said starpost
-added some blue spring environmental hazards to the fang path on top of the 1st saloon in KCZ1
-added 2 spikes to the spiked spring hazard in KCZ1 wherein you could just walk past the spikes, so that you can't walk past those spikes anymore
-replaced the spikeball maces in the 2D section in KRZ1 with a much harder spikeball hazard
-raised the jetty-syn gunner in the 2D section in KRZ1 so he can shoot you more easily
-deleted a duplicate row of spikes from the knuckles path at the end of the right path in KRZ1
-fixed the spiked crusher in the 2D section in KRZ2
-fixed the locations of the score monitors in KRZ2's 2D section
-removed the pop-up turrets from the 2D sections in KRZ2 since they were kinda unfair
-added 2 pop-up turrets right before the zoom tube to the elevator in KRZ2
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Reactions: SRBluke122
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