I swore I'd never do hotfixes after Adventure Sonic's Milne Chronicles, yet here I am...

When playing as characters other than SMB2 Toad, you would previously be able to do a partial version of SMB2 Toad's crouch. This flew under the radar because I didn't bother testing what would happen if you added the addon and then just played as a different character. Neither did anyone else, apparently. Well, that should be fixed now!
  • Cool!
Reactions: SusSped
  • You can now cancel a charged Power Squat Jump using Pluck
  • The Power Squat Jump sound will now consistently play when the Power Squat Jump is charged
  • The Pluck animation now takes priority over the Crouch animation
  • SMB2 Toad will no longer walk or stand in the air
  • Removed the skid particles while crouching, as they interact strangely with certain SFX
  • Crouching now allows SMB2 Toad to fit under spin gaps
    • To avoid resulting softlocks, thrown objects can now break some walls
  • When a Power Squat Jump is charged, you'll hear a sound cue from Super Mario All-Stars
  • When jumping out of a crouch, you will remain crouched in the air
    • This will not happen if you charged a Power Squat Jump
  • Tall enemies will now turn translucent when carried for better visibility
  • Fixed the crash that would sometimes occur when throwing an enemy or monitor at a Lance-a-Bot
    • This probably also happened with Crawla Commanders and bosses, but Crawla Commanders appear in exactly one vanilla level, and there are no vanilla bosses that you can throw anything but a turnip at
  • SMB2 Toad will now emit skid particles when crouching at speed
  • SMB2 Toad will no longer skid when running to more accurately reflect the source material
  • Most importantly of all, fixed a horrible lore inaccuracy in which the Power Squat Jump was mistakenly referred to as a Super Squat Jump on the mod page. I hope you can all forgive me for this astronomical blunder
Or, well, day 2, I suppose. I had this ready when the addon went live, I just wasn't checking my notifications often enough. :P
  • The Super Power Squat Jump could initially break fragile walls. It can no longer do this, since it shouldn't be necessary for progression and just led to a softlock in ACZ2.
  • The player can no longer pick up a broken monitor.
I've heard about a SIGSEGV that occurred when throwing a Ring Monitor at a Lance-a-Bot. I remember getting something similar during testing with a different pair of objects, but upon very quickly attempting to replicate it, nothing happened. I think it has something to do with a thrown object ricocheting into the same target repeatedly? Not sure, I'll have to look more into it later.
Back
Top