• Crouching will temporarily disable analog controls, meaning that, when crouching, you'll always throw in the direction of the camera, rather than the direction you're moving
  • Under the hood, vegetables are now rays instead of nothing, which prevents a Lua warning
  • Cool!
Reactions: SusSped and klasky
  • When holding an object, the camera will scale back according to the size of what you're holding
    • This effect can be toned down or disabled with the new cvar smb2_camerascale
  • Various death sound & multiplayer fixes
    • When dying to spikes, SMB2 Toad's death sound will now play alongside the spike sound, rather than just the spike sound
    • Characters other than SMB2 Toad will no longer cause the music to stop upon dying
    • When dying in multiplayer, dying will no longer stop the level music
    • In splitscreen, SMB2 Toad's jingles will now always play when he is in the game, regardless of whether he is Player 1 or Player 2
  • A few tweaks for XMomentum
    • No more momentum, to allow for SMB2 Toad's running speed to still properly scale with Pluck and Pluck Enemy
    • Failing a trick will now use the continue screen sprite rather than the pain sprite
    • Tricks and Pluck no longer mix; you cannot perform a trick while holding an object, and you cannot pluck a turnip while performing a trick
  • Slightly adjusted the height at which carried objects start to become transparent, such that turnips are now opaque
  • Cool!
Reactions: SusSped
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.
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