Team Prismatic Presents: The Mystic Realm Community Edition! [MRCE]

[Open Assets] Team Prismatic Presents: The Mystic Realm Community Edition! [MRCE] v0.6b

A lot of feedback from many people helps a lot, and that's why we sought to release v0.6. However, no release comes without issues to find and patch out, and such a major stepup from previous releases was bound to have issues. That all said, here I have a minor update that should address a number of issues you guys brought up to us
  • For a very long time, Brak Eggman's electric barrier would often turn into an apple tree, rendering the fight impossible. It went unfixed for a very long time because we were unsure why it was even happening, though we assumed it was due to state corruption caused by the absurd quantity of states used by the Egg Animus boss. Though that turned out not to be the case, we're still going through with remaking the animus fight regardless. That aside, a cause for the apple tree bug was identified and finally eliminated, and apple trees will no longer inexplicably replace important objects in either the Brak Eggman fight or the Egg Animus fight
  • Minor Physics tweaks
    • Slope Physics adjusted, speed gained and lost should both be slightly weaker. Most notably, climbing up upward slopes should be easier
    • Rolling physics now have slightly increased control, allowing for holding left or right to have greater influence on your direction while rolling
  • Fixed choosing to surrender a Super Challenge continuing to lock lives at 1, and failing to reset lives to the correct amount, resulting in the player receiving way more lives than they should
  • A retry bind has been added to emerald stage Super Challenge. Hold Scores+Jump+Spin to immediately die, triggering the retry screen to appear. This will only appear if you haven't found the Good End yet on that save, as doing so already disables the continue-based retry system in Super Challenges
  • Likewise, we've identified that emerald stages softlocking seems to be an issue with the mod itself. Though it seems to be quite rare and incredibly inconsistent, we otherwise have no idea why it occurs. As such, I've attempted to detect when such a softlock occurs, and force the level to end when it does. For the time being, until we have more info on the reason for this bug, this is the best I can do. Please contact @Xian immediately if you have any info that could lead to better understanding of this bug and possibly fixing it. All we know at this time is that sometimes the level gets stuck when reaching the level exit, and never ends. Info gathered up to this point leads me to believe the player is entering a PF_FINISHED state, but is not triggering player.exiting like it should. If my temp fix works, the game should detect this occurring and force a level exit The cause has been found and a proper fix has been deployed. Thank you for your patience, the fix will be released in an update soon.
  • Tempest Valley 3 boss Egg Amoeba HP reduced, shortening second phase by half
  • Nitric Citadel received major adjustments to ease difficulty and unfairness
  • Tails Bot damage penalty significantly reduced, no longer affects current combo
  • Numerous softlocks and mistagged pits fixed
  • Jade Coast 3 appears in Record Attack
  • Jade Coast 1 can now be selected in the ingame level select in multiplayer even if singleplayer has not been played
  • Other minor adjustments and fixes
Minor fixes that we made while the addon waited for approval
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