Posted August 04, 2025 by blahblah866
#patch notes
-New "Oldschool" and "Casual" modes selectable on the title screen: Oldschool mode gives you a limited number of lives like in previous versions, while Casual mode gives you an unlimited number of lives but keeps a tally of your deaths and subtracts from your score every time you die. ...it says "Tiwns" because I realized the font I'm using doesn't actually HAVE an "A", it has a STAR, and I know the Touhou death onomatopoeia is "pichuun" but that's confusing in a Pokemon context so I went with the JP onomotopoeia "Tiwn" for when Mega Man dies ok alright cool >@> I'll try and fix the font later >||>c
-Retry button added to the pause menu
-You now shoot faster at power levels 2 and 4- previously these power levels were no different from levels 1 and 3
-All regular enemies will now leave the screen by themselves after a few seconds instead of lingering and stacking up forever. You could even do a pacifist run! Well, except for the bosses. And also I don't know why you'd want to do that
-You now only get an extra bomb once when you drop to your last life, instead of gaining a free bomb any time you died as long as you didn't have any bombs
-Fixed an unintended exploit in the second half of the miniboss fight where using a bomb at a specific time in one "pass" of a bullet pattern would allow it to linger long enough to delete the invisible "controller" of the next pass of said bullet pattern, effectively leaving the miniboss a sitting duck and doubling the "effective duration" of the bomb's... protection. The trick still works a little bit, most likely preventing the next "pass" of said bullet pattern from detonating by the lingering bomb deleting some of the fresh tiny sparkles, but it doesn't totally gimp it anymore
-Fixed an issue where large pickups weren't getting schlorped up properly, instead jittering back and forth endlessly over Phera at a tiny tiny size. Everything should be getting sucked up fine now
-Fixed a minor bug where Scraggy's Low Kicks would launch horizontally offscreen instead of at the player's last position if fired while the player was dead