jorel when ludwig van beethoven re-emerges from the grave to sue him for daring to make a paid game with a remix of the music he made 300 fucking years ago:

If you previously enabled Triple Mines either by playing Long Haul/Big One with them enabled OR by enabling them in the custom level generator, then they are not properly disabled when entering Adventure Mode or non-triple versions of Long Haul/Big One. This bug doesn't happen with double or anti mines, by the way.
Bugs so far:
--Went partway through Ep 3 Expert (did not get to 11) before deciding to start on Beginner.
--Reached 11 on Beginner and watched the cutscene.
If you want me to give video proof of the first bug/explain it better just tell me.
Hey, so I only just downloaded the new update, but I see that you have added anti-mines as an extra option and I have the same complaint and suggested fix for them that I had for a different minesweeper game.
So, essentially, you know how it's not necessarily guaranteed that you know how many normal and anti-mine pairs are cancelling one another out around any given tile? There could be one pair, two, three, or even more, and it might be impossible to know. So, obviously, that's really unfair and not really that fun. So, my suggestion is to add some kind of indicator for how many mines are being cancelled out. Not sure what it would look like, but it would say 1 if there was 1 mine-anti pair, 2 if there were two, and so on. Even if there were double mines, it would acknowledge each mine individually (so if there was a double mine and a double anti mine, it would count as 2 mine-anti pairs).
Also, if you accidentally click on a numbered zero tile (the number obviously indicates mines that cancel out), it'll still chord it as if it were an empty space, which is kind of stupid because... you know... it's clearly not an empty space. So... maybe change that? I dunno.
I also have some bugs to report but I'm making a separate comment for that