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Second Quest (Patch 2)

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@Coolcord Coolcord released this 09 Jun 08:24
· 86 commits to master since this release

Github releases (by release)

Download v0.3.8-2 for Windows

Fixed in v0.3.8-2

  • Fixed a bug that caused midpoints to sometimes be placed too soon
  • The installer now installs the Text archive properly
  • Auto Scroll + Flying Cheep-Cheeps is now disabled in partial support mode
  • Added a Basic Settings present
  • Randomly generated player sprite palettes have been improved

Fixed in v0.3.8-1

  • Fixed corrupted Princess rescued music in "Snoop Dogg by Sky Yoshi"

Second Quest

Previously known as Use Level Scripts, the Create Second Quest option allows users to take premade levels or randomly generated levels and play them again with different enemy and powerup placements. This mode is similar to how most randomizers work, but it has the added benefit of supporting randomly generated levels as well as any additional level packs that get added in future. All the level scripting features still exist, and the name change was simply done for clarity.

  • Redistribute Powerups: This option will remove all powerups, 10 coin blocks, stars, and 1-ups from the levels, and redistribute them to random blocks in the level. This works by using the random level generator's powerup distributor that was introduced in v0.3.6.

  • Randomize Warp Zones: With this option enabled, using warp zones will now be risky. They can now take the player all the way back to world 1, or they could go all the way to the last world of the game. To add further risk, the world number is no longer listed above the pipes. Bear in mind that randomly generated levels still don't use warp zones, and there is still no plans for the random level generator to include them.

  • Randomize Enemies

    • Random: This option will randomly choose between Chaotic Swap, Redistributed or Redistributed + Chaotic Swap.
    • Original: This option will use the enemies specified in the level pack without modifying anything.
    • Chaotic Swap: This option will go through each enemy swap out the enemy in its place with a completely random enemy without any regard for current level difficulty. This is the same as the feature introduced in v0.3.4. For now, Chaotic Swap works the best for original levels. Chaotic Swap also works great for randomly generated levels.
    • Redistributed: This option will remove all enemies from the level and use the random level generator's enemy spawner to find new places to put new enemies. The results of Redistributed tend to be easier than Chaotic Swap. Redistributed also works great for randomly generated levels. For now, it isn't recommended for the original levels.
    • Redistributed + Chaotic Swap: This option will combine the effects of Redistributed and Chaotic Swap for some more interesting results.

Random Text

The words princess and castle are now swapped out with random nouns in the message But our princess is in another castle!. The Thank you text is also randomized. The full list of possible words can be seen here. I'm open to suggestions for words to add/remove, as the word list still hasn't been fully curated, but please keep any new suggestions family friendly!

Fewer Auto Scrolling Levels

Based upon feedback from the community, auto scrolling levels have been toned back a bit.

  • No Auto Scrolling Levels Option: This option can now be found under the level generator tab. It forces auto scrollers to be disabled regardless of what the difficulty settings specify. It is off by default.
  • Reduced Auto Scrolling Chance: When auto scrollers are enabled, they now only spawn 20% of the time instead of 25% on Easy, Normal, and Hard difficulties.
  • Auto Scroll + Flying Cheep-Cheeps Difficulty Setting: This option prevents Flying Cheep-Cheeps from spawning on an auto scrolling level. If the difficulty requirement is not met and Flying Cheep-Cheeps are requested, they will be replaced with Bullet Bills. This should help prevent early auto scrolling levels from being too difficult. Currently, Flying Cheep-Cheeps will now only show up in auto scrolling levels on Hard, Very Hard, and Brutal difficulties.

2 New Powerups

  • Snowballs: This is a very weak powerup with a short throw range. However, it can kill Buzzy Beetles and fire based enemies. It is based on Darkdata-Systemlogoff's powerup from Toad's Christmas Adventure.
  • Pyro Spark Wand: This is an overpowered powerup that shoots a spark. The spark moves quickly on the ground and through objects and enemies. Even though it can shoot only one shot at a time, one shot can kill multiple enemies. However, the Pyro Spark Wand is still a fire-based powerup, so it cannot kill anything that is immune to fire damage.

Basic Settings Present

Found on the Base Game tab, the Use Basic Settings button works similar to the Use Original Settings button. It acts as a present that focuses on relying mostly on the original games assets with some changes. The differences between Basic Settings and Original Settings include random graphics palettes, random player sprite palettes, random music tones, random text, and random animations. The player sprite is also randomized, but only between either the original sprite or SMB1 Modern.

Additional Minor Changes

  • Added a setting that prevents Hammer Time from spawning two Hammer Bros in a row. This setting is on for all difficulties except Brutal and Random
  • Red Koopas will no longer be placed unless the platform they are on is 3 or more blocks in size
  • The Powerup option has been moved to the difficulty tab
  • The Secondary Mushroom option has been incorporated into the difficulty settings. It can still be manually set by creating a custom difficulty
  • Added 3 new tone colors for music