- Implemented Bug_Fixes\Deathless_Foe_Fix; should solve the unkillable enemy issue
- Added compatibility fixups to Quality_of_Life\QuickSpell_Hotkeys for Dust_Flare and Hellfire
- Modified Dust_Flare to be compatible with Speed_Up_-_Detangle and to exchange spell descriptions
- Added global constants related to spell descriptions and modified some spell features to use them
- Adjusted spell data and extended spell name constants to allow for use with the COPY directive
So the unkillable enemy issue was a vanilla bug. If an enemy died from certain forms of direct damage (like poison) while they were "stunned" (status effects 0x0001 and 0x0002), the game set the "dead" status effect (0x8000) without actually running any of the code that plays their death animation (which is what despawns them), and because the "dead" status was set, other code that could otherwise set up the death animation assumes it's already taken care of.
No recent Turbo changes had any effect on the likelihood of this happening, just coincidence that teahouser noticed it occurring more after the previous update. Hopefully the fix doesn't have any side effects but it's pretty straightforward and extremely simple.
Yeesh was this surprisingly hard to track down. There are at least 3 different places where the game can decide an enemy is dead and set the "dead" status on them.
Didn't get to any other stuff posted since then.hmsong
, regarding the unmissable enemies, I was trying to keep the nighttime enemy changes fairly mild (except the haunted forest werewolves I guess), and to keep enemy locations where they made sense. Like I specifically didn't put any of the haunted object enemies (chairs, chess pieces, floating swords) out in forests because where would they all come from? I wasn't pleased with my own choice to put the Mystic Book in place of Robin Foots, but justified it to myself as they're just barely outside a palace front door. Also pretty sure flower > eye isn't a good fit because the eye would be pushable.
That said, I have no qualms with adding in your suggestions as a separate feature, just relaying my thought process. I really like the looks of a few of them and may instead incorporate them directly into Day_Night_Cycle (spider leg > sand stinger, water thug > goblin, mad mallard > robin foot, for example, as I feels those should fit well, maybe others, need more time to fully review your choices).
The Moon Saber issue is weird. Going to have to track down what's causing that.