[+] = Implemented. [N] = Scrapped. [?] = Not Implemented / Undecided. 13-7 ---- [+] Fixed a glitch with not being able to climb walls you are right next to. [+] Improved wall climbing speed and comfort. [+] Gravity Jump is now an acquireable ability, and is no longer useable when you don't have it. [+] Visual effects for Gravity Jump. [+] Tiled Demo Stage 1. [+] Added ability Info HUBs. [+] Made small changes to many weapon descriptions, weapon-get messages, and scientist terminal messages. [+] Changed checkpoint HUBs to temporary checkpoints or central-hub gates. [+] Made checkpoints, except boss checkpoints, stay active upon stage leave and re-entry. [+] Fixed checkpoint buttons to *permanently* activate checkpoints. [+] "READY!" now alpha-fades in instead of a pixel fade. [+] Small fixes in old objects such as ready and roboT. [+] Duplimatter Halo charge shot now alpha-fades. [+] Fixed an unforseen blip in the Reaverbot's flying animation. [+] Fixed creating multiple uncharged JS shots. Pressing F now toggles it off and on. Also, toggling it off will restore WE based on what percent of the time limit you had it out. [+] Fixed glitch found on encounter: couldn't get more HP when hitinv. [+] Simplified much code in the robo, especially to do with dashing, ladder climbing, and sliding. [+] Gravity jump added to protocol override and reset. [+] Fixed glitch of occasionally facing the wrong way after climbing/running into a wall. [+] Added Backspace compatibility to the Slot Switch Station - pressing Backspace now puts the cursor at "None", and releasing it, if it's still on "None", will put it back to where it was before you pressed Backspace. [+] Slot update animation no longer played when no changes were made to weapon slots. [N] Fix antimatter halo charge shot getting stuck in walls. [+] Simplified Falmar Eye code - falmargatebeam object no longer used. [+] Improved the dying sequence of the Falmar Eye, and created a layout for other bosses' deaths. [+] Added a simple intro sequence to the Falmar Eye, as well as the falmar boss ts: object, which will serve as a layout for other boss triggers to come. [+] Added global variable vsmem and enable_robo + disable_robo functions. [N] Flicker solids will not appear if the robo is in their place. [+] Added a reaction/brutal penalty for those who kill off the parts of the Falmar Eye in reverse order. [+] Fix some problems with the Falmar Gate not stopping projectiles and destroying itself. [+] Fixed being pushed into the Shrill Tower by the left speaker and getting stuck. [+] Fixed shooting through walls that the robo is right next to. [+] Created new images for and shined-up the boss blocks. [+] Made triggervelshtovs have 2/3 more health than normal ones. [+] Fixed Shrill Track not stopping at fight end. [+] Made topqarshishk and bottomqarshishk begin image_single-d. [+] Slowed down the charged normal shots. Mid: 22 > 19 | Full: 24 > 18 [+] Fix issues with view changes upon death in a viewsetter. (either keep set on death and give back on position change, or don't try to set during SR) [N] Amount of SRE lost at death is anywhere from .25 to 1 SR, depending on how much HP you had before you died.