Game updates - August 2015

## Update - August 31, 2015 (Developer's Build 0.3.5)

### General Changes

* Added gender support for throwing crates, jumping on crates, carrying crates, all manner of interacting with crates
* Graphic for carrying crates no longer just wearing a crate on your head (it actually looks like you’re carrying it)

### Map Changes

* Fixed issues where puzzles drawn in Water Cave 4 would have weirdness on the edges of the map
* Fixed a bunch of tile drawing issues in the Water Cave Hub

### Puzzle Changes

* Edited Puzzle 59, Option 1 so the cliff edges blend better with the walls
* Refactored Water Cave tile drawing, fixing several graphics glitches
* Added options 5, 6, 7, 8, and 9 to Puzzle 59. Puzzle 59 now has 10 options.

### Misc.

* Added a prompt at the beginning of the game for your email; this will be used for the upcoming Alpha Month
* Added Rozsa’s shadow to the save screen
* Now using a black background for the save screen and pausing

## Update - August 24, 2015 (Developer's Build 0.3.4)

* Added a Feedback Form and Bug Report Form accessible from the menu
* You can no longer carry boxes up and down ladders – including vine and rope ladders
* Fixed a bug where you could throw crates on, and hookshot past, levers once you had activated them

## Update - August 17, 2015 (Developer's Build 0.3.3)

### Map Changes

* Added Water Cave rooms 4, 5, 6, 7, 8, and 9
* Added all transitions within the Water Cave
* Fixed pathing issues in the Water Cave Hub, and changed the map a bit

### Puzzle Changes

* New Mechanic: Retractable hookshot pillars. These are just like the regular hookshot pillars except that they can be raised and lowered with switches. Pillars are only latch-onto-able when raised. Pillars can be walked over when lowered (similar to doors in this regard). The tops are even color coded for your pleasure.
* New Mechanic: Rocks. Don't you wish there was something that could block your path and do nothing else? Well now there is. Your favorite Ice Cave rocks have made it into the Water Cave with a fresh coat of paint.
* You can now hookshot crates to pick them up. When the hookshot makes contact with the crate it will pull the crate back to you and you'll immediately start carrying it.
* Added Puzzle 16 with one option which takes advantage of the retractable hookshot pillar mechanic
* Fixed a bug where the game did not correctly detect you had thrown a crate
* Prevented throwing the crate into certain corner tiles around water, on roof tiles, and on events. Events that are more than 1 tile tall will also prevent you from throwing the box up above them.
* Fixed a bug where the first time you changed the water level with a box in the water, its position didn't update correctly
* Crates now remember their position when you move them around (and won't reset position when you change the water level)
* Throwing a crate from highground to lowground, where that lowground has either no water or mid-level water, will cause the crate to "fall down" one tile further; this change means that if you throw a crate down where there is no water, and then raise the water, the crate will now have the same position as if you had thrown it when there was full water anyways. I don't know of a better way to explain this, but it's important.
* Throwing a crate from the highest ground in the Water Cave Hub now correctly falls an extra 3 spaces; you cannot throw "up" to this ground from any of the lower ground.
* Fixed a bug where crates would disappear after you jumped off of them
* Fixed a bug where you could jump on crates that weren't floating
* Fixed bugs related to jumping from crate to crate
* You can no longer leave a map while holding a crate
* Fixed a bug in Puzzle 58 where lightbridges weren't showing up
* A long time in coming: doors animate while opening and closing!
* Added Green, Yellow, Teal, Pink, and Gray bullseye switches
* Added Teal gates
* Added option 2 to puzzle 8 which takes advantage of these new colors
* Added Puzzle 24 with three options

### Misc. Changes

* Added a few hookshot sound effects
* Added Groa's shadow to the save screen

## Update - August 10, 2015 (Developer's Build 0.3.2)

### General Changes

* Recreating Lights: backtracking in the Dark Cave no longer crashes the game. Lights for puzzles you've completed are now still there when you return. If you light a torch or lantern in a puzzle and then leave the map without completing it, those lights will be reset along with any related counterdoors and lightbridges. If you light or move a pillar in a puzzle and then leave the map without completing it, the pillar will turn off and be moved to its starting location.
* Added Adrian's soundtrack to the Water Cave!

### Map Changes

* Removed the skull markers in Dark Cave 2
* Fixed the entry from the Dark Cave to the Water Cave
* Added the Water Cave Hub; added a path from Water Cave 1 to the hub, to Water Cave 2, to Water Cave 3, and back to the hub
* Moved Puzzle 36 (the dog puzzle in the Dark Cave) into its own map.
* Players will either see Dark Cave 2 or 3, but not both; players will either see Dark Cave 4 or 5, but not both
* Moved the crate with the hookshot into its own map

### Puzzle Changes

* New Mechanic: Boxes. Boxes can be picked up and thrown. If thrown into deep water, they will float and act as a platform for the player.
* Added Puzzle 13 to the Water Cave Hub. This is a meta-puzzle and, as such, there are no plans for multiple options.
* Fixed a bug where, when resetting a Dark Cave puzzle, a previously-on lantern would not be interactable until the full time ran
* Fixed a bug where, when resetting a Dark Cave puzzle, pillars would disappear sometimes
* Fixed a bug where, when resetting a Dark Cave puzzle, the light-bouncing pathing would not recalculate the reset position of a moveable mirror
* Fixed a bug in Puzzle 48, Option 6 which made it impossible to complete
* Added a switch to Puzzle 52, Option 6 which will kill the wolves on completion of the puzzle
* Fixed a bug in Puzzle 54, Option 8 which made it impossible to complete
* Vine ladders correctly act as ladders
* Fixed a bug in Puzzle 58 where holes were not blocking passage

## Update - August 3, 2015 (Prealpha Build 1.1.1)

* Redid controller support for XBox controllers to fix a bug where "The Second Son" was impossible to complete
* Fixed the Imp Cave respawn point to avoid breaking the game

## Update - August 3, 2015 (Developer's Build 0.3.1)

### General Changes

* Hookshotting over water will now no longer make the player look like they're briefly standing in water
* Adjusted priorities in the hookshot so that hitting walls looks a little better

### Map Changes

* Added room Water Cave 3
* Ceiling/roof tiles in the Water Cave now correctly block the hookshot
* The Dark Cave introductory map has been changed, and an entrance to the Water Cave from there has been added
* A shortcut has been added connecting Dark Cave 5 with the Dark Cave intro map, accessible with hookshot only
* Water Cave 1 has been changed to a tileset which mix and matches the Water Cave and Dark Cave

### Puzzle Changes

* New Mechanic: Small Wall Section. The water cave can now spawn small areas of wall in addition to water and stairs. This creates a new blockade for mazing/pathing purposes, and creates a place for pull switches and bullseye switches.
* New Mechanic: Bridges. Sometimes islands need to be further apart than the hookshot's range. Bridges can be crossed over from high ground, and walked under from low ground.
* New Mechanic: Bullseye Switches. Switches which activate when hit by the hookshot.
* New Mechanic: Vine Ladders. Similar to stairs in that they allow access between the two elevations, except they only operate at shallow water. In no water, they are merely sprouts.
* Added Puzzle 8 (I know, my numbering is all wonky =P) with two new options that takes advantage of Bullseye Switches and Vine Bridges
* Added a new option to Puzzle 59 which takes advantage of the Small Wall Section and Bridges (option 4)
* Statues correctly block the hookshot
* Added animation to wolf kills
* Fixed a bug related to multiple counterdoors in the same puzzle
* Fixed a bug in Puzzle 52, Option 6 where the colors of switches were flipped
* Fixed a bug in Puzzle 52, Option 8 which would crash the game
* Fixed a bug in Puzzle 54, Option 7 which made it impossible to complete
* Fixed a bug in Puzzle 54, Option 8 which would crash the game
* Fixed the height of, and color-coded, a switch in Puzzle 54 option 9
* Fixed a bug in Puzzle 55, Option 1 which made it impossible to complete
* Fixed a bug which would crash Puzzle 55, Option 3
* Fixed a bug in Puzzle 55, Option 5 which made it impossible to complete
* Fixed a bug in Puzzle 55, Option 7 where the pull switch that rotated a mirror did not reset correctly
* Fixed a bug in Puzzle 55, Option 9 which made it impossible to complete

### Misc.

* Added tapering on the ends of lightbeams to avoid such a harsh cut-off
* Silhouette for Tamas, Katarina, and Mihaly have been added to the save screen