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With regards to the new rooms - there are pathfinding issues in several of them, the game doesn't know how to get a character from Point A to Point B. Main culprit I've noticed for this being the MERC's room. And, uh... Well, the thing that ended up killing my run was during Floor 12, when an enemy decided to spawn under the map and I could not for the life of me work out how to get rid of them.
But yeah, I think you've hit the nail on the head with the cause of that weird H2H bug. A potential remedy, I think, could be to split the floors into "checkpoints" - maybe having every 5 or so floors be a separate scene, similar to how most Story Mode missions have two scenes and a checkpoint midway through them? I feel like that might solve the H2H bug for the most part, if I'm correct on my knowledge of why the game starts to die inside after a while.
For my most recent run I was playing as the massive, specifically using darksignals origin revamp. All melee attacks (unarmed/melee/gunbash) broke shortly at some point after the clockwork room. I didnt test any ranged weapons at that point, so Im unsure if those broke aswell. Interestingly, the massive's charge up attack and heavy dash attack worked perfectly fine for the entire stage, even allowing me to beat it after a bit of pit dropping the tower guards in the final floor.
Also, sorry if it sounded like the experience was ruined for me in my last comment, I genuinely had fun on this stage and had read the comments before downloading so I knew what I was eventually going to encounter! Its really impressive for being such an early demo build!
hey man, thanks for getting back to me! glad that you're enjoying nearly all the rooms! I may scrap floor 10 and replace it with something more fitting. I've got a better idea for that room...
When it comes to checkpoints, I haven't found anything that will allow me to place checkpoints so far. Worst case scenario, I'll put in a room filled with doors that will take you to the floor of you're choice. I may actually put that in for v0.3. I don't think it's fair for people to start from the very beginning because of something beyond their control and my control.
As for the pathfinding, Ima see if I can improve on that. Pathfinding has probably been one of the most complex things I've worked on so far on this custom level, so it'll be a pretty fun challenge to beat.
I got a serious problem on my hands...