I gotta say, I'm not sure whether it's more exciting to upgrade an existing patch or release a new one. My primary reason for releasing these patches is to fix bugs, and of course a new patch means a new bug gets fixed, whereas an upgrade to a patch is usually either because there was a problem with the patch or because I'm porting it to GBA or PlayStation, not to mention that upgrades are much more frequent than new releases, so you'd think releasing a new patch would clearly be more fun. The flipside is that not only is it more work to make a new patch and release it, but also now that I've already released so many patches, adding one more seems so insignificant by comparison. It was certainly more exciting back when I was just starting. Plus, being able to port to GBA and PlayStation does add something new: accessibility. It seems the early highs of excitement from a new hobby have worn off.

But nonetheless, I'm still here, still writing new patches, and I've now fixed a rather substantial bug that affects the falling ceiling room in Zone Eater Cave. It fixes the bug that prevents tile-based event scripts from triggering if they are superseded by timer-based event scripts, which causes things to happen like dying even though you should've been safe, or (possibly) surviving even though you should've been crushed, or also the anomaly that allows Terra to defy the laws of physics by bypassing the exit tiles.