Game data rework - #22
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if Bad Time is activated, temporarily unlock all mods so that the combo can be selected and deselected after finishing the run. Also, Bad Time now only activates rDP if "Intended Glitch" has already been obtained. The next time SCN.TOWER is loaded, Lazy Bastard is also issued, with a custom message.
excessive stacking is punished a bit harder also added "Gigaplonk" achievement for finishing a run with GIGASPEED but insufficient quests
height multiplier on max combo reduced from x40 to x30 20+ stack: healing on correct commit disabled quests on stack are now reduced by 80%, instead of 90%, making ridiculous amounts of repetitive DUO a bit less likely. Button turns red and "hyperalert" plays DUO itself is also less likely directly if quest is only 1 mod (although eDP does return it close to its previous amount) Emperor's Development and Quest Feast are now also not submitted if Stacker is enabled Fixed bug where button could keep old color if a run was forfeit with quests on the stack.
combo now cleared on game start eDP now counts for "Intended Glitch" (only possible via holding ALT while spin, but still wanted to fix that edge case)
cleans up some code in a more readable fashion (dmgTimerMulMod and mvl) adds custom message for trying to import a save from Final Mix Beginner
also reworked Smithy Mode to include all variants of Smithy
added achv icons for 1.2
Stacker now respects rNH's "no auto deselection" rNH also increases repeat mods on stack by 20%, instead of decreased by 20%
rNH now disables friend's assist (like if they were dead), but still allows clearing 3rd quests BAD TIME's music and timer tweaked for consistency with a potential future update
trevor-smithy
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May 15, 2026
This reverts commit 2a41984.
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merge for 1.2