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v0.2.0
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Goals reworked
Added Defeat All 3 Bosses and All Trap Pieces goal modes.
Trap Pieces are only progression items when the Trap Piece goal is enabled.
Trap Pieces cannot be placed in Back to MFM.
Improved late-game placement so boss access and final progression appear at more appropriate spheres.
New checks and objectives
Added health-segment checks for Zen Tuo's Dragon, Guitar Ghoul, and Caveman.
Added optional individual red-button checks.
Added optional Temple gong checks.
Added Kung Fu checks, selectable as either one check per fight or one per defeated enemy.
Rebuilt SnackSanity around 123 stable boxes, excluding breakable, random, repeatable, and unsafe boxes.
Improved RatSanity and SnackSanity persistence across level reloads.
Physical checks are numbered by collection order within their area.
Items and traps
Renamed Progressive Health Upgrade to Health Upgrade and classified it as useful.
Added Full Heal , which can be banked and consumed when Scooby reaches one health.
Added Ultimate Scare Trap , reducing Scooby to exactly one health.
Added Reverse Controls Trap , lasting approximately ten seconds.
Added UV Trap , which removes Scooby's active costume without removing ownership.
Added safety restrictions preventing traps from activating during incompatible scripted sections.
Added individual trap-weight settings.
Mubber
Added optional Mubber retention between every area.
Added server-backed Mubber saving and spending.
Added configurable World 1-4 machine-price multipliers from 2x to 10x.
Added Mubber Sync (Unstable) for sharing Mubber between participating SDU players.
Improved pickup, spending, overflow, reconnect, and desync recovery.
Shared resources
Added a collapsed Shared Resources (Experimental) option group.
Added Health Sync (Unstable) , sharing health, upgrades, healing, damage, and compatible traps between participating SDU players.
Logic and generation
Expanded costume-aware logic for clues, ingredients, SnackSanity, RatSanity, costume machines, and level blockers.
Added tested costume-free check limits for partially accessible levels.
Costumes cannot be placed behind their own requirements or in the same sphere that unlocks them.
Improved costume distribution so upgrades are less likely to cluster.
Added entry-based VHS availability for ordinary levels.
Sewers can be entered without Kung Fu, while its Kung Fu-dependent checks remain properly gated.
Updated Water Park, Medieval Exhibit, Dinosaur Exhibit, Temple, and other partial-level rules.
Updated Caveman logic to require Miniature Saturn, Metal Chain, Video Tape, and Camera Tripod.
Improved boss-access and corresponding clue placement across solo and multigame seeds.
Progression Balancing can move SDU progression while retaining accessibility rules.
Velma and clues
Reworked received-clue synchronization across all three hubs.
Fixed missing, phantom, duplicated, and incorrectly counted clues.
Fixed new-clue stars and used-clue state.
Velma enters mystery-solving mode when the complete required clue set is available.
Added a Triangle-button failsafe for leaving an incomplete or broken mystery interaction.
Fixed mystery-solved checks failing to report.
Fixed forced Velma conversations after returning from completed levels.
Fixed hub-specific clue counters affecting unrelated worlds.
Costumes and doors
Fixed received costume coins not enabling their costume machines.
Fixed golden costume coins requiring the corresponding silver coin to be collected physically.
Physical costume coins remain available as checks after receiving costume access.
Fixed Temple, Haunted House, broom-closet, sewer-board, and boss-door state restoration.
Boss doors now use their boss-access items independently of mystery completion.
Travel and level routing
Improved Mystery Machine hub travel and level-entry routing.
Fixed completed hubs redirecting players into the next hub.
Fixed physical level entrances redirecting to W5L0 or another hub.
Completing or leaving a mission now returns Scooby to that mission's proper hub.
Improved Back to MFM door routing.
Fixed hub travel after bosses and mysteries were completed.
Client and gameplay stability
Reworked DeathLink for base Scooby, costumes, forced-character sections, surfing, and the W3L5 plane sequence.
Added /deathlink, /scare, /ultimatescare, /uv, and /pinedebug testing commands.
Fixed scare traps and Full Heal repeatedly cancelling each other.
Fixed received food appearing as question marks or remaining infinitely usable.
Improved ingredient pickup reporting and Porta-Kitchen recipe checks.
Fixed snack packs reducing a count of 100 to 99.
Fixed mission-clear, boss-health, clue, food, SnackSanity, RatSanity, silver-coin, and gold-coin reporting.
Reduced client lockups, PINE connection errors, loading-screen crashes, and unsafe memory writes.
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