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3.0 Prerelease 188 2026-05-17

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To download this release, visit the ZQuest Classic website or see the bottom of this page.

Features

  • New QR Rerolled Drops Always Roll 'Nothing' 77dd74570
     

    This works alongside the other smart drops qrs to help rebalance dropsets. If set, any drops that would be 'rerolled' always roll 'Nothing' instead, keeping the odds of each drop the same under all circumstances. This allows simply removing drops from the pool when they are unneeded, instead of requiring them to be rerolled into other drops.

  • Partial Consume combo trigger for counters 80d0b6022
     

    allows the Consume Amount to occur even if you don't have enough of it Useful with ...Is Percent for ex. Consume 100% to empty a counter

Player

  • Minimap 'visited' rooms use visited state instead of charted e21f55a9f
     

    Minimaps will use the Visited screen state (saved per-screen) rather than the Charted state (saved per DMap) to determine if the room has been visited now. QR for the old behavior will be enabled for old quests.

  • (QR) allow jumping while charging charge attacks 855e635a2

Bug Fixes

Player

  • Prevent infinite loop in trig_trigger_groups 9d742eafe
  • Ffc solid pushing of the player stopping too soon f08695922
     

    incorrect hitbox check was being used

  • Landing/walking/standing combo effects not blocked by bridges 8797a32f5
     

    this includes the general tab sfx/sprites, and the 'Land Here->' trigger.

  • Various fixes for Bridge combos 6c3056623
     

    Bridges previously were not covering some things they should- this fixes many of them. Notably: Warp, Save, Step, Reset Room combos Win Game, Fairy Ring, Weapon-based placed/inherent flags Bridges above layer 2 for most things and possibly some more. Also made the code for handling bridge combos MUCH cleaner.

  • Enemies that "ignore solidity" not working below them in sideview 04fbcee20
     

    The code for "is the enemy standing on a solid" was using entirely different code that didn't check this flag. Now it checks it, if "Use 'Scripted Movement' for engine movement" is also checked.

  • Chests not checking all layers for Armos/Chest->Item f0db911da
     

    this caused chests placed on layers > 2 to open without giving you anything

  • Subscreen condition issue related to current screen states c9bf2b436
     

    if using -1 as the screen (indicating "current screen"), the wrong 'map' value was being used, checking one map lower.

  • Quake hammer while jumping slamming into the air c4756842e
     

    Now instead, the quake attack will not unleash until you land on the ground.

  • Enemy weapons reflected on 4 way mirrors not hurting enemies a37ccdfd0

Editor

  • Use actual qst file code for export formats 5b29f87b4
     

    The following export formats in the editor no longer use code separate from the main qst file code, which means these will no longer fall out of date as the qst format continues to evolve:

    • .znpc
    • .ztileset
    • .zdoors
    • .zcombo
  • Respect "New Darkness Trans Layer Stacking" QR in editor 0947381b5
  • Tile editor rotations sometimes undone b/c of bad cache 39d081158
     

    Discord: https://discord.com/channels/876899628556091432/1497685063649726545

ZScript

  • Remove unimplemented Audio->PauseCurMIDI() and ResumeCurMIDI() 2dfe60b70
  • Show correct code location for script drawing errors 7965b2e3b

Build

  • Check .git exists before installing hooks d070ac6fa
  • Skip .git requirement for generate_version_header.py 3928b4cdb

Misc.