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Enemy Animation Bugs
Tested most of the animations with quest rule "New Enemy Tiles" enabled. Some of the ones used by NES animation break it seems which might seem okay.
2 Frame-Flying
NES Armos
Rope
All of these still base their tile off of direction with the quest rule enabled. Kind of weird you would use them with the quest rule, but when you only have 2-4 tiles only to begin with their is no point on using the others. Further more, with the quest rule not enabled, Bombchus will use the tiles in the next row directly underneath which by default is the Gleeok disembodied head tiles when charging.
This seems to more of a bizarre design decision then a bug I know. :weirdo: