Funny how old bugs seem to resurface. I remember reporting this long ago and seeing it fixed, but now it's back. The Goriya when set up as a guy in a room is facing the wrong direction. This just must have happened since it was working in earlier builds. I was playing my 2.10 quest. Link is in my signature.

[731]Goriya guy bug
Oh dear.
Devs, how did the Goriya enemy's O.Tiles get switched around between 2.10 and now?
Dunno; there's been a lot of changes since 2.10 and now 😉
There is (or used to be) code in the quest loader that I remember permuted some of the tiles on the first page.
Here's the relevant code
if ((version < 0x211)||((version == 0x211)&&(build<7))) //Goriya tiles are out of order
{
//only do this if the Goriya tiles are used for the Goriya
if(get_bit(quest_rules, qr_NEWENEMYTILES) == 0)
{
byte tempbyte;
for (int i=0; i<tilesize(tf4Bit); i++)
{
tempbyte=buf[130].data[i];
buf[130].data[i]=buf[132].data[i];
buf[132].data[i]=tempbyte;tempbyte=buf[131].data[i];
buf[131].data[i]=buf[133].data[i];
buf[133].data[i]=tempbyte;
}
}
}
I remember adding the check for new enemy tiles (build 545) because someone complained the swap broke their old quest where they'd replaced the Goriya tiles with something else, but can't for the life of me find the thread in Exterminated Bugs.
If I'm understanding the situation correctly, at some point it was decided to switch the order of Goriya tiles. This broke old quests, so code was added to swap those tiles on quest load.
That works fine, if those tiles were being used for the Goriya, but otherwise quests broke because random tiles had been swapped. I added the check above so that the tiles would only be swapped if the tiles were used for the Goriya enemy, but since the tile is also used for the guy, that's not a complete solution.
So to avoid breaking anything, it seems we have to always perform the swap, and in addition, swap the tile references of everything that might use those tiles, eg combos, and whatever sprites were customizable back then. Yuck.
They were swapped because the tile order was different than the other enemies. It was a consistency thing, so that specialized code wouldn't have to be used for that particular shooter-type enemy.
Ok, I've changed the quest-loading behavior to
a) always physically swap tiles 130,131 with 132,133 when loading old quests, and
b) swap the tile reference of any combos using these tiles so that they still point to the correct tile.
I think that correctly handles the vast majority of old quests, but compatibility isn't perfect; for instance, if someone had decided to set up an animating combo passing through these four tiles are not entirely contained in 130,131 or 132,133, the animation will now have some tiles transposed.
Unfortunately I don't think there's a reasonable way to handle this case. If anyone finds a quest that's adversely affected, let me know and I'll try to find a more elaborate solution, such as something silly like a "Goriya Tiles are in Wrong Order" quest rule.