Analysis of the above change:
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×In the old version of the hold the RegeneratorO custom monster disappears permanently if you step on the special tile and leave the room after. This can make a lot more rooms unsolvable than just the one uncopy mentioned, so a change is needed.
In the new version of the hold RegeneratorO never disappears. This means that it respawns in conquered rooms, which didn't happen in the old version.
I don't think this makes any rooms impossible to backtrack. The enemies are mostly out of the way and you can push them away in the one or two cases they get in your way, so I think this version works if there aren't any other undocumented changes.
EDIT:
And the second batch of changes...
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×I'm aware of three things that Crimson Moon changed in the second update below this post.
#1 - Infinite loop in Karakuri House: 2S
This script error causes drod.log to grow every time the room is played. Seems like a reasonable thing to fix.
Very simple change of adding a few "wait 0" commands, see no problems here.
#2 - Infinite loop in various rooms in Molten Magnetic Flux
Similar to above. This script error is caused by the default script of a custom monster.
While it's hard to be completely sure with a script this complicated, I think it's a good fix. The error is gone, the change seems logical and all the demos I have for affected rooms are still working.
#3 - Challenge in DoE:1S1W was achievable without fulfilling the requirements
First fix to this introduced a new bug, which could make the challenge unobtainable.
The change looks good as of the latest version (tagged as Edit#2 below this post).
[Last edited by Doom at 11-16-2016 11:34 PM]