Forgot to post yesterday, but spent that building a rough rope tileset. Today I started adding the capability to have background tiles as well as the default foreground tiles, which is basically two separate concurrent maps — this should let me do some interesting stuff in the long term, but in the short term it’s mostly just a way to have the rough levels still have enough detail to look interesting, before I start adding details and particle effects and all that. It also has the nifty side effect of eventually solving a tricky engineering problem for a special room late in the game, so that’s handy.
With AnxEdit, I got the re-pathing stuff working so that’s good. Right now it pops up a big ugly confirmation window, but that’s probably unnecessary — though a notification might be good. Dunno!