Found the issue with Sorceryflames. Because I forgot to set ok2 to 0 after part two failed, if the random location passed the on the map test, it wouldn't generate a new set of numbers, even if it failed the second test (which it would then get stuck in). Because of this, it wouldn't ever move farther. Now it works. Just fixed the packaged version. I also uploaded the forecasting version of pyreskulls (which has an explosion before it activates, thus warning you), although I am thinking about nerfing the pyreskull flame's slow effect, which makes dodging very difficult, which can make the player very, very dead, rather unfairly.
I had made some of these fixes before (like the pyreskull explosion one), but I guess that must have been on the world-only copy rather than on the packaged copy. Annoying, but a good lesson to upload that kind of stuff immediately I suppose. Think I have most of the enemy issues fixed, so I guess back to room building (ugh, I wish I still had the old layouts for those. Some of those really turned out better the first time. I suppose I used up the idea already. I guess I'll need to just keep working at it.
For some reason, I can't stop thinking about what a hard mode version of Shadowmage. In the first two phases, they'd occasionally make clones with low life (but light instead of dark. Not a confusing trick with identicals). In the third, two full fledged boss level enemies would appear (but the rate of laser attacks would remain unchanged. It would be handled by a third, invisible enemy), and fireball shooting minions would be summoned. Lastly, a fourth phase would be added in which a modified version of each phase would attack at once (modified to prevent the lasers from becoming totally overwhelming), but with a shared life total. Hopefully now that I wrote that down I can stop thinking about it.
Edit: I think I might rename Shadowmage to Umbra. It’s shorter and it sounds more natural.