Releases: CodeTriangle/CCMultiworldRandomizer
Releases · CodeTriangle/CCMultiworldRandomizer
0.6.0 Prerelease 5
Changes to Mod
- (@Treeways) Patched the Quest Hub Menu to show correct icons (as defined by the randomized items)
Fixes to Mod
- Fixed an issue where, when using the left and right buttons to increment or decrement the amount of a randomized shop slot to purchase, the count could increase beyond one or fail to change at all, depending on the item and the contents of the shop.
- Fixed an issue where, when purchasing from specific shops, randomized slots would appear disabled despite possibly being crucial.
- Fixed an issue where, when creating a New Game+ file, it would be impossible to start a new game with no additional perks beyond Randomizer Start without toggling an option on and off.
- (@Treeways) Fixed an issue where, in the Quest Dialog menu, equipment with a level would still show as having the level even if icons were set to be obscured.
0.6.0 Prerelease 4
Changes to Mod
- Modify the Randomizer Start button in the New Game+ options menu to indicate that the option is always on and cannot be toggled.
Fixes to Mod
- Fixed an issue occurring in the base game where, in analyze mode, when playing with a controller, the cursor would not be
able to reach to all corners of the screen. - Improved the performance of the networking code (technical details follow):
- Fixed an issue where, upon connecting to a multiworld, two connections would always be opened, and one of them would
not be able to be closed by any means other than closing the game. - Fixed an issue where, upon checking a location, the full unabridged list of received items would always be sent back
to the game, despite this information not being necessary. - Fixed an issue where, when disconnecting from a multiworld, occasionally the client would still show as connected,
and the client would become nonfunctional as a result. - Fixed an issue where, on every screen transition, unnecessary packets would be sent indicating the player was "playing".
These packets are ignored by Archipelago and are therefore unnecessary.
- Fixed an issue where, upon connecting to a multiworld, two connections would always be opened, and one of them would
0.6.0 Prerelease 3
Changes to APWorld
- Improved Universal Tracker support (Chest Lock Rando should now work).
0.6.0 Prerelease 2
Changes to Mod
- Added a mod icon.
Changes to Generation
- Added four new shops whose checks will be randomized when shop randomization is enabled. The shops are: Rhombus Items, Rhombus Weapons, Rhombus Curios, and Rhombus Backer Items.
- DLC items within these shops are not part of the pool.
- Expanded parameters for being able to access Rookie Harbor stores.
- Previously, they required access to Autumn's Rise specifically. Now, they will be in logic if either Autumn's Rise or Autumn's Fall is in logic.
- Updated some progressive chains for better balance (by @Treeways)
- Added basic support to Universal Tracker for chest lock randomization.
Fixes to Mod
- Fixed a crash that occured when purchasing items from a shop that cannot be shuffled.
Fixes to Generation
- Fixed an issue where, when generating with shop randomization enabled, incorrect progressive item chains would be selected and added to the pool due to an oversight involving items found in arena shops.
- Fixed an issue where, when generating with per-item-type shop sends, slots would be considered in logic whenever the shop could be accessed, regardless of any additional requirements to unlock that item within the shop.
Migration Guide
This mod version is intended to be backwards compatible with worlds generated using v0.6.0-pre.1. However, you may want to consider restarting your world if you haven't gotten too far into it as this version patches up a few issues you will encounter if you are using any of the new features.
0.6.0 Prerelease 1
New Features
There are three main features whose inclusion gives this version its novelty. They are:
- Chest Lock Randomization: This option randomizes the locks on each shuffled chest (Bronze, Silver, Gold, or None), meaning that they will require different keys than in vanilla. Probabilities can be configured.
- Progressive Equipment: This option replaces all shuffled equipment with progressive items, balanced into various progressive item chains of approximately equal length. Massive thanks to @Treeways, without whom this would not have happened!
- Shop Randomization: Allows items purchased from shops to be sent as locations. Multiple modes of sending and receiving are supported and can be mixed and matched.
Changes to Mod
- Added support for Chest Lock Randomization, Progressive Equipment, and Shop Randomization.
Changes to Generation
- Added support for Chest Lock Randomization, Progressive Equipment, and Shop Randomization.
- Renamed most chest and cutscene location names to be a bit shorter, changing full area names to single words.
Changes to Options
- Shop Randomization (
shop_rando): If enabled, all shops will be added to the location list. - Shop Send Mode (
shop_send_mode): Controls what exactly counts as a check when shop randomization is enabled.- Per Item Type (
per_item_type): A check is added for each type of item (for example, Sandwich). Therefore, purchasing a sandwich from any shop in the game clears the same check. - Per Slot (
per_slot) A check is added for each item slot in each shop. Therefore, purchasing a Sandwich in Rookie Harbor clears a separate check than purchasing a Sandwich in Bergen Village.
- Per Item Type (
- Shop Receive Mode (
shop_receive_mode): Controls how shops are unlocked when shop randomization is enabled.- None (
none): All shop slots are able to be purchased as soon as the player can access the shop. - Per Item Type (
per_item_type): A check is added for each type of item (for example, Sandwich) which unlocks the ability to purchase that item from any shop. - Per Shop (
per_shop): A check is added for each shop (for example, Rookie Harbor Items) which unlocks the ability to purchase items from that shop. - Per Slot (
per_slot): A check is added for each item slot in each shop which unlocks the ability to purchase that item from
that shop (this may lead to tedious playthroughs).
- None (
- Shop Dialog Hints (
shop_dialog_hints): If enabled, upon opening the dialog for a shop, corresponding hints (for progressive items only) are sent to the Archipelago server. - Progressive Equipment (
progressive_equipment): If enabled, equipment will be progressive, sorted into different categories according to playstyle depending on which of the other location-adding options are enabled. - Chest Lock Randomization (
chest_lock_rando): If enabled, the lock on all chests (Bronze, Silver, Gold, or None) will be randomized. - No Chest Lock Weight (
no_chest_lock_weight), Bronze Chest Lock Weight (bronze_chest_lock_weight), Silver Chest Lock Weight (silver_chest_lock_weight), and Gold Chest Lock Weight (gold_chest_lock_weight): Controls the likelihood of giving a chest no lock, bronze lock, silver lock, or gold lock, respectively (if chest lock randomization is enabled).
Note
This mod version is intended to be fully compatible with worlds generated under version 0.5.X. If this is found not to be the case, consider it a bug.
0.5.1
Changes to Mod
- Made the analyze menu trigger for shuffled multiworld chests visible anywhere on the map.
- When Quest Dialog Hints are enabled, only progressive items will be given as hints.
- This change has been made to reduce the chance that excessive amounts of largely unhelpful information are shown wherever hints are listed.
Changes to Generation
- Added two new chests that will be shuffled when Quest Randomization is enabled.
- Bergen Trail - Horncave, found during the Goatfather questline.
- Gaia's Garden - Chilled Den, found during the Tropical Chill questline.
Changes to Options
- Classified most options into option groups.
- This gives each group a heading in the template YAML; it also increases readability when customizing a YAML on web hosts.
Fixes to Mod
- Fixed a longstanding issue where shuffled quests would only give their item rewards, therefore failing to give experience, credits, or circuit points.
Fixes to Logic
- Fixed an issue where locations in the final rooms of So'najiz Temple incorrectly do and do not require Shock to access.
- This bug was fixed in 0.4.3, but was never applied to the 0.5 branch.
0.5.0
Changes since 0.4.6
Changes to Mod
- Improved file size and load time.
- Added auto-scrolling text elements for long item names and update various displays to prefer these.
- All quest dialogs, including the box that appears when accepting or completing a quest as well as the Quest Details View found in the menu, now use this instead of introducing vertical scrolling and multiline item descriptions.
- This system will also be used to display long item names in shops and trades.
- Add an icon to the New Game menu representing Archipelago Start (created by @buanjautista)
Changes to Generation
- Filler items are no longer based on the list of items encountered in the shuffled locations in a vanilla playthrough of the game. Instead, when the generator requires a filler item, it randomly pulls one from the weighted filler item pools. The weights of the pools can be modified by changing relevant options (see the section in Changes to Options).
Changes to Options
- Added Option Start with Discs.
- If set to a value other than "none", the player will start with the corresponding disc items. Disc of Insight unlocks the records menu. Disc of Flora unlocks the botany menu.
- This option was added to give players the ability to see one or both of these menus that are normally unlocked over the course of the game. In the case of the botany menu, this is especially helpful as it allows the player to work toward the botany analysis checks earlier.
- Added Option Start with Pet.
- If enabled, the player will start with a random pet.
- This is just for fun (and for giving you emotional support as you endure the gauntlet of Archipelago).
- Added Option Progressive Area Unlocks.
- If enabled, the items that unlock overworld areas and dungeons (including shades and some passes) will be made progressive.
- Players may choose to enable this for dungeon unlocks (i.e. Mine Pass, Yellow Sand Shade) or overworld unlocks (i.e. Blue Ice Shade, Green Seed Shade).
- If both are enabled, players may choose whether to shuffle all area unlocks into a single pool or keep them separate.
- This option was added as an alternative way to play through the game in a fashion that does not require the Get on My Level NG+ perk. It also serves as a way to demo the progressive item functionality ahead of the upcoming Progressive Equipment update. It will not be for everyone and may go away soon.
- Added Options Common Pool Weight, Rare Pool Weight, Epic Pool Weight, Legendary Pool Weight, Consumable Weight, and Drop Weight.
- These options allow the player to control the likelihood of drawing from each of the filler item pools. For each level (common, rare, epic, and legendary), there exist two pools, one for consumables (like sandwiches) and one for drops (including plant drops).
- The chance of the game generating a common item is the common pool weight divided by the sum of all level weights. Then, the selection of consumable or drop is made using a similar weighted algorithm.
- Experimentation with these options is encouraged as the current default values are essentially randomly chosen.
- These options may disappear at some point if a generally accepted balance is reached.
Fixes to Mod
- Fixed an issue where, upon receiving a progressive item after having already completed the progressive chain, the game would enter an errored state.
Fixes to Generation
- Fixed an issue where, when Quest Randomization was disabled, the chest Bergen Village South - Storage Room was not shuffled while the chest Bergen Village - Omni Gilders Basement Left (Bronze) was.
- This was intended to be inverted.
Fixes to Logic
- Clinging River Left now requires Wave.
- Subquests of Training with the Master now require Heat and Cold.
- Renamed Preemptive Mining to Preemptive Debugging.
Changes since 0.5.0-pre5
Changes to Item Pools
Changes to Item Weights
| Item | In Pool | Old Weight | Current Weight |
|---|---|---|---|
| Sandwich | Common Consumables | 50 | 40 |
| Mega-Sandwich | Rare Consumables | 30 | 35 |
| Flaming Bun | Rare Consumables | 35 | 30 |
Changes to Default Pool Weights
| Pool | Old Weight | Current Weight |
|---|---|---|
| Common | 42 | 38 |
| Legendary | 2 | 6 |
Fixes to Mod
- Fixed a few visual glitches in the quest dialog.
0.5.0 Prerelease 5
Changes and New Features
Changes to Mod
- Improved file size and load time.
- Added auto-scrolling text elements for long item names and update various displays to prefer these.
- All quest dialogs, including the box that appears when accepting or completing a quest as well as the Quest Details View found in the menu, now use this instead of introducing vertical scrolling and multiline item descriptions.
- This system will also be used to display long item names in shops and trades.
Fixes
Fixes to Generation
- Fixed an issue where, when progressive items were added to a world's starting inventory either by the player or by the apworld, this would not limit the number of instances of that item in the pool.
- Fixed an issue where patches to generation released in versions pre2 through pre4 were not be correctly applied.
- Fixed an issue where specific equipment usually found in chests would not be added to the multiworld.
Fixes to Mod
- Fixed an issue where, upon receiving a progressive item after having already completed the progressive chain, the game would enter an errored state.
Migration
Migration to this version is encouraged. Previous saves will not break under this system, and the new features require testing.
0.5.0 Prerelease 4
Fixes to Generation
- Fixed an issue where, when Quest Randomization was disabled, the chest
Bergen Village South - Storage Roomwas not shuffled while the chestBergen Village - Omni Gilders Basement Left (Bronze)was.- This was intended to be inverted.
- Fixed an issue where, when generating the game, keyring logic would be used by the generator and mod regardless of YAML options.
- If keyrings were not enabled in your YAML, the number of keys required to beat the game will still be available in your world, but even one of them will open up all doors in its dungeon.
Fixes to Mod
- Fixed an issue where attempting to start a new game would always fail when communicating with the archipelago.gg servers.
0.5.0 Prerelease 2
Fixes to Logic
- Two quests, Hot Trail and Tropical Chill, have had Cold added as a requirement.