Skip to content

Releases: CodeTriangle/CCMultiworldRandomizer

0.5.0 Prerelease 1

04 Jun 18:55

Choose a tag to compare

0.5.0 Prerelease 1 Pre-release
Pre-release

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.

0.4.6

15 Jun 23:41

Choose a tag to compare

Note

This release is labeled 0.4.6. This is not to be confused with the current release of Archipelago, whose version number is also 0.4.6. This similarity is purely coincidental and does not imply an equivalence.

Fixes to Logic

  • Two quests, Hot Trail and Tropical Chill, have had Cold added as a requirement.

Fixes to Mod

  • Fixed an issue where, when moving the cursor in the quest screen on quests with no decline button, it would then become impossible to complete those quests at any point.

0.4.5

25 May 22:51

Choose a tag to compare

Fixes to Logic

  • Outside grand krys'kajo bronze chest now requires correct shades to access
  • Outside So'najiz chest no longer requires wave
  • Omni Gilders basement chest is only present when Quest Randomization is enabled

(thanks @lurch9229)

Fixes to mod

  • Fix an issue where entering a loading zone while running a new game hosted by specific versions of the archipelago.gg web host would result in neverending loading.

Not fixed

  • It has been reported that subquests will not be assigned properly under certain circumstances. This has been reported twice but I have not attempted to reproduce it.

0.4.4

18 May 00:55

Choose a tag to compare

Fixes to Logic

  • Modified logic for several long quest chains to be more in line with changes made in CC-Open-World version 0.3.2.
    • A Promise is A Promise 2-4 can be started without their prerequisite quests, allowing players to complete the first four quests in the sequence in any order.
    • A Promise is a Promise 5 is only available after all four previous quests have been completed.
    • Trailblazing quests (excluding Henry Trailblazing) can be started without their prerequisite quests, allowing players to complete Autumn's Rise, Bergen, Maroon Valley, and Gaia's Garden Trailblazing quests, and their subquests in any order.
    • Henry Trailblazing is only available after all four previous quests and their subquests have been completed.
  • Fixed an issue where many rooms on floor U2 of Temple Mine were accessible in logic with one fewer key than was actually required to reach them.

Migration Guide

  • Worlds generated using the CrossCode APWorld version 0.4.4 require CC-Open-World version 0.3.2 or greater, otherwise games may become impossible to complete due to more locations being in logic earlier.
  • Upgrading to CCMWR 0.4.4 from worlds generated on versions 0.4.0 through 0.4.3 is optional, as no major changes to the mod have occurred.

0.4.3

08 May 05:40

Choose a tag to compare

New Features:

  • Inserted the New Game+ prompt after the credentials screen while using Archipelago Start.

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.
  • Added Heat elemet as a prerequisite for the Bull on Fire quest.

Changes to APWorld:

  • Removed lengthy and redundant topology section in spoiler logs.

Full Changelog: 0.4.2...0.4.3

0.4.2

28 Apr 07:48

Choose a tag to compare

Fixes to APWorld:

  • Fixed an issue where, when generating with the Beta Dark Souls 3 release, the world would fail to generate.

Fixes to CCMultiworldRandomizer Mod:

  • Fixed an issue where items would fail to be given correctly if other mods added new items.
  • Fixed an issue where, when the world had been played previously on a different save file, specific locations would fail to send or crash the game.

PLEASE NOTE: Upgrading to 0.4.2 from 0.4.1 is supported and encouraged. You may receive a list of warning messages on the side of the screen the first time you start the game after the transition. This is expected and does not indicate any error.

0.4.1

23 Feb 17:53

Choose a tag to compare

Changes:

  • Add additional metadata for an upcoming mod downloader from @krypciak.

0.4.0

21 Feb 19:17

Choose a tag to compare

Changes:

  • Made the following changes to logic:
    • In Temple Mine, removed two key gates in the entrance to B3 and three key gates in the entrance to B4. This change was made to make the experience of finding all the keys for Temple Mine less miserable.
    • In So'najiz and Zir'vitar Temples, removed the puzzles in the entrances that require Heat and Cold. This change was made to allow the player more latitude in which order they decide to attempt the dungeons.
    • In So'najiz Temple, remove one key gate at the beginning of Trial of Persistence so that both branches are opened by one key.
    • These changes coincide with a change in cc-open-world which actually removes these puzzle elements in game.
  • Changed the specifications of some options:
    • VT Shade Lock: Settings have been added which allow the player more fine-tuned control over how the gate displays.
  • Added support for new options:
    • Element Shuffle: Where elements will appear in the multiworld.
    • Small Key Shuffle: Where small keys will appear in the multiworld.
    • Master Key Shuffle: Where master keys will appear in the multiworld.
    • Chest Key Shuffle: Where the Thief's Key, White Key, and Radiant Key (the keys that open bronze, silver, and gold chests, respectively) will appear in the multiworld.
    • VW Meteor Passage: Allows the player to create a gate between Sapphire Ridge and Vermillion Wasteland, unlockable using the Meteor Shade item.
    • Keyrings: If enabled, all keys for each dungeon are replaced by a single item that unlocks all doors in that dungeon. On the client side, this is implemented as giving 99 keys to the player so that they will never be able to run out.
  • Added support for new items:
    • SP Upgrades: When received, increases the SP of Lea and all of her party members.
  • Added support for new locations:
    • Faj'ro SP Upgrade and Krys'kajo SP Upgrade: the locations where the two SP upgrades are found in game.
    • Bergen Village - Omni Gilders Basement Left (Bronze): A chest that contains a filler item located in the basement of the Omni Gilders' base in Bergen.
  • Changed all location names of chests to fit the tracker better.
  • Changed some behaviors:
    • When a party member is added, their SP level is set to Lea's SP level to coincide with SP Upgrades being receivable items.
  • Changed how chests display in game:
    • Items marked by archipelago as filler are light blue and have no icon (they display as vanilla).
    • Items marked by archipelago as useful are dark blue and have a "+" icon.
    • Items marked by archipelago as progression are dark green and have a "!!" icon.
    • Key and master key icons no longer appear on chests even if there is a key or master key in them.
    • Archipelago type icons will appear even if the chest is bronze, silver or gold.
    • To aid in legibility, the gold and silver chest textures have been modified such that the top of the chest is always visible.
  • Modified the generic progression item icon to be the same approximate color as the progression chest.
  • Added an analyze mode tooltip for chests. These include the chest name, what kind of item it stores (one of "filler", "useful" and "progression"), and what level of key it requires (one of "bronze", "silver" or "gold", if applicable).
  • Revamped the quest reward displays in the quest details view in the pause menu and the quest accepted/completed dialog.
    • Placed all item rewards in a scroll box.
    • Made long item names wrap.
  • Added an Archipelago New Game button to the main menu.
    • This does NOT allow you to set NG+ parameters, but it does allow you to put in your AP credentials before starting the game.

Fixes:

  • Fixed a bug where, if the player found an element for their own world, no entry would be shown in the Archipelago log.
  • Fix occasional crashes when an unexpected chest was loaded.

0.4.0 Prerelease 6

14 Feb 05:38

Choose a tag to compare

0.4.0 Prerelease 6 Pre-release
Pre-release

Changes:

  • Revamped the quest reward displays in the quest details view in the pause menu and the quest accepted/completed dialog.
    • Placed all item rewards in a scroll box.
    • Made long item names wrap.
  • Added an Archipelago New Game button to the main menu.
    • This does NOT allow you to set NG+ parameters, but it does allow you to put in your AP credentials before starting the game.

Fixes:

  • Fix logic for some Quests and Dungeons (thanks @lurch9229).
  • Fix occasional crashes when an unexpected chest was loaded.

0.4.0 Prerelease 5

23 Jan 23:58

Choose a tag to compare

0.4.0 Prerelease 5 Pre-release
Pre-release

Changes:

  • Changed all location names of chests to fit the tracker better.
  • Changed how chests display in game:
    • Items marked by archipelago as filler are light blue and have no icon (they display as vanilla).
    • Items marked by archipelago as useful are dark blue and have a "+" icon.
    • Items marked by archipelago as progression are dark green and have a "!!" icon.
    • Key and master key icons no longer appear on chests even if there is a key or master key in them.
    • Archipelago type icons will appear even if the chest is bronze, silver or gold.
    • To aid in legibility, the gold and silver chest textures have been modified such that the top of the chest is always visible.
  • Modified the generic progression item icon to be the same approximate color as the progression chest.
  • Added an analyze mode tooltip for chests. These include the chest name, what kind of item it stores (one of "filler", "useful" and "progression"), and what level of key it requires (one of "bronze", "silver" or "gold", if applicable).
  • Added the following locations:
    • Bergen Village - Omni Gilders Basement Left (Bronze)

Migration guide:

  • Requires version 0.4.0-pre5 of the CrossCode APWorld. You can download that here.