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0.4.0

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@CodeTriangle CodeTriangle released this 21 Feb 19:17
· 474 commits to master since this release

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.