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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.