Keysanity menu bugfix

Inverted ER + intensity 3 fix
Swamp Trench 1 locking flippers fix
Fix for lobbies overwriting logic in TR Hub (and elsewhere)
Repaired exits that were wrongly affected by entrance fixes
This commit is contained in:
aerinon
2020-11-20 14:00:40 -07:00
parent f5327bc0e6
commit 22f749e767
10 changed files with 205 additions and 171 deletions

View File

@@ -67,7 +67,7 @@ Redesign of Keysanity Menu complete for crossed dungeon and moved out of experim
* Second screen about Maps / Compass
* 1st Column: indicate if you have foudn the map of not for that dungeon
* 2nd and 3rd Column: You must have the compass to see these columns. A two-digit display that show you how
many chests are left in the dungeon. If -keydropshuffle is off, this does not count key drop. If on, it does.
many chests are left in the dungeon. If -keydropshuffle is off, this does not count key drop. If on, it does.
### Experimental features
@@ -80,6 +80,13 @@ Redesign of Keysanity Menu complete for crossed dungeon and moved out of experim
# Bug Fixes
* 2.0.13u
* Minor portal re-work for certain logic and spoiler information
* Repaired certain exits wrongly affected by Sanctuary placement (ER crossed + intensity 3)
* Fix for inverted ER + intensity 3
* Fix for current small keys missing on keysanity menu
* Logic added for cases where you can flood Swamp Trench 1 before finding flippers and lock yourself out of getting
something behind the trench that leads to the flippers
* 2.0.12u
* Another fix for animated tiles (fairy fountains)
* GT Big Key stat fixed on credits
@@ -91,7 +98,7 @@ Redesign of Keysanity Menu complete for crossed dungeon and moved out of experim
* Fix output path setting in settings.json
* Fix trock entrances when intensity <= 2
* 2.0.10u
* Fix POD, TR, GT and SKULL 3 entrance if sanc ends up in that dungeon in crossed ER+
* Fix POD, TR, GT and SKULL 3 entrances if sanc ends up in that dungeon in crossed ER+
* TR Lobbies that need a bomb and can be entered before bombing should be pre-opened
* Animated tiles are loaded correctly in lobbies
* If a wallmaster grabs you and the lobby is dark, the lamp turns on now