Merge branch 'DoorDevVolatile' into DoorDevUnstable

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aerinon
2024-01-22 11:05:48 -07:00
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# New Features
FastROM changes have been included now.
## Enemizer Features
Please see this document for extensive details. [Enemizer in DR](https://docs.google.com/document/d/1iwY7Gy50DR3SsdXVaLFIbx4xRBqo9a-e1_jAl5LMCX8/edit?usp=sharing)
Key points:
* Enemizer no longer uses a third party program. It is now built-in.
* New option under Shuffle Enemy Drops: Underworld. Any underworld enemy can drop items.
* New option under Enemizer tab: Enemy Logic
Please read the entire document above for extensive details about enemizer and enemy drop shuffle systems.
Enemizer main changes:
* Several sprites added to the pool. Most notable is how enemies behave on shallow water. They work now.
* Clearing rooms, spawnable chests, and enemy keys drops can now have enemies with specific logic in the room. This logic is controlled by the new Enemy Logic option
* New system for banning enemies that cause issue is place. If you see an enemy in a place that would cause issue, please report it and it can be banned to never happen again. Initial bans can be found [in the code](source/enemizer/enemy_deny.yaml) for the curious
* Thieves are always unkillable, but banned from the entire underworld. We can selectively ban them from problematic places in the overworld, and if someone wants to figure out where they could be safe in the underworld, I'll allow them there once the major problems have been banned.
* THe old "random" and "legacy" options have been discarded for enemy shuffle. Tile room patterns are currently shuffled with enemies.
Underworld drops:
* A flashing blue square added to help locate enemies that have remaining drops on the supertile. (Dungeons and caves without a compass get this for free.)
* Flying enemies, spawned enemies, and enemies with special death routines will not drop items.
* Pikits do not drop their item if they have eaten a shield.
* Hovers in swamp waterway do no drop items due to a layer issue that's not been solved.
* Enemies that are over pits require boomerang or hookshot to collect the item
* Enemies behind rails require the boomerang (hookshot can sequence break in certain cases)
* Enemies that spawn on walls do not drop items. (Keese normally don't, but in enemizer these can be valid drops otherwise. The document has a visual guide.)
(Older notes below)
One major change with this update is that big key doors and certain trap doors are no longer guaranteed to be vanilla in Dungeon Door Shuffle modes even if you choose not to shuffle those types. A newer algorithm for putting dungeons together has been written and it will remove big key doors and trap doors when necessary to ensure progress can be made.
Please note that retro features are now independently customizable as referenced below. Selecting Retro mode or World State: Retro will change Bow Mode to Retro (Progressive). Take Anys to Random, and Small Keys to Universal.
@@ -109,6 +141,139 @@ These are now independent of retro mode and have three options: None, Random, an
# Bug Fixes and Notes
* 1.4.1.3v
* Enemizer: Raven/Murderdactyls using the correct damage table
* Enemzier: Boss drops only center when boss shuffle is on
* 1.4.1.2v
* Expert/Hard Item Pool: Capacity fairy no longer gives out free crystal
* Vanilla door + Universal Keys: Generation fixed
* Boss Shuffle: Generation fixed (thanks Codemann for easy solution)
* Vanilla ER: No need for ability to check prizes on keysanity menu
* Swapped ER: Possible generation issue fixed (thanks Codemann)
* Enemizer: Roller ban
* Performance: Faster text boxes. Thanks Kan!
* 1.4.1.1v
* Logic: Moon pearl logic respects blocked doors
* 1.4.1.0v
* World Model Refactor: The overworld has been split up by screen, brings OR and DR a bit closer together in the model sense. A few OWG clips have been rewritten to fit into this new logic better.
* Logic: New logic for some bosses on ice
* Helmasaur on Ice: Bombs for mask, sword or arrows for 2nd phase
* Blind on Ice: Beam sword, Somaria, or Byrna plus magic extension for damage. Red shield or Byrna for protection.
* Kholdstare on Ice: Three options (after cracking the shell)
* Beam sword
* Fire Rod with 1.5 magic extensions
* Fire Rod & Bombos & any Sword & 1 Magic Extension
* Vitreous on Ice: Arrows and Bombs or a Beam Sword
* Trinexx on Ice: Boots always required for dodging. Damage options:
* Gold sword
* Tempered sword with magic extension
* Hammer or Master sword with 3 magic extensions (Rod spam for elemental heads, non-ideal weapon for last phase)
* Trinexx on Ice forbidden in doors seeds until we can model some health requirements. Low health Trinexx still isn't realistically feasible (bascially playing OHKO)
* Logic: Added silver arrows as Arrghus damage option when item functionality is not set to hard or expert
* Logic: Byrna not in logic for laser bridge when item functionality is set to hard or expert
* Enemizer Damage Rework:
* Shuffled: Actually shuffles the damage groups in the table instead of picking random numbers and reducing for mails from there. Enemies will still be assigned to a damage group randomly.
* There will always be at least one group which does no damage. The thief will always be in that group. Ganon always has his own group.
* Glitched modes: Aga 1 should be vulnerable in rain state for glitched modes
* Generation: Trinexx and Lanmolas room allowed as lobbies in intensity 3 (works with enemizer now)
* Enemy AI: Terrorpin AI code removed. May help with unusual enemy behavior?
* 1.4.0.1v
* Key logic: Vanilla key logic fixes. Statically set some HC logic and PoD front door
* Generation: Fix a broken tile pattern
* Inverted: Castle warp should not appear after defeating Aga 1
* Murahdahla: Should not disappear after Aga 1. May fix other subtle issues.
* Shopsanity: Buying multiple of an item in the potion shop should no longer increase item count.
* 1.4.0.0v
* Initial support for HMG (Thanks Muffins!)
* Generation: fix for bunny walk logic taking up too much memory
* Key Logic: Partial is now the new default
* Enemizer: enemy bans
* 1.3.0.9v
* ER: New Swapped ER mode borrowed from OWR
* ER: fixed a generation error where TR chooses all "must-exits"
* Ganonhunt: playthrough no longer collects crystals
* Vanilla Fill: Uncle weapon is always a sword, medallions for Mire/TR will be vanilla
* Customizer: support shufflebosses/shuffleenemies as well as boss_shuffle/enemy_shuffle
* Enemizer: enemy bans
* 1.3.0.8v
* Enemizer: Red Mimics correctly banned from challenge rooms in appropriate logic setting
* No Logic Standard ER: Rain doors aren't blocked if no logic is enabled.
* Trinexx: attempt to fix early start
* MW Progression Balancing: Change to be percentage based instead of raw count. (80% threshold)
* Take anys: Good Bee cave chosen as take any should no longer prevent generation
* Money balancing: Fixed generation issue
* Enemizer: various enemy bans
* 1.3.0.7v
* Fix for Mimic Cave enemy drops
* Fix for Spectacle Rock Cave enemy drops (the mini-moldorms)
* Fix for multiworld lamps with incorrect graphics
* No longer shuffles fairy bonks (from trees) as part of Enemizer
* 1.3.0.6v
* Flute can't be activated in rain state (except glitched modes) (Thanks codemann!)
* Enemizer
* Arrghus at Lanmo 2 no longer prevents pot pickups
* Trinexx at Lanmo 2 requires the Cape go backwards to face him
* Lift-able Blocks require a sprite slot (should help reduce problems)
* Fixed logic issues:
* Self-locking key not allowed in Sanctuary in standard (typo fixed)
* More advanced bunny-walking logic in dungeons (multiple paths considered)
* ER: Minor fix for Link's House on DM in Insanity (escape cave should not be re-used)
* MSU: GTBK song fix for DR (Thanks codemann!)
* District Algorithm: Fails if no available location outside chosen districts
* Various enemy bans
* More Gibos near kiki and Old Man
* Bumper/AntiFairy obstacles
* Damaging roller
* Statue + Pots don't mix
* Statues on Skull Big Key Chest tile
* Toppo in challenge rooms
* Misc others
* 1.3.0.5v
* Hud/Map Counter: Collecting a keys for this dungeon of a bonk torch no longer increments the counter twice and immediately updates the hud.
* Enemizer: Hera basement item counting twice fixed by banning wallmasters on the tile.
* Enemizer: Statues banned offscreen for pull switches
* Enemizer: Several sprite producing enemies have been limited on crowded tiles. Offenders: Hinox, Sluggula, Bomb Guard, Beamos, Gibo, Wall Cannons, Probe using Guards. Others do not spam as many projectiles.
* Enemizer: More enemy bans (mostly Wizzrobes near walls where they won't spawn, couple missed firebar spots)
* 1.3.0.4v
* Enemizer: The bunny beam near Lanmo 2 and the 4 fairies near Ice Armos are not shuffled anymore. This is due to how bosses shuffle works and since it cannot be guaranteed to work within the current system, they are vanilla. (Vitreous still overwrites the fairies and Arrghus only lets two spawn, etc.)
* Dropshuffle: Pokey 1 has been fixed to drop his item
* Mystery/Customizer: true/false and on/off in yaml files should behave the same.
* More enemy bans as have been reported
* 1.3.0.3v
* Faeries now part of the enemy shuffle pool. Take note, this will increase enemy drop locations to include fairy pools both in dungeons and in caves.
* Enemy drop indicator (blue square) now works in caves based on entrance used
* Fixes:
* Collection rate counter is properly hidden in mystery seeds
* Sprite limit lowered where possible to allow for lifting of pots
* Hovers in Swamp Waterway properly do not drop items anymore
* Lots more bans (thanks to jsd in particular but also thanks to all the reports)
* Minor issue with customizer/mystery files not allowing "true" for booleans
* 1.3.0.2v
* Fix for multiworld received keys not counting correctly
* Fix for multiworld lamps incorrect graphics
* Fix for collection rate decreasing on item "pickup"
* Fix for pendants as prizes counting as items
* Fix for castle barrier gfx in rain state
* Enemizer fixes and bans:
* Fixed a generation issue where ChainChomp placement would cause a failure. (Invincible enemies banned in Sprial Cave for early game traversal for now)
* Skull Pot Prison should not be blocked by "impassable" enemies
* Bumpers banned in Ice Hookshot room
* Fixed issue in GT Spike Crystal room
* Fixed blockage issues in TT Ambush and Compass rooms
* Forbid Bumper in Fairy Ascension cave; needed to clip into wall weirdly to pass.
* Enemy Drop bans
* Forbid Stals in many places where they cannot be woken up. Behind rails and on top of blocks, for example.
* A couple minor wizzrobes bans because of despawns.
* Enemies over pits and on conveyors near pits have been issued standard bans for falling enemies. Mimics join the ranks here as they don't work well on pits or on conveyors.
* Mimics banned where conveyors touch walls and could clip out unintentionally
* 1.3.0.1v
* Fixed bugs with item duping and disappearing drops
* Fixed multiworld crash
* Fixed assured sword missing when using start inventory (via GUI/CLI)
* Forbid extra statues in Swamp Push Statue room
* Forbid bumpers on OW water
* Forbid Stal on pits
* Text fix on sprite author (thanks Synack)
* 1.2.0.23u
* Generation: fix for bunny walk logic taking up too much memory
* Key Logic: Partial is now the new default