Update release notes
This commit is contained in:
166
RELEASENOTES.md
166
RELEASENOTES.md
@@ -1,165 +1,13 @@
|
||||
# New Features
|
||||
# Notes
|
||||
|
||||
## Lobby shuffle added as Intensity level 3
|
||||
|
||||
* Standard notes:
|
||||
* The sanctuary is vanilla, and will be missing the exit door until Zelda is rescued
|
||||
* In entrance shuffle the hyrule castle left and right exit door will be missing until Zelda is rescued. This
|
||||
replaces the rails that used to block those lobby exits
|
||||
* In non-entrance shuffle, Agahnims tower can be in logic if you have cape and/or Master sword, but you are never
|
||||
required to beat Agahnim 1 until Zelda is rescued.
|
||||
* Open notes:
|
||||
* The Sanctuary is limited to be in a LW dungeon unless you have ER Crossed or higher enabled
|
||||
* Mirroring from the Sanctuary to the new "Sanctuary" lobby is now in logic, as is exiting there.
|
||||
* In ER crossed or higher, if the Sanctuary is in the Dark World, Link starts as Bunny there until the Moon Pearl
|
||||
is found. Nothing inside that dungeon is in logic until the Moon Pearl is found. (Unless it is a multi-entrance
|
||||
dungeon that you can access from some LW entrance)
|
||||
* Lobby list is found in the spoiler
|
||||
* Exits for Multi-entrance dungeons after beating bosses now makes more sense. Generally you'll exit from a entrance
|
||||
from which the boss can logically be reached. If there are multiple, ones that do not lead to regions only accessible
|
||||
by connector are preferred. The exit is randomly chosen if there's no obvious preference. However, In certain poor
|
||||
cases like Skull Woods in ER, sometimes an exit is chosen not because you can reach the boss from there, but to
|
||||
prevent a potential forced S&Q.
|
||||
* Palette changes:
|
||||
* Certain doors/transition no longer have an effect on the palette choice (dead ends mostly or just bridges)
|
||||
* Sanctuary palette used on the adjacent rooms to Sanctuary (Sanctuary stays the dungeon color for now)
|
||||
* Sewer palette comes back for part of Hyrule Castle for areas "near" the sewer dropdown
|
||||
* There is a setting to keep original palettes (--standardize_palettes original)
|
||||
* Known issues:
|
||||
* Palettes are not perfect
|
||||
* Some ugly colors
|
||||
* Invisible floors can be see in many palettes
|
||||
|
||||
## Key Drop Shuffle
|
||||
|
||||
--keydropshuffle added. This add 33 new locations to the game where keys are found under pots
|
||||
and where enemies drop keys. This includes 32 small key location and the ball and chain guard who normally drop the HC
|
||||
Big Key.
|
||||
|
||||
* Overall location count updated
|
||||
* Setting mentioned in spoiler
|
||||
* Minor change: if a key is Universal or for that dungeon, then if will use the old mechanics of picking up the key without
|
||||
an entire pose and should be obtainable with the hookshot or boomerang as before
|
||||
|
||||
## --mixed_travel setting
|
||||
* Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
|
||||
otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
|
||||
* prevent: Rails are added to the 3 spots to prevent these tricks. This setting is recommend for those learning
|
||||
crossed dungeon mode to learn what is dangerous and what is not. No logic seeds ignore this setting.
|
||||
* allow: The rooms are left alone and it is up to the discretion of the player whether to use these tricks or not.
|
||||
* force: The two disjointed sections are forced to be in the same dungeon but performing the glitches is never
|
||||
logically required to complete that game.
|
||||
|
||||
## Keysanity menu redesign
|
||||
|
||||
Redesign of Keysanity Menu complete for crossed dungeon and moved out of experimental.
|
||||
* First screen about Big Keys and Small Keys
|
||||
* 1st Column: The map is required for information about the Big Key
|
||||
* If you don't have the map, it'll be blank until you obtain the Big Key
|
||||
* If have the map:
|
||||
* 0 indicates there is no Big Key for that dungeon
|
||||
* A red symbol indicates the Ball N Chain guard has the big key for that dungeon (does not apply in
|
||||
--keydropshuffle)
|
||||
* Blank if there a big key but you haven't found it yet
|
||||
* 2nd Column displays the current number of keys for that dungeon. Suppressed in retro (always blank)
|
||||
* 3rd Column only displays if you have the map. It shows the number of keys left to collect for that dungeon. If
|
||||
--keydropshuffle is off, this does not count key drops. If on, it does.
|
||||
* (Note: the key columns can display up to 35 using the letters A-Z after 9)
|
||||
* Second screen about Maps / Compass
|
||||
* 1st Column: indicates if you have found the map or not for that dungeon
|
||||
* 2nd and 3rd Column: You must have the compass to see these columns. A two-digit display that shows you how
|
||||
many chests are left in the dungeon. If --keydropshuffle is off, this does not count key drops. If on, it does.
|
||||
|
||||
## Potshuffle by compiling
|
||||
|
||||
Same flag as before but uses python logic written by compiling instead of the enemizer logic-less version.
|
||||
|
||||
## Other features
|
||||
|
||||
### Spoiler log improvements
|
||||
|
||||
* In crossed mode, the new dungeon is listed along with the location designated by a '@' sign
|
||||
* Random gt crystals and ganon crystal are noted in the settings for better reproduction of seeds
|
||||
|
||||
### Experimental features
|
||||
|
||||
* Only the item counter is currently experimental
|
||||
* Item counter is suppressed in Triforce Hunt
|
||||
|
||||
#### Temporary debug features
|
||||
|
||||
* Removed the red square in the upper right corner of the hud if the castle gate is closed
|
||||
* You'll need to download sprites separately from the official website using the "Update official sprites" button on
|
||||
the sprite picker in the GUI
|
||||
|
||||
# Bug Fixes
|
||||
|
||||
* 2.0.20u
|
||||
* Problem with Desert Wall not being pre-opened in intensity 3 fixed
|
||||
* 2.0.19u
|
||||
* Generation improvement
|
||||
* Possible fix for shop vram corruption
|
||||
* The Cane of Byrna does not count as a chest key anymore
|
||||
* 2.0.18u
|
||||
* Generation improvements
|
||||
* Bombs/Dash doors more consistent with the amount in vanilla.
|
||||
* 2.0.17u
|
||||
* Generation improvements
|
||||
* 2.0.16u
|
||||
* Prevent HUD from showing key counter when in the overworld. (Aga 2 doesn't always clear the dungeon indicator)
|
||||
* Fixed key logic regarding certain isolated "important" locations
|
||||
* Fixed a problem with keydropshuffle thinking certain progression items are keys
|
||||
* A couple of inverted rules fixed
|
||||
* A more accurate count of which locations are blocked by teh big key in Ganon's Tower
|
||||
* Updated base rom to 31.0.7 (includes potential hera basement cage fix)
|
||||
* 2.0.15u
|
||||
* Allow Aga Tower lobby door as a a paired keydoor (typo)
|
||||
* Fix portal check for multi-entrance dungeons
|
||||
* 2.0.14u
|
||||
* Removal of key doors no longer messes up certain lobbies
|
||||
* Fixed ER entrances when Desert Back is a connector
|
||||
* 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
|
||||
* Any denomination of rupee 20 or below can be removed to make room for Crossed Dungeon's extra dungeon items. This
|
||||
helps retro generate more often.
|
||||
* Fix for TR Lobbies in intensity 3 and ER shuffles that was causing a hardlock
|
||||
* Standard ER logic revised for lobby shuffle and rain state considerations.
|
||||
* 2.0.11u
|
||||
* Fix output path setting in settings.json
|
||||
* Fix trock entrances when intensity <= 2
|
||||
* 2.0.10u
|
||||
* 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
|
||||
* Certain key rules no longer override item requirements (e.g. Somaria behind TR Hub)
|
||||
* Old Man Cave is correctly one way in the graph
|
||||
* Some key logic fixes
|
||||
* 2.0.9-u
|
||||
* /missing command in MultiClient fixed
|
||||
* 2.0.8-u
|
||||
* Player sprite disappears after picking up a key drop in keydropshuffle
|
||||
* Sewers and Hyrule Castle compass problems
|
||||
* Double count of the Hera Basement Cage item (both overall and compass)
|
||||
* Unnecessary/inconsistent rug cutoff
|
||||
* TR Crystal Maze thought you get through backwards without Somaria
|
||||
* Ensure Thieves Attic Window area can always be reached
|
||||
* Fixed where HC big key was not counted
|
||||
* Prior fixes
|
||||
* Fixed a situation where logic did not account properly for Big Key doors in standard Hyrule Castle
|
||||
* Fixed a problem ER shuffle generation that did not account for lobbies moving around
|
||||
* Fixed a problem with camera unlock (GT Mimics and Mire Minibridge)
|
||||
* Fixed a problem with bad-pseudo layer at PoD map Balcony (unable to hit switch with Bomb)
|
||||
* Fixed a problem with the Ganon hint when hints are turned off
|
||||
* Fix for the Windows install package
|
||||
|
||||
# Known Issues
|
||||
# Known issue
|
||||
|
||||
* Potenial keylocks in multi-entrance dungeons
|
||||
* Incorrect vanilla keylogic for Mire
|
||||
* ER - Potential for Skull Woods West to be completely inaccessible in non-beatable logic
|
||||
* Fouton is incorrectly attributed as author to Kan's Big Key sprite.
|
||||
With the downloaded sprites, the issue has been forward to the correct website people.
|
||||
Reference in New Issue
Block a user