diff --git a/RELEASENOTES.md b/RELEASENOTES.md index 26fdf9fe..61f78959 100644 --- a/RELEASENOTES.md +++ b/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 \ No newline at end of file +* 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. \ No newline at end of file