From 711488945e623938dc4f5388e5401269859c81d6 Mon Sep 17 00:00:00 2001 From: aerinon Date: Mon, 4 Jan 2021 13:18:30 -0700 Subject: [PATCH] Clean up for next alpha release --- Main.py | 2 +- README.md | 35 +++++++++++++++++++++++++++-------- RELEASENOTES.md | 22 ++++++++++------------ 3 files changed, 38 insertions(+), 21 deletions(-) diff --git a/Main.py b/Main.py index cbdae934..76498765 100644 --- a/Main.py +++ b/Main.py @@ -25,7 +25,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items from Utils import output_path, parse_player_names -__version__ = '0.2.0.20u' +__version__ = '0.2.0-dev' class EnemizerError(RuntimeError): pass diff --git a/README.md b/README.md index 5a224b15..5e3292e2 100644 --- a/README.md +++ b/README.md @@ -60,9 +60,10 @@ Key drop location are added to the pool. The keys normally found there are added ### Mixed Travel (--mixed_travel value) 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 +otherwise unconnected logically can be reached using these glitches. To prevent the player from unintentionally changing +dungeons while doing these tricks, you may use one of the following options. -#### Prevent +#### Prevent (default) Rails are added the 3 spots to prevent this 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. @@ -73,17 +74,17 @@ The rooms are left alone and it is up to the discretion of the player whether to #### Force -The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game. +The two disjointed sections are forced to be in the same dungeon but the glitches are never logically required to complete that game. ### Standardize Palettes (--standardize_palettes) No effect if door shuffle is not on crossed -#### Standardize +#### Standardize (default) Rooms in the same dungeon have their palettes changed to match. Hyrule Castle is split between Sewer and HC palette. -Rooms adjacent to sanctuary get their coloring to match sanc. +Rooms adjacent to sanctuary get their coloring to match the Sanctuary's original palette. #### Original -Room keep their original palettes. +Rooms/supertiles keep their original palettes. ## Map/Compass/Small Key/Big Key shuffle (aka Keysanity) @@ -121,13 +122,31 @@ Use to batch generate multiple seeds with same settings. If a seed number is pro Show the help message and exit. ``` ---door_shuffle +--door_shuffle ``` For specifying the door shuffle you want as above. (default: basic) ``` ---intensity +--intensity ``` For specifying the door shuffle intensity level you want as above. (default: 2) + +``` +--keydropshuffle +``` + +Include mobs and pots drop in the item pool. (default: not enabled) + +``` +--mixed_travel +``` + +How to handle certain glitches in crossed dungeon mode. (default: prevent) + +``` +--standardize_palettes (mode) +``` + +Whether to standardize dungeon palettes in crossed dungeon mode. (default: standardize) \ No newline at end of file diff --git a/RELEASENOTES.md b/RELEASENOTES.md index d6d71f52..26fdf9fe 100644 --- a/RELEASENOTES.md +++ b/RELEASENOTES.md @@ -26,7 +26,7 @@ * 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 aren't perfect + * Palettes are not perfect * Some ugly colors * Invisible floors can be see in many palettes @@ -44,10 +44,11 @@ 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 the 3 spots to prevent this tricks. This setting is recommend for those learning + * 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 never logically required to complete that game. + * 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 @@ -61,18 +62,17 @@ Redesign of Keysanity Menu complete for crossed dungeon and moved out of experim --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 display if you have the map. It shows the number of keys left to collect for that dungeon. If + * 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 36 using the letters A-Z after 9) + * (Note: the key columns can display up to 35 using the letters A-Z after 9) * 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. + * 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. Needs some -testing to verify logic is all good. +Same flag as before but uses python logic written by compiling instead of the enemizer logic-less version. ## Other features @@ -86,7 +86,6 @@ testing to verify logic is all good. * 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 @@ -161,7 +160,6 @@ testing to verify logic is all good. # Known Issues -* Multiworld = /missing command not working * 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