Clean up for next alpha release

This commit is contained in:
aerinon
2021-01-04 13:18:30 -07:00
parent 2a05e94970
commit 711488945e
3 changed files with 38 additions and 21 deletions

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@@ -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