Standard + Crossed bug with Hyrule Castle
Big Key logic for standard Some generation issues with ER Redesigned Map/Compass section of Keysanity menu
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# New Features
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* Crossed Dungeon generation improvements
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* Standard mode generation improvements
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* Spoiler lists bosses (multiworld compatible)
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* Bombs escape not valid for Crossed Dungeon
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* Graph algorithm speed improvement for placements and playthrough
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* TT Attic Hint tile should have a crystal switch accessible now
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* Updated to v.31.0.5
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* Lobby shuffle added as Intensity level 3
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### Experimental features
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* Moved BK information and total chest keys per dungeon to keysanity menu. The info there requires compass for all info.
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* Map still required for on-hud key counter.
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* Added total counter to keysanity the compass/map screen when you have the compass for the dungeon.
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* Open "Edge" transitions can now be linked with normal doors
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* "Straight" staircases (the ones similar to normal doors) can be linked with both normal doors and edges
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* Redesign of Keysanity Menu for Crossed Dungeon
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#### Couple of temporary debug features added:
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#### Temporary debug features:
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* Total item count displays where TFH's goal usually does
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* A red square appears in the upper right corner of the hud if the castle gate is closed
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* Removed the red square in the upper right corner of the hud if the castle gate is closed
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# Bug Fixes
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* Fix for Animated Tiles in crossed dungeon
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* Stonewall hardlock no longer reachable from certain drops (Sewer Drop, some Skull Woods drops) that were previously possible
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* No logic uses less key door logic
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* Spoiler log encoding
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* Enemizer settings made consistent with website
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* Swamp flooded ladders in the basement now requires Flippers
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* PoD EG Glitch gets killed on transitions (Only when DR is on)
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* Problem with standard logic fixed wanting you to pass through the tapestry backwards to rescue Zelda
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* Fixed SRAM corruption issues
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* Problem with the dungeons requiring you to take Blind through her attic fixed. (Maiden no longer despawns)
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* Hyrule Castle will not be your DW access in various Entrance Shuffles: simple, restricted, dungeonssimple, dungeonsfull
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(Also prevents getting stuck in TR opening)
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* Beatable only (accessibility: none) no longer fails when there are unplaced items
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* Fixed a situation where logic did not account properly for Big Key doors in standard Hyrule Castle
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* Fixed a problem ER shuffle generation that did not account for lobbies moving around
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