Version bump 0.2.11.1
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CHANGELOG.md
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CHANGELOG.md
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# Changelog
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## 0.2.11.1
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- Renamed mode: Tile Swap (Mixed) is now called Tile Flip (Mixed)
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- Fixed generation errors due to issue with new Farmable item locations
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## 0.2.11.0
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- New OWR mode option: Free Terrain
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- When used with OW Layout Shuffle, land and water transitions are combined into one pool and shuffled, this means land transitions can lead to water and vice versa. There is already tracker support for this change on DunkaTracker. Thanks @Catobat for the work on all of this.
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- Glitched modes now have correct fake world behavior in all modes, including Inverted and even Mixed OWR
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- Glitched + Mixed OWR now has correct logic (previously it was completely unimplemented)
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- Lite ER is back and working!
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- There was an issue with ER resulting in regions being inaccessible, this has been fixed.
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- Changed Crossworld ER modes so that DW inaccessible areas are resolved before considering LW inaccessible areas, to give the algo a chance to make some of the LW areas accessible thru the DW
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- Added new Bomb/Rupee farm logic, which uses pseudo-items, simplifies the graph searching and they even show up in the Playthru Calc (shows a logical path to Farmable Bombs if you ever question how you are able to get early bombs when the opening area is limited)
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- Fixed issue with grabbing an item near Murahduhla and freezing the game
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- Various logic corrections, including the DR Bumper Cave fix for pottery logic
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## 0.2.10.1
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- Merged DR v1.0.1.3
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- Fixed Zelda despawn in TT Prison
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@@ -7,7 +7,7 @@ from OWEdges import OWTileRegions, OWEdgeGroups, OWEdgeGroupsTerrain, OWExitType
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from OverworldGlitchRules import create_owg_connections
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from Utils import bidict
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version_number = '0.2.11.0'
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version_number = '0.2.11.1'
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# branch indicator is intentionally different across branches
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version_branch = '-u'
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@@ -217,7 +217,7 @@ tldr: Tile Flip moves the tiles, Crossed moves Link
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So, let's run an example of 2 tiles, Link's House and the screen to the right of it. Transitioning right from Link's House: In vanilla, you get the Stone Bridge screen and Link stays his normal self and is just normal LW behavior. Now, let's assume Links House screen stays vanilla, but the tile to the right is getting Flipped or Crossed.
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- In Tile Flip, you'd get the Hammer Bridge screen and Link would stay as Link and you'd be able to flute away from this screen if you had a flute.
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- In Crossed, you'd get the same Hammer Bridge Screen, but this time Link would be transformed into a bunny, just like he'd normally be when on that tile.
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- In Polar Crossed (when both Mixed and Crossed effects are applied together), you get the normal Stone Bridge screen, but Link is transformed to a bunny (because the Stone Bridge screen has moved to the DW AND Link is also moving across worlds).
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- In Polar Crossed (when both Tile Flip and Crossed effects are applied together), you get the normal Stone Bridge screen, but Link is transformed to a bunny (because the Stone Bridge screen has moved to the DW AND Link is also moving across worlds).
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As you can see, things get pretty complicated when mixing modes together. Doing this can definitely create a very unique and interesting experience, but one that is very hard to grasp. And then beyond that there is OW Layout Shuffle, which is where transition destinations are shuffled, so Link will get transported to a different tile entirely, but the same rules apply when you eventually find the Stone/Hammer Bridge screen, you just likely won't find that screen thru a transition on Link's House screen.
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