chore: bump version
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2
Main.py
2
Main.py
@@ -38,7 +38,7 @@ from source.enemizer.DamageTables import DamageTable
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from source.enemizer.Enemizer import randomize_enemies
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from source.rom.DataTables import init_data_tables
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version_number = '1.4.0.1'
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version_number = '1.4.1.0'
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version_branch = '-v'
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__version__ = f'{version_number}{version_branch}'
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@@ -142,6 +142,7 @@ These are now independent of retro mode and have three options: None, Random, an
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# Bug Fixes and Notes
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* 1.4.1.0v
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* World Model Refactor: The overworld has been split up by screen, brings OR and DR a bit closer together in the model sense. A few OWG clips have been rewritten to fit into this new logic better.
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* Logic: New logic for some bosses on ice
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* Helmasaur on Ice: Bombs for mask, sword or arrows for 2nd phase
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* Blind on Ice: Beam sword, Somaria, or Byrna plus magic extension for damage. Red shield or Byrna for protection.
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@@ -156,7 +157,7 @@ These are now independent of retro mode and have three options: None, Random, an
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* Hammer or Master sword with 3 magic extensions (Rod spam for elemental heads, non-ideal weapon for last phase)
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* Trinexx on Ice forbidden in doors seeds until we can model some health requirements. Low health Trinexx still isn't realistically feasible (bascially playing OHKO)
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* Logic: Added silver arrows as Arrghus damage option when item functionality is not set to hard or expert
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* Logic: Byrna not in logic for laser bridge when item functionality is set to hard or expert
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* Logic: Byrna not in logic for laser bridge when item functionality is set to hard or expert
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* Enemizer Damage Rework:
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* Shuffled: Actually shuffles the damage groups in the table instead of picking random numbers and reducing for mails from there. Enemies will still be assigned to a damage group randomly.
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* There will always be at least one group which does no damage. The thief will always be in that group. Ganon always has his own group.
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