Version bump 0.5.0.0
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@@ -8,7 +8,7 @@ from OWEdges import OWTileRegions, OWEdgeGroups, OWEdgeGroupsTerrain, OWExitType
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from OverworldGlitchRules import create_owg_connections
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from OverworldGlitchRules import create_owg_connections
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from Utils import bidict
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from Utils import bidict
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version_number = '0.4.0.2'
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version_number = '0.5.0.0'
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# branch indicator is intentionally different across branches
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# branch indicator is intentionally different across branches
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version_branch = '-u'
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version_branch = '-u'
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32
README.md
32
README.md
@@ -70,7 +70,7 @@ For a first (and second) seed... *and I say "second" because I feel like both of
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- `Bonk Drops` - Recommend to NOT turn this on, especially if you don't have starting boots, but you could enable this in future seeds if you've become more familiar with OWR, as you'll be visiting these screens anyways, you might as well grab the items on the way :)
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- `Bonk Drops` - Recommend to NOT turn this on, especially if you don't have starting boots, but you could enable this in future seeds if you've become more familiar with OWR, as you'll be visiting these screens anyways, you might as well grab the items on the way :)
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## "What tracker should I use?"
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## "What tracker should I use?"
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I personally use 2 trackers together, at least if Layout Shuffle is enabled. Currently, DunkaTracker is the ONLY tracker that is useful for tracking Layout Shuffle, can highly recommend. However, I personally don't like the main portion of the tracker and ignore the main window completely. For tracking everything else, I use `CodeTracker`, a tracker pack that is installable within `EmoTracker`, this handles ALL OWR modes EXCEPT Layout Shuffle (and generally Crossed OW, but missing that doesn't make much of a difference). I am unaware of ANY trackers outside of these 2 that handle OWR modes, so my advice would be to familiarize yourself with both trackers and pick and choose the parts you find most useful for yourself.
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I personally use 2 trackers together, at least if Layout Shuffle is enabled. Currently, DunkaTracker is the ONLY tracker that is useful for tracking Layout Shuffle, highly recommended. However, I personally don't like the main portion of the tracker and ignore the main window completely. For tracking everything else, I use `CodeTracker`, a tracker pack that is installable within `EmoTracker`, this handles ALL OWR modes EXCEPT Layout Shuffle (and generally Crossed OW, but missing that doesn't make much of a difference). I am unaware of ANY trackers outside of these 2 that handle OWR modes, so my advice would be to familiarize yourself with both trackers and pick and choose the parts you find most useful for yourself.
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# Terminology
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# Terminology
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@@ -105,6 +105,10 @@ Similar edges on the larger OW tiles are a bit harder to intuitively determine.
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Similar edges are used when `Keep Similar Edges Together` is enabled and have meaning when used with `Layout Shuffle` (with and without `Free Terrain`) and `Crossed` settings.
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Similar edges are used when `Keep Similar Edges Together` is enabled and have meaning when used with `Layout Shuffle` (with and without `Free Terrain`) and `Crossed` settings.
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# Overworld Map Changes
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The overworld map check screen has been completely overhauled in this OWR fork. In other LTTP forks, there are numbered icons to indicate the crystal number of the crystal and those are shown alongside crystal prizes. OWR has changed this so the numbers instead correspond to dungeon numbers. In the LW, you have the 3 pendant dungeons, these are indicated by a blue 1, 2, and 3. In the DW, you have the 7 crystal dungeon, these are indicated by red numbers (1-7). In addition, there may be some mode combinations where HC, AT, and GT may be visible via icon, indicated by a white H, a white A, and a skull. An example of what you can expect to see on a map check can be found [here](https://cdn.discordapp.com/attachments/783989090017738753/1243839950663847936/newmapcheck.gif?ex=6652efb9&is=66519e39&hm=8be1d514458c09d6881a0d6ae0e539adf1f6227374a7d61a8f3a1831e18f0395&).
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# Inverted Changes
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# Inverted Changes
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The version of Inverted included in OWR varies quite a bit compared to the Door Rando and VT (main rando) forks. This is often referred to as Inverted 2.0, as this is a plan to shift it to a newer/updated concept, intended to either enhance/improve the Inverted experience or to restore some behaviors more closer to vanilla. Some of these changes are likely going to be added to all rando forks/branches and subject to change, but this will be based on user feedback.
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The version of Inverted included in OWR varies quite a bit compared to the Door Rando and VT (main rando) forks. This is often referred to as Inverted 2.0, as this is a plan to shift it to a newer/updated concept, intended to either enhance/improve the Inverted experience or to restore some behaviors more closer to vanilla. Some of these changes are likely going to be added to all rando forks/branches and subject to change, but this will be based on user feedback.
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@@ -122,7 +126,7 @@ The version of Inverted included in OWR varies quite a bit compared to the Door
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- Ice Palace has been re-sealed to vanilla, portal moved to outer edge of moat (makes IP mirror locked)
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- Ice Palace has been re-sealed to vanilla, portal moved to outer edge of moat (makes IP mirror locked)
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- Glitched modes will now use vanilla terrain except where necessary
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- Glitched modes will now use vanilla terrain except where necessary
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Note: These changes do impact the logic. If you use `CodeTracker`, these Inverted 2.0 logic rules are automatically detected if using autotracker, indicated by a 2 in the corner of the World State mode icon. This can also be manually applied if you right-click the World State mode icon.
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Note: These changes do impact the logic. If you use `CodeTracker`, these Inverted 2.0 logic rules are automatically detected if using autotracker, indicated by a 2 in the corner of the World State mode icon. This can also be manually applied if you right-click the World State mode icon.
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# Settings
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# Settings
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@@ -189,7 +193,7 @@ Being that this uses concepts from Inverted, it will be important to review the
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During gameplay:
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During gameplay:
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- When on the OW, there will be an L or D in the upper left corner, indicating which world you are currently in. Mirroring still works the same, you must be in the DW to mirror to the LW.
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- When on the OW, there will be an L or D in the upper left corner, indicating which world you are currently in. Mirroring still works the same, you must be in the DW to mirror to the LW.
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- When doing a map check (pressing X while on the OW), the tiles shown will reflect the flipped tiles. This means that dungeon prizes will show the prizes for the dungeons that are now part of that world, beware of Desert/Mire and Eastern/PoD. Here is an image showing the difference of appearance when tiles are flipped on the [map check](https://cdn.discordapp.com/attachments/783989090017738753/970646558049714196/lttp-lw-mapcheck.gif?ex=66015e8d&is=65eee98d&hm=b4d97c52d6aed593f0e6ec54924696ba969ce11109ce5ba1291b50a8a3e2dac8&) screen.
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- When doing a map check (pressing X while on the OW), the tiles shown will reflect the flipped tiles. This means that dungeon prizes will show the prizes for the dungeons that are now part of that world. Here is an image showing the difference of appearance when tiles are flipped on the [map check](https://cdn.discordapp.com/attachments/783989090017738753/970646558049714196/lttp-lw-mapcheck.gif?ex=665272cd&is=6651214d&hm=6962fe0b16a7919a91066e96fea29d28fbecd404e6c0dc344146f17553425296&) screen.
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Note: Tiles are put into Tile Groups (see `Terminology`) that must be shuffled together when certain settings are enabled. For instance, if ER is disabled, then any tiles that have a connector cave that leads to a different tile, then those tiles must flip together.
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Note: Tiles are put into Tile Groups (see `Terminology`) that must be shuffled together when certain settings are enabled. For instance, if ER is disabled, then any tiles that have a connector cave that leads to a different tile, then those tiles must flip together.
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@@ -248,7 +252,7 @@ This adds 42 new item locations to the game. These bonk locations are limited to
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- Some screens are coded to change the "alternate tree color", some of them are strange (just how the vanilla game does it)
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- Some screens are coded to change the "alternate tree color", some of them are strange (just how the vanilla game does it)
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- Rocks and statues are unable to be made to have a different color
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- Rocks and statues are unable to be made to have a different color
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Here is a map that shows all the [Bonk Locations](https://cdn.discordapp.com/attachments/1105770688649895968/1105770806769877072/bonkdrops.png?ex=6603d650&is=65f16150&hm=3576367abd636ba7723ef30e87a4bc407c5e1eb9a8be325e90b1e22c04c58401&). FYI, the numbers indicate how many bonk items there. The stars with a green square are all Bonk Locations that are unlocked after you kill Aga 1.
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Here is a map that shows all the [Bonk Locations](https://cdn.discordapp.com/attachments/1105770688649895968/1105770806769877072/bonkdrops.png?ex=66524790&is=6650f610&hm=7c16f009d514256d3fdd02667f9876fae4178ec2989e5f1e0cfd32c7207e144e&). FYI, the numbers indicate how many bonk items there. The stars with a green square are all Bonk Locations that are unlocked after you kill Aga 1.
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As far as map trackers, Bonk Locations are supported on `CodeTracker` when the Bonk Drops option is enabled.
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As far as map trackers, Bonk Locations are supported on `CodeTracker` when the Bonk Drops option is enabled.
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@@ -264,6 +268,24 @@ As far as map trackers, Bonk Locations are supported on `CodeTracker` when the B
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- 1 8x Bomb Pack
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- 1 8x Bomb Pack
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- 1 Good Bee
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- 1 Good Bee
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## Prize Shuffle
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A new option has been added to shuffle the 10 dungeon prizes in ways that they haven't been shuffled before. This means that dungeon prizes can be found in other item locations, such as chests or free-standing item locations. This also means that bosses are able to drop a 2nd item in place of the shuffled prize.
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### On Boss
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This is the normal prize behavior that has been a part of rando up until now. The dungeon prizes are shuffled amongst themselves in their own pool and aren't considered part of the main collection total.
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### In Dungeon
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This option shuffles the prize into a location somewhere within the dungeon that it is assigned to.
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### Randomized
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This option freely shuffles the prizes throughout the world. While the dungeon prizes can end up anywhere, they still are assigned to a specific dungeon. When you defeat the boss of a certain dungeon, checking the map on the overworld will reveal the location WHERE you can find the prize, an example shown [here](https://cdn.discordapp.com/attachments/783989090017738753/1243840288867487754/prizemap-all.gif?ex=6652f00a&is=66519e8a&hm=a49ef2c84d9862349e331ae87c99c3ce34ae5cd0690073521423d7e61c5429dc&). Finding the map will still reveal WHAT the prize is. If you defeated a boss but haven't collected the map for that dungeon, the prize will be indicated by a red X, example shown [here](https://cdn.discordapp.com/attachments/783989090017738753/1243840289278263316/prizemap-boss.gif?ex=6652f00a&is=66519e8a&hm=f1d75388b2ca039f5c35f244109ff659b34235d6ce2f76516ad46f978ec49f91&). If you collected a map but haven't defeated the boss yet, the icon indicator on the map will be shown on the top edge (for LW dungeons) or the bottom edge (for DW dungeons), but it will show you WHAT the prize is for that dungeon, an example of that is shown [here](https://cdn.discordapp.com/attachments/783989090017738753/1243840289718669372/prizemap-map.gif?ex=6652f00a&is=66519e8a&hm=47fa004f493c63842bec3a54b7703d95d9a6a05067fa3fb539d48de9c0cb1698&).
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- It is important to note that the overworld map check has changed: the numbered icons that are displayed are NO LONGER indicating the crystal number like they have in the past. They are now indicating the dungeon that it belongs to; a blue 1-3 indicates the 3 LW dungeons (EP, DP, and ToH) and a red 1-7 indicate the 7 DW dungeons
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## New Goal Options (--goal)
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## New Goal Options (--goal)
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### Trinity
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### Trinity
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@@ -327,7 +349,7 @@ Here is a [Swapped ER Reference Sheet](http://zelda.codemann8.com/images/shared/
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This is an entrance shuffle that only shuffles entrances within their respective `Districts` (See Below). Also, dropdowns and the entrance that a dropdown normally exits are NOT kept together; this also means that the Skull Woods entrances are no longer guaranteed to lead to Skull Woods. Also, since there is no district that can span multiple worlds, this is NOT a cross-world entrance mode.
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This is an entrance shuffle that only shuffles entrances within their respective `Districts` (See Below). Also, dropdowns and the entrance that a dropdown normally exits are NOT kept together; this also means that the Skull Woods entrances are no longer guaranteed to lead to Skull Woods. Also, since there is no district that can span multiple worlds, this is NOT a cross-world entrance mode.
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Districts are a concept originally conceived by Aerinon in the Door Randomizer, where parts of the OW are split into areas and given a name. Here is a [District Map](https://cdn.discordapp.com/attachments/783989090017738753/1194615705027477534/districts.png?ex=66040e12&is=65f19912&hm=9ef382f004f7013e018f0b04d0bc98727f87b8b5da6499f34dbcf6e14bb0ac90&) showing how they are split up.
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Districts are a concept originally conceived by Aerinon in the Door Randomizer, where parts of the OW are split into areas and given a name. Here is a [District Map](https://cdn.discordapp.com/attachments/783989090017738753/1194615705027477534/districts.png?ex=66527f52&is=66512dd2&hm=6f29d8df27eea6a3489b3bb74381e02fb9706158c2f00bcef652f156a53c1268&) showing how they are split up.
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# Command Line Options
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# Command Line Options
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