Fix trock entrances when intensity >= 3
Keysanity menu countdowns Standard rain state Multi-entrance dungeon bosses This dungeon/universl key drops skip pose More rupee candidates to remove for retro
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@@ -1,34 +1,78 @@
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# New Features
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* Lobby shuffle added as Intensity level 3
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* Can now be found in the spoiler
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* Palette changes:
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* Certain doors/transition no longer have an effect on the palette choice (dead ends mostly or just bridges)
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* Sanctuary palette back to the adjacent rooms to Sanctuary (sanctuary stays the dungeon color for now)
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* Sewer palette comes back for part of Hyrule Castle for areas "near" the sewer dropdown
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* Known issues:
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* Palettes aren't perfect
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May add a way to turn off palette "fixing"
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* Some ugly colors
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* Invisible floors can be see in many palettes
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* --keydropshuffle added (coming to the GUI soon). This add 33 new locations to the game where keys are found under pots
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## Lobby shuffle added as Intensity level 3
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* Standard notes:
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* The sanctuary is vanilla, and will be missing the exit door until Zelda is rescued
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* In entrance shuffle the hyrule castle left and right exit door will be missing until Zelda is rescued. This
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replaces the rails that used to block those lobby exits
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* In non-entrance shuffle, Agahnims tower can be in logic if you have cape and/or Master sword, but you are never
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required to beat Agahnim 1 until Zelda is rescued.
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* Open notes:
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* The Sanctuary is limited to be in a LW dungeon unless you have ER Crossed or higher enabled
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* Mirroring from the Sanctuary to the new "Sanctuary" lobby is now in logic, as is exiting there.
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* In ER crossed or higher, if the Sanctuary is in the Dark World, Link starts as Bunny there until the Moon Pearl
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is found. Nothing inside that dungeon is in logic until the Moon Pearl is found. (Unless it is a multi-entrance
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dungeon that you can access from some LW entrance)
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* Lobby list is found in the spoiler
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* Exits for Multi-entrance dungeons after beating bosses now makes more sense. Generally you'll exit from a entrance
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from which the boss can logically be reached. If there are multiple, ones that do not lead to regions only accessible
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by connector are preferred. The exit is randomly chosen if there's no obvious preference. However, In certain poor
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cases like Skull Woods in ER, sometimes an exit is chosen not because you can reach the boss from there, but to
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prevent a potential forced S&Q.
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* Palette changes:
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* Certain doors/transition no longer have an effect on the palette choice (dead ends mostly or just bridges)
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* Sanctuary palette used on the adjacent rooms to Sanctuary (Sanctuary stays the dungeon color for now)
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* Sewer palette comes back for part of Hyrule Castle for areas "near" the sewer dropdown
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* There is a setting to keep original palettes (--standardize_palettes original)
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* Known issues:
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* Palettes aren't perfect
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* Some ugly colors
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* Invisible floors can be see in many palettes
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## Key Drop Shuffle
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--keydropshuffle added. This add 33 new locations to the game where keys are found under pots
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and where enemies drop keys. This includes 32 small key location and the ball and chain guard who normally drop the HC
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Big Key.
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* Overall location count updated
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* Setting mentioned in spoiler
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* Known issue:
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* GT Big Key count needs to be updated
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* --mixed_travel setting added
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* Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
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* Overall location count updated
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* Setting mentioned in spoiler
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* Minor change: if a key is Universal or for that dungeon, then if will use the old mechanics of picking up the key without
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an entire pose and should be obtainable with the hookshot or boomerang as before
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## --mixed_travel setting
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* Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
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otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
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* prevent: Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning
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crossed dungeon mode to learn what is dangerous and what is not. No logic seeds ignore this setting.
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* allow: The rooms are left alone and it is up to the discretion of the player whether to use these tricks or not.
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* force: The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game.
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* prevent: Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning
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crossed dungeon mode to learn what is dangerous and what is not. No logic seeds ignore this setting.
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* allow: The rooms are left alone and it is up to the discretion of the player whether to use these tricks or not.
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* force: The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game.
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## Keysanity menu redesign
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Redesign of Keysanity Menu complete for crossed dungeon and moved out of experimental.
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* First screen about Big Keys and Small Keys
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* 1st Column: The map is required for information about the Big Key
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* If you don't have the map, it'll be blank until you obtain the Big Key
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* If have the map:
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* 0 indicates there is no Big Key for that dungeon
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* A red symbol indicates the Ball N Chain guard has the big key for that dungeon (does not apply in
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--keydropshuffle)
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* Blank if there a big key but you haven't found it yet
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* 2nd Column displays the current number of keys for that dungeon. Suppressed in retro (always blank)
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* 3rd Column only display if you have the map. It shows the number of keys left to collect for that dungeon. If
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--keydropshuffle is off, this does not count key drops. If on, it does.
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* (Note: the key columns can display up to 36 using the letters A-Z after 9)
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* Second screen about Maps / Compass
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* 1st Column: indicate if you have foudn the map of not for that dungeon
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* 2nd and 3rd Column: You must have the compass to see these columns. A two-digit display that show you how
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many chests are left in the dungeon. If -keydropshuffle is off, this does not count key drop. If on, it does.
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### Experimental features
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* Redesign of Keysanity Menu for Crossed Dungeon - soon to move out of experimental
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* Only the random bomb doors and the item counter are currently experimental
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* Item counter is suppressed in Triforce Hunt
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#### Temporary debug features
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@@ -37,12 +81,12 @@ otherwise unconnected logically can be reach using these glitches. To prevent th
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# Bug Fixes
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* 2.0.12u
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* Option to keep original palettes in crossed dungeon mode
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* If sanc if in a DW dungeon because of crossed+ ER, then you start in bunny form
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* Mirroring from sanc to the portal is now in logic
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* Another fix for animated tiles (fairy fountains)
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* GT Big Key stat fixed on credits
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* Todo: Standard logic fixes for lobbies
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* Any denomination of rupee 20 or below can be removed to make room for Crossed Dungeon's extra dungeon items. This
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helps retro generate more often.
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* Fix for TR Lobbies in intensity 3 and ER shuffles that was causing a hardlock
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* Standard ER logic revised for lobby shuffle and rain state considerations.
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* 2.0.11u
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* Fix output path setting in settings.json
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* Fix trock entrances when intensity <= 2
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