Fixed some entrances that require reset otherwise Fixed TR lobbies that need to be bombed Fixed animated tiles in lobbies Fixed wallmaster+lamp problem Fixed some key rules that caused item requirements to be ignored Fixed Old Man cave to be properly one-way in the graph Fixed some odd key logic issues
69 lines
3.4 KiB
Markdown
69 lines
3.4 KiB
Markdown
# 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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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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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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### Experimental features
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* Redesign of Keysanity Menu for Crossed Dungeon - soon to move out of experimental
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#### Temporary debug features
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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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* 2.0.10u
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* Fix POD, TR, GT and SKULL 3 entrance if sanc ends up in that dungeon in crossed ER+
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* TR Lobbies that need a bomb and can be entered before bombing should be pre-opened
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* Animated tiles are loaded correctly in lobbies
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* If a wallmaster grabs you and the lobby is dark, the lamp turns on now
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* Certain key rules no longer override item requirements (e.g. Somaria behind TR Hub)
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* Old Man Cave is correctly one way in the graph
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* Some key logic fixes
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* 2.0.9-u
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* /missing command in MultiClient fixed
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* 2.0.8-u
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* Player sprite disappears after picking up a key drop in keydropshuffle
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* Sewers and Hyrule Castle compass problems
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* Double count of the Hera Basement Cage item (both overall and compass)
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* Unnecessary/inconsistent rug cutoff
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* TR Crystal Maze thought you get through backwards without Somaria
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* Ensure Thieves Attic Window area can always be reached
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* Fixed where HC big key was not counted
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* Prior fixes
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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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* Fixed a problem with camera unlock (GT Mimics and Mire Minibridge)
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* Fixed a problem with bad-pseudo layer at PoD map Balcony (unable to hit switch with Bomb)
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* Fixed a problem with the Ganon hint when hints are turned off
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# Known Issues
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* Multiworld = /missing command not working
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* Potenial keylocks in multi-entrance dungeons
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* Incorrect vanilla keylogic for Mire
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* ER - Potential for Skull Woods West to be completely inaccessible in non-beatable logic |