3.0 KiB
3.0 KiB
New Features
Shuffle SFX
Shuffles a large portion of the sounds effects. Can be used with the adjuster.
CLI: --shuffle_sfx
Bomb Logic
When enabling this option, you do not start with bomb capacity but rather you must find 1 of 2 bomb bags. (They are represented by the +10 capacity item.) Bomb capacity upgrades are otherwise unavailable.
CLI: --bombbag
Bug Fixes and Notes.
- 0.5.1.5
- Fix for hard pool capacity upgrades missing
- Bonk Fairy (Light) is no longer in logic for ER Standard and is forbidden to be a connector, so rain state isn't exitable
- 0.5.1.4
- Revert quadrant glitch fix for baserom
- Fix for inverted
- 0.5.1.3
- Certain lobbies forbidden in standard when rupee bow is enabled
- PoD EG disarmed when mirroring (except in nologic)
- Fixed issue with key logic
- Updated baserom
- 0.5.1.2
- Allowed Blind's Cell to be shuffled anywhere if Blind is not the boss of Thieves Town
- Remove unique annotation from a FastEnum that was causing problems
- Updated prevent mixed_travel setting to prevent more mixed travel
- Prevent key door loops on the same supertile where you could have spent 2 keys on one logical door
- Promoted dynamic soft-lock prevention on "stonewalls" from experimental to be the primary prevention (Stonewalls are now never pre-opened)
- Fix to money balancing algorithm with small item_pool, thanks Catobat
- Many fixes and refinements to key logic and generation
- 0.5.1.1
- Shop hints in ER are now more generic instead of using "near X" because they aren't near that anymore
- Added memory location for mutliworld scripts to read what item was just obtain (longer than one frame)
- Fix for bias in boss shuffle "full"
- Fix for certain lone big chests in keysanity (allowed you to get contents without big key)
- Fix for pinball checking
- Fix for multi-entrance dungeons
- 2 fixes for big key placement logic
- ensure big key is placed early if the validator assumes it)
- Open big key doors appropriately when generating rules and big key is forced somewhere
- Updated cutoff entrances for intensity 3
- 0.5.1.0
- Large logic refactor introducing a new method of key logic
- Some performance optimization
- Some outstanding bug fixes (boss shuffle "full" picks three unique bosses to be duplicated, e.g.)
- 0.5.0.3
- Fixed a bug in retro+vanilla and big key placement
- Fixed a problem with shops not registering in the Multiclient until you visit one
- Fixed a bug in the Mystery code with sfx
- 0.5.0.2
- --shuffle_sfx option added
- 0.5.0.1
- --bombbag option added
- 0.5.0.0
- Handles headered roms for enemizer (Thanks compiling)
- Warning added for earlier version of python (Thanks compiling)
- Minor logic issue for defeating Aga in standard (Thanks compiling)
- Fix for boss music in non-DR modes (Thanks codemann8)
Known Issues
- Shopsanity Issues
- Hints for items in shops can be misleading (ER)
- Forfeit in Multiworld not granting all shop items
- Potential keylocks in multi-entrance dungeons
- Incorrect vanilla key logic for Mire