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alttpr-python/RELEASENOTES.md
2021-11-02 15:40:15 -06:00

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# Volatile Notes
## New Features
### Overworld Map shows dungeon location
Option to move indicators on overworld map to reference dungeon location. The non-default options include indicators for Hyrule Castle, Agahnim's Tower, and Ganon's Tower.
CLI ```--overworld_map```
#### Options
##### default
Status quo. Showing only the prize markers on the vanilla dungeon locations.
##### compass
The compass item controls whether the marker is moved to the dungeons locations. If you possess the compass but not the map, only a glowing X will be present regardless of dungeon prize type, if you only possess the map, the prizes will be shown in predicable locations at the bottom of the overworld map instead of the vanilla location. Light world dungeons on the light world map and dark world dungeons on the dark world map. If you posses both map and compass, then the prize of the dungeon and the location will be on the map.
If you do not shuffle the compass or map outside of the dungeon, the non-shuffled items are not needed to display the information. If a dungeon does not have a map or compass, it is not needed for the information. Talking to the bomb shop or Sahasrahla furnishes you with complete information as well as map information.
##### map
The map item plays double duty in this mode and only possession of the map will show both prize and location of the dungeon. If you do not shuffle maps or the dungeon does not have a map, the information will be displayed without needing to find any items.
## Restricted Dungeon Items on Bosses
You may now restrict the items that can appear on the boss, like the popular ambrosia preset does.
CLI: ```--restrict_boss_items <option>```
#### Options
##### none
As before, the boss may have any item including any dungeon item that could occur there.
##### mapcompass
The map and compass are logically required to defeat a boss. This prevents both of those from appearing on the dungeon boss. Note that this does affect item placement logic and the placement algorithm as maps and compasses are considered as required items to beat a boss.
##### dungeon
Same as above but both small keys and bigs keys of the dungeon are not allowed on a boss. (Note: this does not affect universal keys as they are not dungeon-specific)
# Unstable Notes
## 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
* Bug fix for retro + enemizer and arrows appearing under pots
* Added bombbag and shufflelinks to settings code
* Catobat fixes:
* Fairy refills in spoiler
* Subweights support in mystery
* More defaults for mystery weights
* Less camera jank for straight stair transitions
* Bug with Straight stairs with vanilla doors where Link's walking animation stopped early is fixed
* 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