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alttpr-python/RELEASENOTES.md
aerinon 4e71b97403 Merging in shop work
Updated release notes and testsuite
2021-02-03 13:04:35 -07:00

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# New Features
## Shopsanity
--shopsanity added. This adds 32 shop locations (9 more in retro) to the general and location pool.
Multi-world supported. Thanks go to Pepper and CaitSith2 for figuring out several items related to this major feature.
Shop locations:
* Lake Hylia Cave Shop (3 items)
* Kakariko Village Shop (3 items)
* Potion Shop (3 new items)
* Paradox Cave Shop (3 items)
* Capacity Upgrade Fairy (2 items)
* Dark Lake Hylia Shop (3 items)
* Curiosity/Red Shield Shop (3 items)
* Dark Lumberjack Shop (3 items)
* Dark Potion Shop (3 items)
* Village of Outcast Hammer Peg Shop (3 items)
* Dark Death Mountain Shop (3 items)
Item Pool changes: To accommodate the new locations, new items are added to the pool, as follows:
* 10 - Red Potion Refills
* 9 - Ten Bombs
* 4 - Small Hearts
* 4 - Blue Shields
* 1 - Red Shield
* 1 - Bee
* 1 - Ten Arrows
* 1 - Green Potion Refill
* 1 - Blue Potion Refill
* 1 - +5 Bomb Capacity
* 1 - +5 Arrow Capacity
1. Initially, 1 of each type of potion refill is shuffled to the shops. (the Capacity Fairy is excluded from this).
This ensures that potions can be bought somewhere.
2. The rest of the shop pool is shuffled with the rest of the item pool.
3. At this time, only Ten Bombs, Ten Arrows, Capacity upgrades, and Small Hearts can appear outside of shops. Any other
shop items are replaced with rupees of various amounts. This is because of two reasons: First, potion refills and the
Bee are indistinguishable from Bottles with that item in them. Receiving those items without a bottle or empty bottle is
essentially a nothing item but looks like a bottle. Second, the non-progressive Shields interact fine with Progressive
Shields but are usually also a nothing item most of the time.
4. The Capacity Fairy cannot sell Potion Refills because the graphics are incompatible. 300 Rupees will replace any
potion refill that ends up there.
5. For capacity upgrades, if any shop sells capacity upgrades, then it will sell all seven. Otherwise, if plain bombs or
arrows are sold somewhere, then the other six capacity upgrades will be purchasable first at those locations and then
replaced by the underlying ammo. If no suitable spot is found, then no more capacity upgrades will not be available for
that seed. (There is always one somewhere in the pool.)
6. Any shop item that is originally sold by shops can be bought indefinitely but only the first purchase counts toward
total checks on the credits screen & item counter. All other items can be bought only once.
All items in the item pool may appear in shops.
#### Pricing Guide
All prices range approx. from half the base price to the base price in increments of 5, the exact price is chosen
randomly within the range.
| Category | Items | Base Price | Typical Range |
| ----------------- | ------- |:----------:|:-------------:|
| Major Progression | Hammer, Hookshot, Mirror, Ocarina, Boots, Somaria, Fire Rod, Ice Rod | 250 | 125-250
| | Moon Pearl | 200 | 100-200
| | Lamp, Progressive Bow, Glove, Sword | 150 | 75-150
| Medallions | Bombos, Ether, Quake | 100 | 50-100
| Safety/Fetch | Cape, Mushroom, Shovel, Powder, Bug Net, Byrna, Progressive Armor & Shields, Half Magic | 50 | 25-50
| Bottles | Empty Bottle or Bee Bottle | 50 | 25-50
| | Green Goo or Good Bee | 60 | 30-60
| | Red Goo or Fairy | 70 | 35-70
| | Blue Goo | 80 | 40-80
| Health | Heart Container | 40 | 20-40
| | Sanctuary Heart | 50 | 25-50
| | Piece of Heart | 10 | 5-10
| Dungeon | Big Keys | 50 | 25-50
| | Small Keys | 30 | 15-30
| | Info Maps | 20 | 10-20
| | Other Maps & Compasses | 10 | 5-10
| Rupees | Green | Free | Free
| | Blue | 2 | 2
| | Red | 10 | 5-10
| | Fifty | 25 | 15-25
| | One Hundred | 50 | 25-50
| | Three Hundred | 150 | 75-150
| Ammo | Three Bombs | 15 | 10-15
| | Single Arrow | 3 | 3
| Original Shop Items | Other Ammo, Refills, Non-Progressive Shields, Capacity Upgrades, Small Hearts, Retro Quiver, Universal Key | Original | Could be Discounted as Above
In addition, 4-7 items are steeply discounted at random.
#### Rupee Balancing Algorithm
To prevent needed to grind for rupees to buy things in Sphere 1 and later, a money balancing algorithm has been
developed to counteract the need for rupees. Basic logic: it assumes you buy nothing until you are blocked by a shop,
a check that requires money or blocked by Kiki. Then you must have enough to make all purchases. If not, any free rupees
encountered may be swapped with higher denominations that have not been encountered. Ammo may also be swapped,
if necessary.
(Checks that require money: Bottle Merchant, King Zora, Digging Game, Chest Game, Blacksmith, anything blocked by Kiki
e.g. all of Palace of Darkness when ER is vanilla)
The Houlihan room is not in logic but the five dungeon rooms that provide rupees are. Pots with rupees, the arrow game,
and all other gambling games are not counted for determining income.
Currently this is applied to seeds without shopsanity on so early money is slightly more likely if progression is on
a check that requires money.
#### Retro and Shopsanity
9 new locations are added.
The four "Take Any" caves are converted into "Take Both" caves. Those and the old man cave are included in the shuffle.
The sword is returned to the pool, and the 4 heart containers and 4 blue potion refills are also added to the general
item pool. All items found in the retro caves are free to take once. Potion refills will disappear after use.
Arrow Capacity upgrades are now replaced by Rupees wherever it might end up.
The Ten Arrows and 5 randomly selected Small Hearts or Blue Shields are replaced by the quiver item
(represented by the Single Arrow in game.) 5 Red Potion refills are replaced by the Universal small key. It is assured
that at least one shop sells Universal Small Keys. The quiver may thus not be found in shops. The quiver and small keys
retain their original base price, but may be discounted.
##### Misc Notes
The location counter now
## In-Room Staircases/Ladders
In intensity level 2 and higher the in-floor staircases/ladders that take you between tiles can now be shuffled with
any N/S connections. (those that appear to go up one floor are North connection and those that go down are South ones)
Big thanks to Catobat for doing all the hard work.
# Bug Fixes
* 0.3.0.1-u
* Problem with lobbies on re-rolls corrected
* Potential playthrough problem addressed
* 0.3.0.0-u
* Generation improvements. Basic >95% success. Crossed >80% success.
* Possible increased generation times as certain generation problem tries a partial re-roll
# Known Issues
* Potential keylocks in multi-entrance dungeons
* Incorrect vanilla key logic for Mire