37 lines
1.6 KiB
Markdown
37 lines
1.6 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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* Known issues:
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* Palettes aren't perfect - may add Sanctuary and Sewer palette back. May add a way to turn off palette "fixing"
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* Certain hints in ER due to lobby changes
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* Animated tiles aren't loaded correctly in lobbies
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* If a wallmaster grabs you and the lobby is dark, the lamp doesn't turn on
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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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* Multiworld untested - May need changes to MultiClient/MultiServer to recognize new locations
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* GT Big Key count / total location count needs to be updated
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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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* 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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# Known Issues
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(I'm planning to fix theese in this Unstable iteration hopefully)
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* Hammerjump (et al) rails
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* Backward TR Crystal Maze locking Somaria
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* Ganon hint when hints are turned off not correct |