Releases: aerinon/ALttPDoorRandomizer
ALttPDoorRandomizer 1.4.7.2
Patch Notes
- 1.4.7.2
- Fixed an issue with shuffle_ganon/fix_gtower_exit causing a generation failure
- More HMG fixes by Muffins
- 1.4.7.1
- Fixed an issue with the repaired "beemizer" setting not being backwards compatible
- 1.4.7
- Fixed generation error with Big Key in starting inventory (thanks Cody!)
- HMG/NL logic fixes by Muffins
- Enemizer: Disabled Walking Zora in the UW due to crash with Swamola (they ignore a lot of collison anyway)
- Enemizer: Fixed an issue with enemizer bush sprites
- Enemizer: Banned new Mimics from being the randomized bush sprite due to crash
- "Beatable" or "accessibility: none" can now use randomized trap doors to seal off entire parts of dungeons (was intended, bug prevented the logic skip)
- Logic error with enemizer and standard should use new enemy logic rules
- Fixed a bug with the inconsistent treatment of the beemizer setting
- Fixed an issue with returning Blacksmith in Simple shuffle (when blacksmith is at Link's House)
- Fixed an issue with dark sanctuary spawn at tavern north door (thanks Codemann!)
- Various enemy bans for the last few months
ALttPDoorRandomizer 1.4.7.1
Patch Notes
- 1.4.7.1
- Fixed
beemizer: 0
to not crash, but be automatically converted to the new string format.
- Fixed
ALttPDoorRandomizer 1.4.7
Patch Notes
- 1.4.7
- Fixed generation error with Big Key in starting inventory (thanks Cody!)
- HMG/NL logic fixes by Muffins
- Enemizer: Disabled Walking Zora in the UW due to crash with Swamola (they ignore a lot of collison anyway)
- Enemizer: Fixed an issue with enemizer bush sprites
- Enemizer: Banned new Mimics from being the randomized bush sprite due to crash
- "Beatable" or "accessibility: none" can now use randomized trap doors to seal off entire parts of dungeons (was intended, bug prevented the logic skip)
- Logic error with enemizer and standard should use new enemy logic rules
- Fixed a bug with the inconsistent treatment of the beemizer setting
- Fixed an issue with returning Blacksmith in Simple shuffle (when blacksmith is at Link's House)
- Fixed an issue with dark sanctuary spawn at tavern north door (thanks Codemann!)
- Various enemy bans for the last few months
ALttPDoorRandomizer 1.4.6
Patch Notes
1.4.6
- Restores original Sanc & Quit behavior, if Aga1 is not dead, then no quick pyramid warp
- Fixed problem with Lite/Lean shuffling some fairy caves unnecessarily
- The 300 Rupees item is now marked as priority, so it will not be used as GT junk fill (this matches a change in the VT randomizer)
- Murahdahla is now logically accessible in inverted mode as a bunny. May affect some beatable-only TFH seeds by allowing Moon Pearl to be inaccessible.
- Fixed an issue around PreferredLocationGroups in customizer which would not work with pre-activated Ocraina or priority items.
- Minor fix on triforce text
- Enemy bans for poor placements
ALttPDoorRandomizer 1.4.5
Patch Notes
1.4.5
-
Logic: Added appropriate enemy logic to GT Mimics 1 and 2 rooms
-
Logic: Added appropriate enemy logic to Mire 2 room. Note this does change the default logical strats, due to how enemy kill logic works.
- Ice Rod + 1 Bomb is now out of logic
- Fire Rod + 1 Bomb is now out of logic
- Fire Rod + 1 magic extension is still in logic
- Byrna + 1 magic extension is newly in logic
(One magic extension is either half magic or a bottle with the ability to purchase a blue or green potion) In general, making up for a lack of magic extension with a few bombs is something that could be added to the logic. Using the ice rod to freeze an enemy and then using that enemy to deal blunt damage and then using bombs to clear the frozen enemy is another strategy that could be added to the logic someday. If these are important to you, let me know.
-
Generation: Fixed an issue with dungeonsfull shuffle
ALttPDoorRandomizer 1.4.4
Patch Notes
1.4.4
- Fixed a crash bear the end of the credits when total collection rate was over 1000
ALttPDoorRandomizer 1.4.3
New Features
File Select/End Game screen: Mirror Scroll and Pseudoboots added (Thanks Hiimcody!)
Patch Notes
- 1.4.3
- Key Logic Algorithm: Renamed "Default" to "Dangerous" to indicate the potential soft-lock issues
- Hera Basement Cage: Fix for small key counting multiple times (again)
- Generation: Fixed several generation problems with ER and intensity 3
- Customizer: Generation bug when attempting to place small keys
- Hints: Updated pedestal/tablet text to be more clear
- Enemizer: Various enemy bans
ALttPDoorRandomizer 1.4.2
New Features
ER Features
Skull Woods Shuffle
In an effort to reduce annoying Skull Woods layouts, several new options have been created.
- Original: Skull woods shuffles classically amongst itself unless insanity is the mode. This should mimic prior behavior.
- Restricted (Vanilla Drops, Entrances Restricted): Skull woods drops are vanilla. Skull woods entrances stay in skull woods and are shuffled.
- Loose (Vanilla Drops, Entrances use Shuffle): Skull woods drops are vanilla. The main ER mode's pool determines how to handle.
- Followdrops (Follow Linked Drops Setting): This looks at the new linked drop settings. If linked drops are turned on, then two new pairs of linked drop down and holes are formed. Skull front and the hole near the big chest form a pair. The east entrance to Skull 2 and th hole in the back of skull woods form another pair. If the mode is not a cross-world shuffle, then these 2 new drop-down pairs are limited to the dark world. The other drop-down in skull woods, the front two holes will be vanilla. If linked drops are off, then the mode determines how to handle the holes and entrances.
Linked Drops Override
This controls whether drops should be linked to nearby entrances or not.
- Unset: This uses the mode's default which is considered linked for all modes except insanity
- Linked: Forces drops to be linked to their entrances.
- Independent: Decouples drops from their entrances. In same-world shuffles, holes & entrances may be restricted to a singe world depending on settings and placement to prevent cross-world connection through holes and/or entrances in dungeons.
Brief Explanations
Loose Skull Woods Shuffle:
- Simple dungeons modes will attempt to fix the layout of skull woods to be more vanilla. This includes dungeonssimple, simple, and restricted ER modes.
- The dungeonsfull mode allows skull woods to be used as a connector but attempt to maintain same-world connectivity.
- Same world modes like lite & full will generally keep skull woods entrances to a single world to prevent cross-world connections. If not inverted, this is not guaranteed to be the dark world though.
- Cross-world modes will be eaiser to comprehend due to fewer restrictions like crossed, lean and swapped.
Followdrops with Linked Drops:
- Some modes don't care much about linked drops: simple, dungeonssimple, dungeonsfull
- Same-world modes like restricted, full, & lite will often keep skull woods drop pairs in the dark world and there are only 3 options there: pyramid, and the vanilla locations
- Cross-world modes will benefit the most from the changes as the drop pool expands by two new options for drop placement and guarantees a way out from skull woods west, though the connector must be located.
- Insanity with linked drops will kind of allow a player to scout holes, at the cost of not being to get back to the hole immediately.
Followdrops with Independent Drops:
- dungeonssimple will place holes vanilla anyway
- dungeonsfull will shuffle the holes
- Same-world modes like simple, restricted, full, & lite will likely pull all skull woods entrances to a single world. (It'll likely be the light world if a single hole is in the light world, unless inverted, then the reverse.)
- Cross-world modes like swapped, lean, and crossed will mean drops are no longer scoutable. Enjoy your coin flips!
- This is insanity's default anyway, no change.
Patch Notes
- 1.4.2
- New ER Options:
- Skull Woods shuffle options
- New option to override linked drop down behavior
- Customizer: You can now start with a "RandomWeapon" in the start inventory section
- Customizer: You may now start with "Big Magic" or "Small Magic" items
- Customizer: Suppress warning for missing items if they are in start inventory
- MultiClient: change default port to 23074 for newer SNI versions
- Generation: Fixed typo causing ER gen failure with Bomb Shop at Graveyard Ledge
- Deployment: New Github action build (Thanks Minnie T!)
- New ER Options:
ALttPDoorRandomizer v1.4.1.12-u.90
Patch Notes
- 1.4.1.12u
- New Entrance Shuffle algorithm no longer experimental
- Back of Tavern Shuffle now on by default
- Enemizer: Wallmasters banned from tiles where spiral staircases are. (Softlock issue)
- Packaged build of unstable now available
- Customizer: New PreferredLocationGroup for putting a set of items in a set of locations. See customizer docs.
- Customizer: Fixed an issue with starting with
Ocarina
and flute_mode is active - Spoiler: Some reformatting. Crystal reqs for GT/Ganon moved to requirements section so randomized requirements don't show up in the meta section
- Algorithm: Major_Only. Supports up to 16 extra locations (the visible heart pieces) for when major item count exceeds major location count. Examples: Triforce Hunt, Trinity (Triforce on Ped), Bomb bag shuffle
- Fix: HC Big Key drop doesn't count on Basic Doors when not shuffled
- Fix: Small Key for this dungeon in Hera Basement doesn't count twice for the key counter
- Fix: All cross-dungeon modes with restrict boss items should require map/compass for the boss
- Fixed a small bug with traversal algorithm
- Enemizer: Enemy bans
ALttPDoorRandomizer v1.1.8-dev.87
Bug Fixes and Notes
- 1.1.8
- Updated tournament winners