Archipelago/worlds/lingo/data/LL1.yaml

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---
# This file is an associative array where the keys are region names. Rooms
# have a number of properties:
# - entrances
# - panels
# - doors
# - panel_doors
# - paintings
# - progression
# - sunwarps
#
# entrances is an array of regions from which this room can be accessed. The
# key of each entry is the room that can access this one. The value is a list
# of OR'd requirements for being able to access this room from the other one,
# although the list can be elided if there is only one requirement, and the
# value True can be used if there are no requirements (i.e. you always have
# access to this room if you have access to the other). Each requirement
# describes a door that must be opened in order to access this room from the
# other. The door is described by both the door's name and the name of the
# room that the door is in. The room name may be omitted if the door is
# located in the current room.
#
# panels is a named array of panels in the room. The key of the array is an
# arbitrary name for the panel. Panels can have the following fields:
# - id: The internal ID of the panel in the LINGO map
# - required_room: In addition to having access to this room, the player must
# also have access to this other room in order to solve this
# panel.
# - required_door: In addition to having access to this room, the player must
# also have this door opened in order to solve this panel.
# - required_panel: In addition to having access to this room, the player must
# also be able to access this other panel in order to solve
# this panel.
# - colors: A list of colors that are required to be unlocked in order
# to solve this panel
# - check: A location check will be created for this individual panel.
# - exclude_reduce: Panel checks are assumed to be INCLUDED when reduce checks
# is on. This option excludes the check anyway.
# - tag: Label that describes how panel randomization should be
# done. In reorder mode, panels with the same tag can be
# shuffled amongst themselves. "forbid" is a special value
# meaning that no randomization should be done. This field is
# mandatory.
# - link: Panels with the same link label are randomized as a group.
# - subtag: Used to identify the separate parts of a linked group.
# - copy_to_sign: When randomizing this panel, the hint should be copied to
# the specified sign(s).
# - achievement: The name of the achievement that is received upon solving
# this panel.
# - non_counting: If True, this panel does not contribute to the total needed
# to unlock Level 2.
# - hunt: If True, the tracker will show this panel even when it is
# not a check. Used for hunts like the Number Hunt.
#
# doors is a named array of doors associated with this room. When door
# randomization is enabled, each of these is an item. The key is a name that
# will be displayed as part of the item's name. Doors can have the following
# fields:
# - id: A string or list of internal door IDs from the LINGO map.
# In door shuffle mode, collecting the item generated for
# this door will open the doors listed here.
# - painting_id: An internal ID of a painting that should be moved upon
# receiving this door.
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
# - warp_id: An internal ID or IDs of warps that should be disabled
# until receiving this door.
# - panels: These are the panels that canonically open this door. If
# there is only one panel for the door, then that panel is a
# check. If there is more than one panel, then that entire
# set of panels must be solved for a check. Panels can
# either be a string (representing a panel in this room) or
# a dict containing "room" and "panel".
# - item_name: Overrides the name of the item generated for this door.
# If not specified, the item name will be generated from
# the room name and the door name.
# - item_group: If set, this item will be in the specified item group.
# - location_name: Overrides the name of the location generated for this
# door. If not specified, the location name will be
# generated using the names of the panels.
# - skip_location: If true, no location is generated for this door.
# - skip_item: If true, no item is generated for this door.
# - door_group: When simple doors is used, all doors with the same group
# will be covered by a single item.
# - include_reduce: Door checks are assumed to be EXCLUDED when reduce checks
# is on. This option includes the check anyway.
# - event: Denotes that the door is event only. This is similar to
# setting both skip_location and skip_item.
#
# panel_doors is a named array of "panel doors" associated with this room.
# When panel door shuffle is enabled, each of these becomes an item, and those
# items block access to the listed panels. The key is a name for internal
# reference only. Panel doors can have the following fields:
# - panels: Required. This is the set of panels that are blocked by this
# panel door.
# - item_name: Overrides the name of the item generated for this panel
# door. If not specified, the item name will be generated from
# the room name and the name(s) of the panel(s).
# - panel_group: When region grouping is enabled, all panel doors with the
# same group will be covered by a single item.
#
# paintings is an array of paintings in the room. This is used for painting
# shuffling.
# - id: The internal painting ID from the LINGO map.
# - enter_only: If true, painting shuffling will not place a warp exit on
# this painting.
# - exit_only: If true, painting shuffling will not place a warp entrance
# on this painting.
# - orientation: One of north/south/east/west. This is the direction that
# the player is facing when they are interacting with it,
# not the orientation of the painting itself. "North" is
# the direction the player faces at a new game, with the
# positive X axis to the right.
# - required_door: This door must be open for the painting to be usable as an
# entrance. If required_door is set, enter_only must be
# True.
# - required: Marks a painting as being the only entrance for a room,
# and thus it is required to be an exit when randomized.
# Use "required_when_no_doors" instead if it would be
# possible to enter the room without the painting in door
# shuffle mode.
# - req_blocked: Marks that a painting cannot be an entrance leading to a
# required painting. Paintings within a room that has a
# required painting are automatically req blocked.
# Use "req_blocked_when_no_doors" instead if it would be
# fine in door shuffle mode.
# - move: Denotes that the painting is able to move.
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
#
# progression is a named array of items that define an ordered set of items.
# progression items do not have any true connection to the rooms that they
# are defined in, but it is best to place them in a thematically appropriate
# room. The key for a progression entry is the name of the item that will be
# created. A progression entry is a dictionary with one or both of a "doors"
# key and a "panel_doors" key. These fields should be lists of doors or
# panel doors that will be contained in this progressive item.
#
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
# sunwarps is an array of sunwarps in the room. This is used for sunwarp
# shuffling.
# - dots: The number of dots on this sunwarp.
# - direction: "enter" or "exit"
# - entrance_indicator_pos: Coordinates for where the entrance indicator
# should be placed if this becomes an entrance.
# - orientation: One of north/south/east/west.
Starting Room:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Menu:
warp: True
Outside The Wise:
painting: True
Rhyme Room (Circle):
painting: True
Rhyme Room (Target):
painting: True
Wondrous Lobby:
painting: True
Orange Tower Third Floor:
painting: True
Color Hunt:
painting: True
Owl Hallway:
painting: True
The Wondrous:
room: The Wondrous
door: Exit
painting: True
Orange Tower Sixth Floor:
painting: True
Orange Tower Basement:
painting: True
The Colorful:
painting: True
Welcome Back Area:
room: Welcome Back Area
door: Shortcut to Starting Room
Second Room:
door: Main Door
Hidden Room:
door: Back Right Door
Rhyme Room (Looped Square):
door: Rhyme Room Entrance
panels:
HI:
id: Entry Room/Panel_hi_hi
tag: midwhite
check: True
HIDDEN:
id: Entry Room/Panel_hidden_hidden
tag: midwhite
TYPE:
id: Entry Room/Panel_type_type
tag: midwhite
THIS:
id: Entry Room/Panel_this_this
tag: midwhite
WRITE:
id: Entry Room/Panel_write_write
tag: midwhite
SAME:
id: Entry Room/Panel_same_same
tag: midwhite
doors:
Main Door:
event: True
panels:
- HI
Back Right Door:
id: Entry Room Area Doors/Door_hidden_hidden
include_reduce: True
panels:
- HIDDEN
Rhyme Room Entrance:
id:
- Palindrome Room Area Doors/Door_level_level_2
- Palindrome Room Area Doors/Door_racecar_racecar_2
- Palindrome Room Area Doors/Door_solos_solos_2
skip_location: True
door_group: Rhyme Room Doors
panels:
- room: The Tenacious
panel: LEVEL (Black)
- room: The Tenacious
panel: RACECAR (Black)
- room: The Tenacious
panel: SOLOS (Black)
panel_doors:
HIDDEN:
panels:
- HIDDEN
paintings:
- id: arrows_painting
exit_only: True
orientation: south
- id: arrows_painting2
disable: True
move: True
- id: arrows_painting3
disable: True
move: True
- id: garden_painting_tower2
enter_only: True
orientation: north
move: True
required_door:
room: Hedge Maze
door: Painting Shortcut
- id: flower_painting_8
enter_only: True
orientation: north
move: True
required_door:
room: Courtyard
door: Painting Shortcut
- id: symmetry_painting_a_starter
enter_only: True
orientation: west
move: True
required_door:
room: The Wondrous (Doorknob)
door: Painting Shortcut
- id: pencil_painting6
enter_only: True
orientation: east
move: True
required_door:
room: Outside The Bold
door: Painting Shortcut
- id: blueman_painting_3
enter_only: True
orientation: east
move: True
required_door:
room: Outside The Undeterred
door: Painting Shortcut
- id: eyes_yellow_painting2
enter_only: True
orientation: west
move: True
required_door:
room: Outside The Agreeable
door: Painting Shortcut
Hidden Room:
entrances:
Starting Room:
room: Starting Room
door: Back Right Door
The Seeker:
door: Seeker Entrance
Dead End Area:
door: Dead End Door
Knight Night (Outer Ring):
door: Knight Night Entrance
panels:
DEAD END:
id: Appendix Room/Panel_deadend_deadened
check: True
exclude_reduce: True
tag: topwhite
OPEN:
id: Heteronym Room/Panel_entrance_entrance
tag: midwhite
LIES:
id: Appendix Room/Panel_lies_lies
tag: midwhite
doors:
Dead End Door:
id: Appendix Room Area Doors/Door_rat_tar_2
skip_location: true
door_group: Dead End Area Access
panels:
- room: Hub Room
panel: RAT
Knight Night Entrance:
id: Appendix Room Area Doors/Door_rat_tar_4
skip_location: true
panels:
- room: Hub Room
panel: RAT
Seeker Entrance:
id: Entry Room Area Doors/Door_entrance_entrance
item_name: The Seeker - Entrance
item_group: Achievement Room Entrances
panels:
- OPEN
Rhyme Room Entrance:
id:
- Appendix Room Area Doors/Door_rat_tar_3
- Double Room Area Doors/Door_room_entry_stairs
skip_location: True
door_group: Rhyme Room Doors
panels:
- room: The Tenacious
panel: LEVEL (Black)
- room: The Tenacious
panel: RACECAR (Black)
- room: The Tenacious
panel: SOLOS (Black)
- room: Hub Room
panel: RAT
panel_doors:
OPEN:
panels:
- OPEN
paintings:
- id: owl_painting
orientation: north
The Seeker:
entrances:
Hidden Room:
room: Hidden Room
door: Seeker Entrance
Pilgrim Room:
room: Pilgrim Room
door: Shortcut to The Seeker
panels:
Achievement:
id: Countdown Panels/Panel_seeker_seeker
# The Seeker uniquely has the property that 1) it can be entered (through the Pilgrim Room) without opening the
# front door in panels mode door shuffle, and 2) the front door panel is part of the CDP. This necessitates this
# required_panel clause, because the entrance panel needs to be solvable for the achievement even if an
# alternate entrance to the room is used.
required_panel:
room: Hidden Room
panel: OPEN
tag: forbid
check: True
achievement: The Seeker
BEAR (1):
id: Heteronym Room/Panel_bear_bear
tag: midwhite
MINE (1):
id: Heteronym Room/Panel_mine_mine
tag: double midwhite
subtag: left
link: exact MINE
MINE (2):
id: Heteronym Room/Panel_mine_mine_2
tag: double midwhite
subtag: right
link: exact MINE
BOW:
id: Heteronym Room/Panel_bow_bow
tag: midwhite
DOES:
id: Heteronym Room/Panel_does_does
tag: midwhite
MOBILE (1):
id: Heteronym Room/Panel_mobile_mobile
tag: double midwhite
subtag: left
link: exact MOBILE
MOBILE (2):
id: Heteronym Room/Panel_mobile_mobile_2
tag: double midwhite
subtag: right
link: exact MOBILE
DESERT:
id: Heteronym Room/Panel_desert_desert
tag: topmid white stack
subtag: mid
link: topmid DESERT
DESSERT:
id: Heteronym Room/Panel_desert_dessert
tag: topmid white stack
subtag: top
link: topmid DESERT
SOW:
id: Heteronym Room/Panel_sow_sow
tag: topmid white stack
subtag: mid
link: topmid SOW
SEW:
id: Heteronym Room/Panel_sow_so
tag: topmid white stack
subtag: top
link: topmid SOW
TO:
id: Heteronym Room/Panel_two_to
tag: double topwhite
subtag: left
link: hp TWO
TOO:
id: Heteronym Room/Panel_two_too
tag: double topwhite
subtag: right
link: hp TWO
WRITE:
id: Heteronym Room/Panel_write_right
tag: topwhite
EWE:
id: Heteronym Room/Panel_you_ewe
tag: topwhite
KNOT:
id: Heteronym Room/Panel_not_knot
tag: double topwhite
subtag: left
link: hp NOT
NAUGHT:
id: Heteronym Room/Panel_not_naught
tag: double topwhite
subtag: right
link: hp NOT
BEAR (2):
id: Heteronym Room/Panel_bear_bare
tag: topwhite
Second Room:
entrances:
Starting Room:
room: Starting Room
door: Main Door
Hub Room:
door: Exit Door
panels:
HI:
id: Entry Room/Panel_hi_high
tag: topwhite
LOW:
id: Entry Room/Panel_low_low
tag: forbid # This is a midwhite pretending to be a botwhite
ANOTHER TRY:
id: Entry Room/Panel_advance
tag: topwhite
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
non_counting: True # This is a counting panel in-game, but it can never count towards the LEVEL 2 panel hunt.
LEVEL 2:
# We will set up special rules for this in code.
id: EndPanel/Panel_level_2
tag: forbid
non_counting: True
check: True
doors:
Exit Door:
id: Entry Room Area Doors/Door_hi_high
location_name: Second Room - Good Luck
include_reduce: True
panels:
- HI
- LOW
Hub Room:
entrances:
Second Room:
room: Second Room
door: Exit Door
Dead End Area:
door: Near RAT Door
Crossroads:
door: Crossroads Entrance
The Tenacious:
door: Tenacious Entrance
Near Far Area: True
Hedge Maze:
door: Shortcut to Hedge Maze
Orange Tower First Floor:
room: Orange Tower First Floor
door: Shortcut to Hub Room
Owl Hallway:
painting: True
Outside The Initiated:
room: Outside The Initiated
door: Shortcut to Hub Room
The Traveled:
door: Traveled Entrance
Roof: True # through the sunwarp
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Outside The Undeterred:
room: Outside The Undeterred
door: Green Painting
painting: True
panels:
ORDER:
id: Shuffle Room/Panel_order_chaos
colors: black
tag: botblack
SLAUGHTER:
id: Palindrome Room/Panel_slaughter_laughter
colors: red
tag: midred
TRACE:
id: Maze Room/Panel_trace_trace
tag: midwhite
RAT:
id: Appendix Room/Panel_rat_tar
colors: black
check: True
exclude_reduce: True
tag: midblack
OPEN:
id: Synonym Room/Panel_open_open
tag: midwhite
FOUR:
id: Backside Room/Panel_four_four_3
tag: midwhite
hunt: True
required_door:
room: Outside The Undeterred
door: Fours
LOST:
id: Shuffle Room/Panel_lost_found
colors: black
tag: botblack
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check: True
FORWARD:
id: Entry Room/Panel_forward_forward
tag: midwhite
BETWEEN:
id: Entry Room/Panel_between_between
tag: midwhite
BACKWARD:
id: Entry Room/Panel_backward_backward
tag: midwhite
doors:
Crossroads Entrance:
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id:
- Shuffle Room Area Doors/Door_chaos
- Shuffle Room Area Doors/Door_swap
- Shuffle Room Area Doors/Door_swap2
- Shuffle Room Area Doors/Door_swap3
- Shuffle Room Area Doors/Door_swap4
panels:
- ORDER
Tenacious Entrance:
id: Palindrome Room Area Doors/Door_slaughter_laughter
door_group: Entrances to The Tenacious
item_group: Achievement Room Entrances
panels:
- SLAUGHTER
Shortcut to Hedge Maze:
id: Maze Area Doors/Door_trace_trace
door_group: Hedge Maze Doors
panels:
- TRACE
Near RAT Door:
id: Appendix Room Area Doors/Door_deadend_deadened
skip_location: True
door_group: Dead End Area Access
panels:
- room: Hidden Room
panel: DEAD END
Traveled Entrance:
id: Appendix Room Area Doors/Door_open_open
item_name: The Traveled - Entrance
door_group: Entrance to The Traveled
item_group: Achievement Room Entrances
panels:
- OPEN
panel_doors:
ORDER:
panels:
- ORDER
SLAUGHTER:
panel_group: Tenacious Entrance Panels
panels:
- SLAUGHTER
TRACE:
panels:
- TRACE
RAT:
panels:
- RAT
OPEN:
panels:
- OPEN
paintings:
- id: maze_painting
orientation: west
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
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sunwarps:
- dots: 1
direction: enter
entrance_indicator_pos: [18, 2.5, -17.01]
orientation: north
Dead End Area:
entrances:
Hidden Room:
room: Hidden Room
door: Dead End Door
Hub Room:
room: Hub Room
door: Near RAT Door
panels:
FOUR:
id: Backside Room/Panel_four_four_2
tag: midwhite
hunt: True
required_door:
room: Outside The Undeterred
door: Fours
EIGHT:
id: Backside Room/Panel_eight_eight_8
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Eights
paintings:
- id: smile_painting_6
orientation: north
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Sunwarps:
# This is a special, meta-ish room.
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
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Menu: True
doors:
1 Sunwarp:
warp_id: Teleporter Warps/Sunwarp_enter_1
door_group: Sunwarps
skip_location: True
item_name: "1 Sunwarp"
2 Sunwarp:
warp_id: Teleporter Warps/Sunwarp_enter_2
door_group: Sunwarps
skip_location: True
item_name: 2 Sunwarp
3 Sunwarp:
warp_id: Teleporter Warps/Sunwarp_enter_3
door_group: Sunwarps
skip_location: True
item_name: "3 Sunwarp"
4 Sunwarp:
warp_id: Teleporter Warps/Sunwarp_enter_4
door_group: Sunwarps
skip_location: True
item_name: 4 Sunwarp
5 Sunwarp:
warp_id: Teleporter Warps/Sunwarp_enter_5
door_group: Sunwarps
skip_location: True
item_name: "5 Sunwarp"
6 Sunwarp:
warp_id: Teleporter Warps/Sunwarp_enter_6
door_group: Sunwarps
skip_location: True
item_name: "6 Sunwarp"
progression:
Progressive Pilgrimage:
doors:
- 1 Sunwarp
- 2 Sunwarp
- 3 Sunwarp
- 4 Sunwarp
- 5 Sunwarp
- 6 Sunwarp
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Pilgrim Antechamber:
# The entrances to this room are special. When pilgrimage is enabled, we use a special access rule to determine
# whether a pilgrimage can succeed. When pilgrimage is disabled, the sun painting will be added to the pool.
panels:
HOT CRUST:
id: Lingo Room/Panel_shortcut
colors: yellow
tag: midyellow
PILGRIM:
id: Lingo Room/Panel_pilgrim
colors: blue
tag: midblue
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
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check: True
MASTERY:
id: Master Room/Panel_mastery_mastery14
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
doors:
Sun Painting:
item_name: Pilgrim Room - Sun Painting
item_group: Paintings
location_name: Pilgrim Room - HOT CRUST
painting_id: pilgrim_painting2
panels:
- HOT CRUST
Exit:
event: True
panels:
- PILGRIM
Pilgrim Room:
entrances:
The Seeker:
door: Shortcut to The Seeker
Pilgrim Antechamber:
room: Pilgrim Antechamber
door: Exit
panels:
THIS:
id: Lingo Room/Panel_lingo_9
colors: gray
tag: forbid
TIME ROOM:
id: Lingo Room/Panel_lingo_1
colors: purple
tag: toppurp
SCIENCE ROOM:
id: Lingo Room/Panel_lingo_2
tag: botwhite
SHINY ROCK ROOM:
id: Lingo Room/Panel_lingo_3
tag: botwhite
ANGRY POWER:
id: Lingo Room/Panel_lingo_4
colors:
- purple
tag: forbid
MICRO LEGION:
id: Lingo Room/Panel_lingo_5
colors: yellow
tag: midyellow
LOSERS RELAX:
id: Lingo Room/Panel_lingo_6
colors:
- black
tag: forbid
"906234":
id: Lingo Room/Panel_lingo_7
colors:
- orange
- blue
tag: forbid
MOOR EMORDNILAP:
id: Lingo Room/Panel_lingo_8
colors: black
tag: midblack
HALL ROOMMATE:
id: Lingo Room/Panel_lingo_10
colors:
- red
- blue
tag: forbid
ALL GREY:
id: Lingo Room/Panel_lingo_11
colors: yellow
tag: midyellow
PLUNDER ISLAND:
id: Lingo Room/Panel_lingo_12
colors:
- purple
- red
tag: forbid
FLOSS PATHS:
id: Lingo Room/Panel_lingo_13
colors:
- purple
- brown
tag: forbid
doors:
Shortcut to The Seeker:
id: Master Room Doors/Door_pilgrim_shortcut
include_reduce: True
panels:
- THIS
Crossroads:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Hub Room:
- room: Sunwarps
door: 1 Sunwarp
sunwarp: True
- room: Hub Room
door: Crossroads Entrance
Color Hallways:
warp: True
The Tenacious:
door: Tenacious Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Orange Tower Fourth Floor:
- warp: True # through IRK HORN
- door: Tower Entrance
Amen Name Area:
room: Lost Area
door: Exit
Roof: True # through the sunwarp
panels:
DECAY:
id: Palindrome Room/Panel_decay_day
colors: red
tag: midred
NOPE:
id: Sun Room/Panel_nope_open
colors: yellow
tag: midyellow
EIGHT:
id: Backside Room/Panel_eight_eight_5
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Eights
WE ROT:
id: Shuffle Room/Panel_tower
colors: yellow
tag: midyellow
WORDS:
id: Shuffle Room/Panel_words_sword
colors: yellow
tag: midyellow
SWORD:
id: Shuffle Room/Panel_sword_words
colors: yellow
tag: midyellow
TURN:
id: Shuffle Room/Panel_turn_runt
colors: yellow
tag: midyellow
BEND HI:
id: Shuffle Room/Panel_behind
colors: yellow
tag: midyellow
THE EYES:
id: Shuffle Room/Panel_eyes_see_shuffle
colors: yellow
check: True
exclude_reduce: True
required_door:
door: Hollow Hallway
tag: midyellow
CORNER:
id: Shuffle Room/Panel_corner_corner
required_door:
door: Hollow Hallway
tag: midwhite
HOLLOW:
id: Shuffle Room/Panel_hollow_hollow
required_door:
door: Hollow Hallway
tag: midwhite
SWAP:
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# In vanilla doors, solving this panel will open the way to Hub Room. This does not impact logic at all because
# Hub Room is always sphere 1 in vanilla doors.
id: Shuffle Room/Panel_swap_wasp
colors: yellow
tag: midyellow
GEL:
id: Shuffle Room/Panel_gel
colors: yellow
tag: topyellow
required_door:
door: Tower Entrance
THOUGH:
id: Shuffle Room/Panel_though
colors: yellow
tag: topyellow
required_door:
door: Tower Entrance
CROSSROADS:
id: Shuffle Room/Panel_crossroads_crossroads
tag: midwhite
doors:
Tenacious Entrance:
id: Palindrome Room Area Doors/Door_decay_day
door_group: Entrances to The Tenacious
item_group: Achievement Room Entrances
panels:
- DECAY
Discerning Entrance:
id: Shuffle Room Area Doors/Door_nope_open
item_name: The Discerning - Entrance
item_group: Achievement Room Entrances
panels:
- NOPE
Tower Entrance:
id:
- Shuffle Room Area Doors/Door_tower
- Shuffle Room Area Doors/Door_tower2
- Shuffle Room Area Doors/Door_tower3
- Shuffle Room Area Doors/Door_tower4
door_group: Crossroads - Tower Entrances
panels:
- WE ROT
Tower Back Entrance:
id: Shuffle Room Area Doors/Door_runt
location_name: Crossroads - TURN/RUNT
door_group: Crossroads - Tower Entrances
panels:
- TURN
- room: Orange Tower Fourth Floor
panel: RUNT (1)
Words Sword Door:
id:
- Shuffle Room Area Doors/Door_words_shuffle_3
- Shuffle Room Area Doors/Door_words_shuffle_4
door_group: Crossroads Doors
panels:
- WORDS
- SWORD
Eye Wall:
id: Shuffle Room Area Doors/Door_behind
door_group: Crossroads Doors
panels:
- BEND HI
Hollow Hallway:
id: Shuffle Room Area Doors/Door_crossroads6
skip_location: True
door_group: Crossroads Doors
panels:
- BEND HI
Roof Access:
id: Tower Room Area Doors/Door_level_6_2
skip_location: True
panels:
- room: Orange Tower First Floor
panel: DADS + ALE
- room: Outside The Undeterred
panel: ART + ART
- room: Orange Tower Third Floor
panel: DEER + WREN
- room: Orange Tower Fourth Floor
panel: LEARNS + UNSEW
- room: Orange Tower Fifth Floor
panel: DRAWL + RUNS
- room: Owl Hallway
panel: READS + RUST
- room: Ending Area
panel: THE END
panel_doors:
DECAY:
panel_group: Tenacious Entrance Panels
panels:
- DECAY
NOPE:
panels:
- NOPE
WE ROT:
panels:
- WE ROT
WORDS SWORD:
panels:
- WORDS
- SWORD
BEND HI:
panels:
- BEND HI
paintings:
- id: eye_painting
disable: True
orientation: east
move: True
required_door:
door: Eye Wall
- id: smile_painting_4
orientation: south
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
sunwarps:
- dots: 1
direction: exit
entrance_indicator_pos: [ -17, 2.5, -41.01 ]
orientation: north
progression:
Progressive Suits Area:
panel_doors:
- WORDS SWORD
- room: Lost Area
panel_door: LOST
- room: Amen Name Area
panel_door: AMEN NAME
Lost Area:
entrances:
Outside The Agreeable:
door: Exit
Crossroads:
room: Crossroads
door: Words Sword Door
panels:
LOST (1):
id: Shuffle Room/Panel_lost_lots
colors: yellow
tag: midyellow
LOST (2):
id: Shuffle Room/Panel_lost_slot
colors: yellow
tag: midyellow
doors:
Exit:
id:
- Shuffle Room Area Doors/Door_lost_shuffle_1
- Shuffle Room Area Doors/Door_lost_shuffle_2
location_name: Crossroads - LOST Pair
panels:
- LOST (1)
- LOST (2)
panel_doors:
LOST:
panels:
- LOST (1)
- LOST (2)
Amen Name Area:
entrances:
Crossroads:
room: Lost Area
door: Exit
Suits Area:
door: Exit
panels:
AMEN:
id: Shuffle Room/Panel_amen_mean
colors: yellow
tag: double midyellow
subtag: left
link: ana MEAN
NAME:
id: Shuffle Room/Panel_name_mean
colors: yellow
tag: double midyellow
subtag: right
link: ana MEAN
NINE:
id: Backside Room/Panel_nine_nine_3
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Nines
doors:
Exit:
id: Shuffle Room Area Doors/Door_mean
panels:
- AMEN
- NAME
panel_doors:
AMEN NAME:
panels:
- AMEN
- NAME
Suits Area:
entrances:
Amen Name Area:
room: Amen Name Area
door: Exit
Roof: True
panels:
SPADES:
id: Cross Room/Panel_spades_spades
tag: midwhite
CLUBS:
id: Cross Room/Panel_clubs_clubs
tag: midwhite
HEARTS:
id: Cross Room/Panel_hearts_hearts
tag: midwhite
paintings:
- id: west_afar
orientation: south
The Tenacious:
entrances:
Hub Room:
- room: Hub Room
door: Tenacious Entrance
- door: Shortcut to Hub Room
Crossroads:
room: Crossroads
door: Tenacious Entrance
Outside The Agreeable:
room: Outside The Agreeable
door: Tenacious Entrance
Dread Hallway:
room: Dread Hallway
door: Tenacious Entrance
panels:
LEVEL (Black):
id: Palindrome Room/Panel_level_level
colors: black
tag: midblack
RACECAR (Black):
id: Palindrome Room/Panel_racecar_racecar
colors: black
tag: palindrome
copy_to_sign: sign4
SOLOS (Black):
id: Palindrome Room/Panel_solos_solos
colors: black
tag: palindrome
copy_to_sign:
- sign5
- sign6
LEVEL (White):
id: Palindrome Room/Panel_level_level_2
tag: midwhite
RACECAR (White):
id: Palindrome Room/Panel_racecar_racecar_2
tag: midwhite
copy_to_sign: sign3
SOLOS (White):
id: Palindrome Room/Panel_solos_solos_2
tag: midwhite
copy_to_sign:
- sign1
- sign2
Achievement:
id: Countdown Panels/Panel_tenacious_tenacious
check: True
tag: forbid
required_panel:
- panel: LEVEL (Black)
- panel: RACECAR (Black)
- panel: SOLOS (Black)
- panel: LEVEL (White)
- panel: RACECAR (White)
- panel: SOLOS (White)
- room: Hub Room
panel: SLAUGHTER
- room: Crossroads
panel: DECAY
- room: Outside The Agreeable
panel: MASSACRED
- room: Dread Hallway
panel: DREAD
achievement: The Tenacious
doors:
Shortcut to Hub Room:
id:
- Palindrome Room Area Doors/Door_level_level_1
- Palindrome Room Area Doors/Door_racecar_racecar_1
- Palindrome Room Area Doors/Door_solos_solos_1
location_name: The Tenacious - Palindromes
door_group: Entrances to The Tenacious
panels:
- LEVEL (Black)
- RACECAR (Black)
- SOLOS (Black)
White Palindromes:
location_name: The Tenacious - White Palindromes
skip_item: True
panels:
- LEVEL (White)
- RACECAR (White)
- SOLOS (White)
panel_doors:
Black Palindromes:
item_name: The Tenacious - Black Palindromes (Panels)
panels:
- LEVEL (Black)
- RACECAR (Black)
- SOLOS (Black)
Near Far Area:
entrances:
Hub Room: True
Warts Straw Area:
door: Door
panels:
NEAR:
id: Symmetry Room/Panel_near_far
colors: black
tag: botblack
FAR:
id: Symmetry Room/Panel_far_near
colors: black
tag: botblack
doors:
Door:
id:
- Symmetry Room Area Doors/Door_near_far
- Symmetry Room Area Doors/Door_far_near
door_group: Symmetry Doors
item_name: Symmetry Room - Near Far Door
location_name: Symmetry Room - NEAR, FAR
panels:
- NEAR
- FAR
panel_doors:
NEAR FAR:
item_name: Symmetry Room - NEAR, FAR (Panels)
panel_group: Symmetry Room Panels
panels:
- NEAR
- FAR
progression:
Progressive Symmetry Room:
panel_doors:
- NEAR FAR
- room: Warts Straw Area
panel_door: WARTS STRAW
- room: Leaf Feel Area
panel_door: LEAF FEEL
Warts Straw Area:
entrances:
Near Far Area:
room: Near Far Area
door: Door
Leaf Feel Area:
door: Door
panels:
WARTS:
id: Symmetry Room/Panel_warts_straw
colors: black
tag: midblack
STRAW:
id: Symmetry Room/Panel_straw_warts
colors: black
tag: midblack
doors:
Door:
id:
- Symmetry Room Area Doors/Door_warts_straw
- Symmetry Room Area Doors/Door_straw_warts
door_group: Symmetry Doors
item_name: Symmetry Room - Warts Straw Door
location_name: Symmetry Room - WARTS, STRAW
panels:
- WARTS
- STRAW
panel_doors:
WARTS STRAW:
item_name: Symmetry Room - WARTS, STRAW (Panels)
panel_group: Symmetry Room Panels
panels:
- WARTS
- STRAW
Leaf Feel Area:
entrances:
Warts Straw Area:
room: Warts Straw Area
door: Door
Outside The Agreeable:
door: Door
panels:
LEAF:
id: Symmetry Room/Panel_leaf_feel
colors: black
tag: topblack
FEEL:
id: Symmetry Room/Panel_feel_leaf
colors: black
tag: topblack
doors:
Door:
id:
- Symmetry Room Area Doors/Door_leaf_feel
- Symmetry Room Area Doors/Door_feel_leaf
door_group: Symmetry Doors
item_name: Symmetry Room - Leaf Feel Door
location_name: Symmetry Room - LEAF, FEEL
panels:
- LEAF
- FEEL
panel_doors:
LEAF FEEL:
item_name: Symmetry Room - LEAF, FEEL (Panels)
panel_group: Symmetry Room Panels
panels:
- LEAF
- FEEL
Outside The Agreeable:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Crossroads:
warp: True
Lost Area:
room: Lost Area
door: Exit
The Tenacious:
door: Tenacious Entrance
The Agreeable:
door: Agreeable Entrance
Dread Hallway:
door: Black Door
Leaf Feel Area:
room: Leaf Feel Area
door: Door
Starting Room:
door: Painting Shortcut
painting: True
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Hallway Room (1):
warp: True
Hedge Maze: True # through the door to the sectioned-off part of the hedge maze
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Compass Room:
warp: True
panels:
MASSACRED:
id: Palindrome Room/Panel_massacred_sacred
colors: red
tag: midred
BLACK:
id: Symmetry Room/Panel_black_white
colors: black
tag: botblack
CLOSE:
id: Antonym Room/Panel_close_open
colors: black
tag: botblack
LEFT:
id: Symmetry Room/Panel_left_right
colors: black
tag: botblack
LEFT (2):
id: Symmetry Room/Panel_left_wrong
colors: black
tag: bot black black
RIGHT:
id: Symmetry Room/Panel_right_left
colors: black
tag: botblack
PURPLE:
id: Color Arrow Room/Panel_purple_afar
tag: midwhite
hunt: True
required_door:
door: Purple Barrier
FIVE (1):
id: Backside Room/Panel_five_five_5
tag: midwhite
hunt: True
required_door:
room: Outside The Undeterred
door: Fives
FIVE (2):
id: Backside Room/Panel_five_five_4
tag: midwhite
hunt: True
required_door:
room: Outside The Undeterred
door: Fives
HIDE:
id: Maze Room/Panel_hide_seek_4
colors: black
tag: botblack
DAZE:
id: Maze Room/Panel_daze_maze
colors: purple
tag: midpurp
doors:
Tenacious Entrance:
id: Palindrome Room Area Doors/Door_massacred_sacred
door_group: Entrances to The Tenacious
item_group: Achievement Room Entrances
panels:
- MASSACRED
Black Door:
id: Symmetry Room Area Doors/Door_black_white
door_group: Entrances to The Tenacious
panels:
- BLACK
Agreeable Entrance:
id: Symmetry Room Area Doors/Door_close_open
item_name: The Agreeable - Entrance
item_group: Achievement Room Entrances
panels:
- CLOSE
Painting Shortcut:
item_name: Starting Room - Street Painting
item_group: Paintings
painting_id: eyes_yellow_painting2
panels:
- RIGHT
Purple Barrier:
id: Color Arrow Room Doors/Door_purple_3
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
panel: PURPLE
panel_doors:
MASSACRED:
panel_group: Tenacious Entrance Panels
panels:
- MASSACRED
BLACK:
panels:
- BLACK
CLOSE:
panels:
- CLOSE
RIGHT:
panels:
- RIGHT
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
paintings:
- id: eyes_yellow_painting
orientation: east
sunwarps:
- dots: 6
direction: enter
entrance_indicator_pos: [ 3, 2.5, -55.01 ]
orientation: north
Compass Room:
entrances:
Outside The Agreeable:
warp: True
Cellar:
door: Lookout Entrance
warp: True
panels:
NORTH:
id: Cross Room/Panel_north_missing
colors: green
tag: forbid
required_panel:
- room: Outside The Bold
panel: SOUND
- room: Outside The Bold
panel: YEAST
- room: Outside The Bold
panel: WET
DIAMONDS:
id: Cross Room/Panel_diamonds_missing
colors: green
tag: forbid
required_room: Suits Area
FIRE:
id: Cross Room/Panel_fire_missing
colors: green
tag: forbid
required_room: Elements Area
WINTER:
id: Cross Room/Panel_winter_missing
colors: green
tag: forbid
required_room: Orange Tower Fifth Floor
doors:
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
Lookout Entrance:
id: Cross Room Doors/Door_missing
location_name: Outside The Agreeable - Lookout Panels
panels:
- NORTH
- WINTER
- DIAMONDS
- FIRE
panel_doors:
Lookout:
item_name: Compass Room Panels
panels:
- NORTH
- WINTER
- DIAMONDS
- FIRE
paintings:
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
- id: pencil_painting7
orientation: north
Dread Hallway:
entrances:
Outside The Agreeable:
room: Outside The Agreeable
door: Black Door
The Tenacious:
door: Tenacious Entrance
panels:
DREAD:
id: Palindrome Room/Panel_dread_dead
colors: red
tag: midred
doors:
Tenacious Entrance:
id: Palindrome Room Area Doors/Door_dread_dead
door_group: Entrances to The Tenacious
item_group: Achievement Room Entrances
panels:
- DREAD
The Agreeable:
entrances:
Outside The Agreeable:
room: Outside The Agreeable
door: Agreeable Entrance
Hedge Maze:
door: Shortcut to Hedge Maze
panels:
Achievement:
id: Countdown Panels/Panel_disagreeable_agreeable
colors: black
tag: forbid
required_room: Outside The Agreeable
check: True
achievement: The Agreeable
BYE:
id: Antonym Room/Panel_bye_hi
colors: black
tag: botblack
RETOOL:
id: Antonym Room/Panel_retool_looter
colors: black
tag: midblack
DRAWER:
id: Antonym Room/Panel_drawer_reward
colors: black
tag: midblack
READ:
id: Antonym Room/Panel_read_write
colors: black
tag: botblack
DIFFERENT:
id: Antonym Room/Panel_different_same
colors: black
tag: botblack
LOW:
id: Antonym Room/Panel_low_high
colors: black
tag: botblack
ALIVE:
id: Antonym Room/Panel_alive_dead
colors: black
tag: botblack
THAT:
id: Antonym Room/Panel_that_this
colors: black
tag: botblack
STRESSED:
id: Antonym Room/Panel_stressed_desserts
colors: black
tag: midblack
STAR:
id: Antonym Room/Panel_star_rats
colors: black
tag: midblack
2024-03-21 16:00:53 +00:00
TUBE:
id: Antonym Room/Panel_tame_mate
colors: black
tag: topblack
CAT:
id: Antonym Room/Panel_cat_tack
colors: black
tag: topblack
doors:
Shortcut to Hedge Maze:
id: Symmetry Room Area Doors/Door_bye_hi
item_group: Achievement Room Entrances
door_group: Hedge Maze Doors
panels:
- BYE
Hedge Maze:
entrances:
Hub Room:
room: Hub Room
door: Shortcut to Hedge Maze
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Color Hallways:
warp: True
The Agreeable:
room: The Agreeable
door: Shortcut to Hedge Maze
The Perceptive: True
The Observant:
door: Observant Entrance
Owl Hallway:
room: Owl Hallway
door: Shortcut to Hedge Maze
Roof: True
The Incomparable:
door: Observant Entrance
panels:
DOWN:
id: Maze Room/Panel_down_up
colors: black
tag: botblack
HIDE (1):
id: Maze Room/Panel_hide_seek
colors: black
tag: botblack
HIDE (2):
id: Maze Room/Panel_hide_seek_2
colors: black
tag: botblack
HIDE (3):
id: Maze Room/Panel_hide_seek_3
colors: black
tag: botblack
MASTERY (1):
id: Master Room/Panel_mastery_mastery5
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
MASTERY (2):
id: Master Room/Panel_mastery_mastery9
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
PATH (1):
id: Maze Room/Panel_path_lock
colors: green
tag: forbid
PATH (2):
id: Maze Room/Panel_path_knot
colors: green
tag: forbid
PATH (3):
id: Maze Room/Panel_path_lost
colors: green
tag: forbid
PATH (4):
id: Maze Room/Panel_path_open
colors: green
tag: forbid
PATH (5):
id: Maze Room/Panel_path_help
colors: green
tag: forbid
PATH (6):
id: Maze Room/Panel_path_hunt
colors: green
tag: forbid
PATH (7):
id: Maze Room/Panel_path_nest
colors: green
tag: forbid
PATH (8):
id: Maze Room/Panel_path_look
colors: green
tag: forbid
REFLOW:
id: Maze Room/Panel_reflow_flower
colors: yellow
tag: midyellow
LEAP:
id: Maze Room/Panel_leap_jump
tag: botwhite
doors:
Perceptive Entrance:
id: Maze Area Doors/Door_maze_maze
item_name: The Perceptive - Entrance
door_group: Hedge Maze Doors
item_group: Achievement Room Entrances
panels:
- DOWN
Painting Shortcut:
painting_id: garden_painting_tower2
item_name: Starting Room - Hedge Maze Painting
item_group: Paintings
skip_location: True
panels:
- DOWN
Observant Entrance:
id:
- Maze Area Doors/Door_look_room_1
- Maze Area Doors/Door_look_room_2
- Maze Area Doors/Door_look_room_3
skip_location: True
item_name: The Observant - Entrance
door_group: Observant Doors
item_group: Achievement Room Entrances
panels:
- room: The Perceptive
panel: GAZE
Hide and Seek:
skip_item: True
location_name: Hedge Maze - Hide and Seek
include_reduce: True
panels:
- HIDE (1)
- HIDE (2)
- HIDE (3)
- room: Outside The Agreeable
panel: HIDE
panel_doors:
DOWN:
panels:
- DOWN
The Perceptive:
entrances:
Starting Room:
room: Hedge Maze
door: Painting Shortcut
painting: True
Hedge Maze:
room: Hedge Maze
door: Perceptive Entrance
panels:
Achievement:
id: Countdown Panels/Panel_perceptive_perceptive
colors: green
tag: forbid
check: True
achievement: The Perceptive
GAZE:
id: Maze Room/Panel_look_look
check: True
exclude_reduce: True
tag: botwhite
panel_doors:
GAZE:
panels:
- GAZE
paintings:
- id: garden_painting_tower
orientation: north
The Fearless (First Floor):
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
The Perceptive:
warp: True
panels:
SPAN:
id: Naps Room/Panel_naps_span
colors: black
tag: midblack
TEAM:
id: Naps Room/Panel_team_meet
colors: black
tag: topblack
TEEM:
id: Naps Room/Panel_teem_meat
colors: black
tag: topblack
IMPATIENT:
id: Naps Room/Panel_impatient_doctor
colors: black
tag: bot black black
EAT:
id: Naps Room/Panel_eat_tea
colors: black
tag: topblack
doors:
Second Floor:
id: Naps Room Doors/Door_hider_5
location_name: The Fearless - First Floor Puzzles
door_group: Fearless Doors
panels:
- SPAN
- TEAM
- TEEM
- IMPATIENT
- EAT
progression:
Progressive Fearless:
doors:
- Second Floor
- room: The Fearless (Second Floor)
door: Third Floor
The Fearless (Second Floor):
entrances:
The Fearless (First Floor):
room: The Fearless (First Floor)
door: Second Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
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warp: True
panels:
NONE:
id: Naps Room/Panel_one_many
colors: black
tag: bot black top white
SUM:
id: Naps Room/Panel_one_none
colors: black
tag: top white bot black
FUNNY:
id: Naps Room/Panel_funny_enough
colors: black
tag: topblack
MIGHT:
id: Naps Room/Panel_might_time
colors: black
tag: topblack
SAFE:
id: Naps Room/Panel_safe_face
colors: black
tag: topblack
SAME:
id: Naps Room/Panel_same_mace
colors: black
tag: topblack
CAME:
id: Naps Room/Panel_came_make
colors: black
tag: topblack
doors:
Third Floor:
id:
- Naps Room Doors/Door_hider_1b2
- Naps Room Doors/Door_hider_new1
location_name: The Fearless - Second Floor Puzzles
door_group: Fearless Doors
panels:
- NONE
- SUM
- FUNNY
- MIGHT
- SAFE
- SAME
- CAME
The Fearless:
entrances:
The Fearless (First Floor):
room: The Fearless (Second Floor)
door: Third Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
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warp: True
panels:
Achievement:
id: Countdown Panels/Panel_fearless_fearless
colors: black
tag: forbid
check: True
achievement: The Fearless
EASY:
id: Naps Room/Panel_easy_soft
colors: black
tag: bot black black
SOMETIMES:
id: Naps Room/Panel_sometimes_always
colors: black
tag: bot black black
DARK:
id: Naps Room/Panel_dark_extinguish
colors: black
tag: bot black black
EVEN:
id: Naps Room/Panel_even_ordinary
colors: black
tag: bot black black
The Observant:
entrances:
Hedge Maze:
room: Hedge Maze
door: Observant Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
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The Incomparable:
warp: True
panels:
Achievement:
id: Countdown Panels/Panel_observant_observant
colors: green
check: True
tag: forbid
required_door:
door: Stairs
required_panel:
- panel: FOUR (1)
- panel: FOUR (2)
- panel: SIX
achievement: The Observant
FOUR (1):
id: Look Room/Panel_four_back
colors: green
tag: forbid
FOUR (2):
id: Look Room/Panel_four_side
colors: green
tag: forbid
BACKSIDE:
id: Backside Room/Panel_backside_2
tag: midwhite
hunt: True
required_door:
door: Backside Door
SIX:
id: Look Room/Panel_six_stairs
colors: green
tag: forbid
FOUR (3):
id: Look Room/Panel_four_ways
colors: green
tag: forbid
TWO (1):
id: Look Room/Panel_two_on
colors: green
tag: forbid
TWO (2):
id: Look Room/Panel_two_up
colors: green
tag: forbid
FIVE:
id: Look Room/Panel_five_swims
colors: green
tag: forbid
BELOW (1):
id: Look Room/Panel_eight_upstairs
colors: green
tag: forbid
required_door:
door: Stairs
BLUE:
id: Look Room/Panel_blue_toil
colors: green
tag: forbid
required_door:
door: Stairs
BELOW (2):
id: Look Room/Panel_four_stop
colors: green
tag: forbid
required_door:
door: Stairs
MINT (1):
id: Look Room/Panel_aqua_top
colors: green
tag: forbid
required_door:
door: Stairs
ESACREWOL:
id: Look Room/Panel_blue_hi
colors: green
tag: forbid
required_door:
door: Stairs
EULB:
id: Look Room/Panel_blue_hi2
colors: green
tag: forbid
required_door:
door: Stairs
NUMBERS (1):
id: Look Room/Panel_numbers_31
colors: green
tag: forbid
required_door:
door: Stairs
NUMBERS (2):
id: Look Room/Panel_numbers_52
colors: green
tag: forbid
required_door:
door: Stairs
MINT (2):
id: Look Room/Panel_aqua_oil
colors: green
tag: forbid
required_door:
door: Stairs
GREEN (1):
id: Look Room/Panel_eight_backside
colors: green
tag: forbid
required_door:
door: Stairs
GREEN (2):
id: Look Room/Panel_eight_sideways
colors: green
tag: forbid
required_door:
door: Stairs
doors:
Backside Door:
id: Maze Area Doors/Door_backside
door_group: Backside Doors
panels:
- FOUR (1)
- FOUR (2)
Stairs:
id: Maze Area Doors/Door_stairs
door_group: Observant Doors
panels:
- SIX
panel_doors:
BACKSIDE:
item_name: The Observant - Backside Entrance Panels
panel_group: Backside Entrance Panels
panels:
- FOUR (1)
- FOUR (2)
STAIRS:
panels:
- SIX
The Incomparable:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
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The Observant:
warp: True
Eight Room: True
Eight Alcove:
door: Eight Door
Orange Tower Sixth Floor:
painting: True
Hedge Maze:
room: Hedge Maze
door: Observant Entrance
panels:
Achievement:
id: Countdown Panels/Panel_incomparable_incomparable
colors: blue
check: True
tag: forbid
required_room:
- Eight Room
required_panel:
- room: Courtyard
panel: I
- room: Elements Area
panel: A
achievement: The Incomparable
A (One):
id: Strand Room/Panel_blank_a
colors: blue
tag: forbid
A (Two):
id: Strand Room/Panel_a_an
colors: blue
tag: forbid
A (Three):
id: Strand Room/Panel_a_and
colors: blue
tag: forbid
A (Four):
id: Strand Room/Panel_a_sand
colors: blue
tag: forbid
A (Five):
id: Strand Room/Panel_a_stand
colors: blue
tag: forbid
A (Six):
id: Strand Room/Panel_a_strand
colors: blue
tag: forbid
I (One):
id: Strand Room/Panel_blank_i
colors: blue
tag: forbid
I (Two):
id: Strand Room/Panel_i_in
colors: blue
tag: forbid
I (Three):
id: Strand Room/Panel_i_sin
colors: blue
tag: forbid
I (Four):
id: Strand Room/Panel_i_sing
colors: blue
tag: forbid
I (Five):
id: Strand Room/Panel_i_sting
colors: blue
tag: forbid
I (Six):
id: Strand Room/Panel_i_string
colors: blue
tag: forbid
I (Seven):
id: Strand Room/Panel_i_strings
colors: blue
tag: forbid
doors:
Eight Door:
id: Red Blue Purple Room Area Doors/Door_a_strands
location_name: Giant Sevens
door_group: Observant Doors
panels:
- I (Seven)
- room: Courtyard
panel: I
- room: Elements Area
panel: A
Eight Door (Outside The Initiated):
id: Red Blue Purple Room Area Doors/Door_a_strands2
item_name: Outside The Initiated - Eight Door
item_group: Achievement Room Entrances
skip_location: True
panels:
- room: The Incomparable
panel: I (Seven)
- room: Courtyard
panel: I
- room: Elements Area
panel: A
panel_doors:
Giant Sevens:
item_name: Giant Seven Panels
panels:
- I (Seven)
- room: Courtyard
panel: I
- room: Elements Area
panel: A
paintings:
- id: crown_painting
orientation: east
Eight Alcove:
entrances:
The Incomparable:
room: The Incomparable
door: Eight Door
Outside The Initiated:
room: The Incomparable
door: Eight Door (Outside The Initiated)
paintings:
- id: eight_painting2
orientation: north
Eight Room:
entrances:
Eight Alcove:
painting: True
panels:
Eight Back:
id: Strand Room/Panel_i_starling
colors: blue
tag: forbid
Eight Front:
id: Strand Room/Panel_i_starting
colors: blue
tag: forbid
Nine:
id: Strand Room/Panel_i_startling
colors: blue
tag: forbid
paintings:
- id: eight_painting
orientation: south
exit_only: True
required: True
Orange Tower:
# This is a special, meta-ish room.
entrances:
Menu: True
doors:
Second Floor:
id: Tower Room Area Doors/Door_level_1
skip_location: True
panels:
- room: Orange Tower First Floor
panel: DADS + ALE
Third Floor:
id: Tower Room Area Doors/Door_level_2
skip_location: True
panels:
- room: Orange Tower First Floor
panel: DADS + ALE
- room: Outside The Undeterred
panel: ART + ART
Fourth Floor:
id: Tower Room Area Doors/Door_level_3
skip_location: True
panels:
- room: Orange Tower First Floor
panel: DADS + ALE
- room: Outside The Undeterred
panel: ART + ART
- room: Orange Tower Third Floor
panel: DEER + WREN
Fifth Floor:
id: Tower Room Area Doors/Door_level_4
skip_location: True
panels:
- room: Orange Tower First Floor
panel: DADS + ALE
- room: Outside The Undeterred
panel: ART + ART
- room: Orange Tower Third Floor
panel: DEER + WREN
- room: Orange Tower Fourth Floor
panel: LEARNS + UNSEW
Sixth Floor:
id: Tower Room Area Doors/Door_level_5
skip_location: True
panels:
- room: Orange Tower First Floor
panel: DADS + ALE
- room: Outside The Undeterred
panel: ART + ART
- room: Orange Tower Third Floor
panel: DEER + WREN
- room: Orange Tower Fourth Floor
panel: LEARNS + UNSEW
- room: Orange Tower Fifth Floor
panel: DRAWL + RUNS
Seventh Floor:
id: Tower Room Area Doors/Door_level_6
skip_location: True
panels:
- room: Orange Tower First Floor
panel: DADS + ALE
- room: Outside The Undeterred
panel: ART + ART
- room: Orange Tower Third Floor
panel: DEER + WREN
- room: Orange Tower Fourth Floor
panel: LEARNS + UNSEW
- room: Orange Tower Fifth Floor
panel: DRAWL + RUNS
- room: Owl Hallway
panel: READS + RUST
panel_doors:
Access:
item_name: Orange Tower Panels
panels:
- room: Orange Tower First Floor
panel: DADS + ALE
- room: Outside The Undeterred
panel: ART + ART
- room: Orange Tower Third Floor
panel: DEER + WREN
- room: Orange Tower Fourth Floor
panel: LEARNS + UNSEW
- room: Orange Tower Fifth Floor
panel: DRAWL + RUNS
- room: Owl Hallway
panel: READS + RUST
progression:
Progressive Orange Tower:
doors:
- Second Floor
- Third Floor
- Fourth Floor
- Fifth Floor
- Sixth Floor
- Seventh Floor
Orange Tower First Floor:
entrances:
Hub Room:
door: Shortcut to Hub Room
Outside The Wanderer:
room: Outside The Wanderer
door: Tower Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Orange Tower Second Floor:
room: Orange Tower
door: Second Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Directional Gallery:
door: Salt Pepper Door
Roof: True # through the sunwarp
panels:
SECRET:
id: Shuffle Room/Panel_secret_secret
tag: midwhite
DADS + ALE:
id: Tower Room/Panel_dads_ale_dead_1
colors: orange
check: True
tag: midorange
SALT:
id: Backside Room/Panel_salt_pepper
colors: black
tag: botblack
doors:
Shortcut to Hub Room:
id: Shuffle Room Area Doors/Door_secret_secret
door_group: Orange Tower First Floor - Shortcuts
panels:
- SECRET
Salt Pepper Door:
id: Count Up Room Area Doors/Door_salt_pepper
location_name: Orange Tower First Floor - Salt Pepper Door
door_group: Orange Tower First Floor - Shortcuts
panels:
- SALT
- room: Directional Gallery
panel: PEPPER
panel_doors:
SECRET:
panels:
- SECRET
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
sunwarps:
- dots: 4
direction: enter
entrance_indicator_pos: [ -32, 2.5, -14.99 ]
orientation: south
Orange Tower Second Floor:
entrances:
Orange Tower First Floor:
room: Orange Tower
door: Second Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Orange Tower Third Floor:
room: Orange Tower
door: Third Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Outside The Undeterred:
warp: True
Orange Tower Third Floor:
entrances:
Knight Night Exit:
room: Knight Night (Final)
door: Exit
Orange Tower Second Floor:
room: Orange Tower
door: Third Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Orange Tower Fourth Floor:
room: Orange Tower
door: Fourth Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Hot Crusts Area:
room: Sunwarps
door: 2 Sunwarp
sunwarp: True
Bearer Side Area:
room: Bearer Side Area
door: Shortcut to Tower
Rhyme Room (Smiley):
door: Rhyme Room Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Art Gallery:
warp: True
Roof: True # by parkouring through the Bearer shortcut
panels:
RED:
id: Color Arrow Room/Panel_red_afar
tag: midwhite
hunt: True
required_door:
door: Red Barrier
DEER + WREN:
id: Tower Room/Panel_deer_wren_rats_3
colors: orange
check: True
tag: midorange
doors:
Red Barrier:
id: Color Arrow Room Doors/Door_red_6
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
panel: RED
Rhyme Room Entrance:
id: Double Room Area Doors/Door_room_entry_stairs2
skip_location: True
door_group: Rhyme Room Doors
panels:
- room: The Tenacious
panel: LEVEL (Black)
- room: The Tenacious
panel: RACECAR (Black)
- room: The Tenacious
panel: SOLOS (Black)
Orange Barrier: # see note in Outside The Initiated
id:
- Color Arrow Room Doors/Door_orange_hider_1
- Color Arrow Room Doors/Door_orange_hider_2
- Color Arrow Room Doors/Door_orange_hider_3
location_name: Color Barriers - RED and YELLOW
door_group: Color Hunt Barriers
item_name: Color Hunt - Orange Barrier
panels:
- RED
- room: Directional Gallery
panel: YELLOW
paintings:
- id: arrows_painting_6
orientation: east
- id: flower_painting_5
orientation: south
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
sunwarps:
- dots: 2
direction: exit
entrance_indicator_pos: [ 24.01, 2.5, 38 ]
orientation: west
- dots: 3
direction: enter
entrance_indicator_pos: [ 28.01, 2.5, 29 ]
orientation: west
Orange Tower Fourth Floor:
entrances:
Orange Tower Third Floor:
room: Orange Tower
door: Fourth Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Orange Tower Fifth Floor:
room: Orange Tower
door: Fifth Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Hot Crusts Area:
door: Hot Crusts Door
Crossroads:
- room: Crossroads
door: Tower Entrance
- room: Crossroads
door: Tower Back Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Courtyard:
- warp: True
- room: Crossroads
door: Tower Entrance
Roof: True # through the sunwarp
panels:
RUNT (1):
id: Shuffle Room/Panel_turn_runt2
colors: yellow
tag: midyellow
RUNT (2):
id: Shuffle Room/Panel_runt3
colors:
- yellow
- blue
tag: mid yellow blue
LEARNS + UNSEW:
id: Tower Room/Panel_learns_unsew_unrest_4
colors: orange
check: True
tag: midorange
HOT CRUSTS:
id: Shuffle Room/Panel_shortcuts
colors: yellow
tag: midyellow
IRK HORN:
id: Shuffle Room/Panel_corner
colors: yellow
check: True
exclude_reduce: True
tag: topyellow
doors:
Hot Crusts Door:
id: Shuffle Room Area Doors/Door_hotcrust_shortcuts
panels:
- HOT CRUSTS
panel_doors:
HOT CRUSTS:
panels:
- HOT CRUSTS
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
sunwarps:
- dots: 5
direction: enter
entrance_indicator_pos: [ -20, 3, -64.01 ]
orientation: north
Hot Crusts Area:
entrances:
Orange Tower Fourth Floor:
room: Orange Tower Fourth Floor
door: Hot Crusts Door
Roof: True # through the sunwarp
panels:
EIGHT:
id: Backside Room/Panel_eight_eight_3
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Eights
paintings:
- id: smile_painting_8
orientation: north
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
sunwarps:
- dots: 2
direction: enter
entrance_indicator_pos: [ -26, 3.5, -80.01 ]
orientation: north
Orange Tower Fifth Floor:
entrances:
Orange Tower Fourth Floor:
room: Orange Tower
door: Fifth Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Orange Tower Sixth Floor:
room: Orange Tower
door: Sixth Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Cellar:
room: Room Room
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
door: Cellar Exit
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Welcome Back Area:
door: Welcome Back
Outside The Initiated:
room: Art Gallery
door: Exit
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
panels:
SIZE (Small):
id: Entry Room/Panel_size_small
colors: gray
tag: forbid
SIZE (Big):
id: Entry Room/Panel_size_big
colors: gray
tag: forbid
DRAWL + RUNS:
id: Tower Room/Panel_drawl_runs_enter_5
colors: orange
check: True
tag: midorange
NINE:
id: Backside Room/Panel_nine_nine_2
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Nines
SUMMER:
id: Entry Room/Panel_summer_summer
tag: midwhite
AUTUMN:
id: Entry Room/Panel_autumn_autumn
tag: midwhite
SPRING:
id: Entry Room/Panel_spring_spring
tag: midwhite
PAINTING (1):
id: Panel Room/Panel_painting_flower
colors: green
tag: forbid
required_room: Cellar
PAINTING (2):
id: Panel Room/Panel_painting_eye
colors: green
tag: forbid
required_room: Cellar
PAINTING (3):
id: Panel Room/Panel_painting_snowman
colors: green
tag: forbid
required_room: Cellar
PAINTING (4):
id: Panel Room/Panel_painting_owl
colors: green
tag: forbid
required_room: Cellar
PAINTING (5):
id: Panel Room/Panel_painting_panda
colors: green
tag: forbid
required_room: Cellar
ROOM:
id: Panel Room/Panel_room_stairs
colors: gray
tag: forbid
required_room: Cellar
doors:
Welcome Back:
id: Entry Room Area Doors/Door_sizes
door_group: Welcome Back Doors
panels:
- SIZE (Small)
- SIZE (Big)
panel_doors:
SIZE:
item_name: Orange Tower Fifth Floor - SIZE Panels
panels:
- SIZE (Small)
- SIZE (Big)
paintings:
- id: hi_solved_painting3
orientation: south
- id: hi_solved_painting2
orientation: south
- id: east_afar
orientation: north
Orange Tower Sixth Floor:
entrances:
Orange Tower Fifth Floor:
room: Orange Tower
door: Sixth Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
The Scientific:
painting: True
paintings:
- id: arrows_painting_10
orientation: east
- id: owl_painting_3
orientation: north
- id: clock_painting
orientation: west
- id: scenery_painting_5d_2
orientation: south
- id: symmetry_painting_b_7
orientation: north
- id: panda_painting_2
orientation: south
- id: crown_painting2
orientation: north
- id: colors_painting2
orientation: south
- id: cherry_painting2
orientation: east
- id: hi_solved_painting
orientation: west
Ending Area:
entrances:
Orange Tower Sixth Floor:
room: Orange Tower
door: Seventh Floor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
panels:
THE END:
id: EndPanel/Panel_end_end
check: True
tag: forbid
non_counting: True
location_name: Orange Tower Seventh Floor - THE END
doors:
End:
event: True
panels:
- THE END
Orange Tower Seventh Floor:
entrances:
Ending Area:
room: Ending Area
door: End
panels:
THE MASTER:
# We will set up special rules for this in code.
id: Countdown Panels/Panel_master_master
check: True
tag: forbid
MASTERY:
# This is the MASTERY on the other side of THE FEARLESS. It can only be
# accessed by jumping from the top of the tower.
id: Master Room/Panel_mastery_mastery8
location_name: The Fearless - MASTERY
tag: midwhite
hunt: True
required_door:
door: Mastery
doors:
Mastery:
id:
- Master Room Doors/Door_tower_down
- Master Room Doors/Door_master_master
- Master Room Doors/Door_master_master_2
- Master Room Doors/Door_master_master_3
- Master Room Doors/Door_master_master_4
- Master Room Doors/Door_master_master_5
- Master Room Doors/Door_master_master_6
- Master Room Doors/Door_master_master_10
- Master Room Doors/Door_master_master_11
- Master Room Doors/Door_master_master_12
- Master Room Doors/Door_master_master_13
- Master Room Doors/Door_master_master_14
- Master Room Doors/Door_master_master_15
- Master Room Doors/Door_master_down
- Master Room Doors/Door_master_down2
skip_location: True
item_name: Mastery
panels:
- THE MASTER
Mastery Panels:
skip_item: True
location_name: Mastery Panels
panels:
- room: Room Room
panel: MASTERY
- room: The Steady (Topaz)
panel: MASTERY
- room: Orange Tower Basement
panel: MASTERY
- room: Arrow Garden
panel: MASTERY
- room: Hedge Maze
panel: MASTERY (1)
- room: Behind A Smile
panel: MASTERY
- room: Sixteen Colorful Squares
panel: MASTERY
- MASTERY
- room: Hedge Maze
panel: MASTERY (2)
- room: Among Treetops
panel: MASTERY
- room: Horizon's Edge
panel: MASTERY
- room: Beneath The Lookout
panel: MASTERY
- room: Elements Area
panel: MASTERY
- room: Pilgrim Antechamber
panel: MASTERY
- room: Rooftop Staircase
panel: MASTERY
paintings:
- id: map_painting2
orientation: north
enter_only: True # otherwise you might just skip the whole game!
req_blocked_when_no_doors: True # owl hallway in vanilla doors
Roof:
entrances:
Orange Tower Seventh Floor: True
Crossroads:
room: Crossroads
door: Roof Access
Behind A Smile:
entrances:
Roof: True
panels:
MASTERY:
id: Master Room/Panel_mastery_mastery6
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
STAIRCASE:
id: Open Areas/Panel_staircase
tag: midwhite
Sixteen Colorful Squares:
entrances:
Roof: True
panels:
MASTERY:
id: Master Room/Panel_mastery_mastery7
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
Among Treetops:
entrances:
Roof: True
panels:
MASTERY:
id: Master Room/Panel_mastery_mastery10
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
Horizon's Edge:
entrances:
Roof: True
panels:
MASTERY:
id: Master Room/Panel_mastery_mastery11
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
Beneath The Lookout:
entrances:
Roof: True
panels:
MASTERY:
id: Master Room/Panel_mastery_mastery12
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
Rooftop Staircase:
entrances:
Roof: True
panels:
MASTERY:
id: Master Room/Panel_mastery_mastery15
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
Orange Tower Basement:
entrances:
Orange Tower Sixth Floor:
room: Orange Tower Seventh Floor
door: Mastery
panels:
MASTERY:
id: Master Room/Panel_mastery_mastery3
tag: midwhite
hunt: True
THE LIBRARY:
id: EndPanel/Panel_library
check: True
tag: forbid
non_counting: True
paintings:
- id: arrows_painting_11
orientation: east
req_blocked_when_no_doors: True # owl hallway in vanilla doors
Courtyard:
entrances:
Roof: True
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Orange Tower Fourth Floor:
- warp: True
- room: Crossroads
door: Tower Entrance
Arrow Garden:
painting: True
Starting Room:
door: Painting Shortcut
painting: True
Yellow Backside Area:
room: First Second Third Fourth
door: Backside Door
The Colorful (White): True
panels:
I:
id: Strand Room/Panel_i_staring
colors: blue
tag: forbid
hunt: True
GREEN:
id: Color Arrow Room/Panel_green_afar
tag: midwhite
hunt: True
required_door:
door: Green Barrier
PINECONE:
id: Shuffle Room/Panel_pinecone_pine
colors: brown
tag: botbrown
ACORN:
id: Shuffle Room/Panel_acorn_oak
colors: brown
tag: botbrown
doors:
Painting Shortcut:
painting_id: flower_painting_8
item_name: Starting Room - Flower Painting
item_group: Paintings
skip_location: True
panels:
- room: First Second Third Fourth
panel: FIRST
- room: First Second Third Fourth
panel: SECOND
- room: First Second Third Fourth
panel: THIRD
- room: First Second Third Fourth
panel: FOURTH
Green Barrier:
id: Color Arrow Room Doors/Door_green_5
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
panel: GREEN
paintings:
- id: flower_painting_7
orientation: north
Yellow Backside Area:
entrances:
Courtyard:
room: First Second Third Fourth
door: Backside Door
Roof: True
panels:
BACKSIDE:
id: Backside Room/Panel_backside_3
tag: midwhite
hunt: True
NINE:
id: Backside Room/Panel_nine_nine_8
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Nines
paintings:
- id: blueman_painting
orientation: east
First Second Third Fourth:
# We are separating this door + its panels into its own room because they
# are accessible from two distinct regions (Courtyard and Yellow Backside
# Area). We need to do this because painting shuffle makes it possible to
# have access to Yellow Backside Area without having access to Courtyard,
# and we want it to still be in logic to solve these panels.
entrances:
Courtyard: True
Yellow Backside Area: True
panels:
FIRST:
id: Backside Room/Panel_first_first
tag: midwhite
SECOND:
id: Backside Room/Panel_second_second
tag: midwhite
THIRD:
id: Backside Room/Panel_third_third
tag: midwhite
FOURTH:
id: Backside Room/Panel_fourth_fourth
tag: midwhite
doors:
Backside Door:
id: Count Up Room Area Doors/Door_yellow_backside
door_group: Backside Doors
location_name: Courtyard - FIRST, SECOND, THIRD, FOURTH
item_name: Courtyard - Backside Door
panels:
- FIRST
- SECOND
- THIRD
- FOURTH
panel_doors:
FIRST SECOND THIRD FOURTH:
item_name: Courtyard - Ordinal Panels
panel_group: Backside Entrance Panels
panels:
- FIRST
- SECOND
- THIRD
- FOURTH
The Colorful (White):
entrances:
Courtyard: True
The Colorful (Black):
door: Progress Door
panels:
BEGIN:
id: Doorways Room/Panel_begin_start
tag: botwhite
doors:
Progress Door:
id: Doorway Room Doors/Door_white
item_name: The Colorful - White Door
door_group: Colorful Doors
location_name: The Colorful - White
panels:
- BEGIN
panel_doors:
BEGIN:
item_name: The Colorful - BEGIN (Panel)
panel_group: Colorful Panels
panels:
- BEGIN
The Colorful (Black):
entrances:
The Colorful (White):
room: The Colorful (White)
door: Progress Door
The Colorful (Red):
door: Progress Door
panels:
FOUND:
id: Doorways Room/Panel_found_lost
colors: black
tag: botblack
doors:
Progress Door:
id: Doorway Room Doors/Door_black
item_name: The Colorful - Black Door
location_name: The Colorful - Black
door_group: Colorful Doors
panels:
- FOUND
panel_doors:
FOUND:
item_name: The Colorful - FOUND (Panel)
panel_group: Colorful Panels
panels:
- FOUND
The Colorful (Red):
entrances:
The Colorful (Black):
room: The Colorful (Black)
door: Progress Door
The Colorful (Yellow):
door: Progress Door
panels:
LOAF:
id: Doorways Room/Panel_loaf_crust
colors: red
tag: botred
doors:
Progress Door:
id: Doorway Room Doors/Door_red
item_name: The Colorful - Red Door
location_name: The Colorful - Red
door_group: Colorful Doors
panels:
- LOAF
panel_doors:
LOAF:
item_name: The Colorful - LOAF (Panel)
panel_group: Colorful Panels
panels:
- LOAF
The Colorful (Yellow):
entrances:
The Colorful (Red):
room: The Colorful (Red)
door: Progress Door
The Colorful (Blue):
door: Progress Door
panels:
CREAM:
id: Doorways Room/Panel_eggs_breakfast
colors: yellow
tag: botyellow
doors:
Progress Door:
id: Doorway Room Doors/Door_yellow
item_name: The Colorful - Yellow Door
location_name: The Colorful - Yellow
door_group: Colorful Doors
panels:
- CREAM
panel_doors:
CREAM:
item_name: The Colorful - CREAM (Panel)
panel_group: Colorful Panels
panels:
- CREAM
The Colorful (Blue):
entrances:
The Colorful (Yellow):
room: The Colorful (Yellow)
door: Progress Door
The Colorful (Purple):
door: Progress Door
panels:
SUN:
id: Doorways Room/Panel_sun_sky
colors: blue
tag: botblue
doors:
Progress Door:
id: Doorway Room Doors/Door_blue
item_name: The Colorful - Blue Door
location_name: The Colorful - Blue
door_group: Colorful Doors
panels:
- SUN
panel_doors:
SUN:
item_name: The Colorful - SUN (Panel)
panel_group: Colorful Panels
panels:
- SUN
The Colorful (Purple):
entrances:
The Colorful (Blue):
room: The Colorful (Blue)
door: Progress Door
The Colorful (Orange):
door: Progress Door
panels:
SPOON:
id: Doorways Room/Panel_teacher_substitute
colors: purple
tag: botpurple
doors:
Progress Door:
id: Doorway Room Doors/Door_purple
item_name: The Colorful - Purple Door
location_name: The Colorful - Purple
door_group: Colorful Doors
panels:
- SPOON
panel_doors:
SPOON:
item_name: The Colorful - SPOON (Panel)
panel_group: Colorful Panels
panels:
- SPOON
The Colorful (Orange):
entrances:
The Colorful (Purple):
room: The Colorful (Purple)
door: Progress Door
The Colorful (Green):
door: Progress Door
panels:
LETTERS:
id: Doorways Room/Panel_walnuts_orange
colors: orange
tag: botorange
doors:
Progress Door:
id: Doorway Room Doors/Door_orange
item_name: The Colorful - Orange Door
location_name: The Colorful - Orange
door_group: Colorful Doors
panels:
- LETTERS
panel_doors:
LETTERS:
item_name: The Colorful - LETTERS (Panel)
panel_group: Colorful Panels
panels:
- LETTERS
The Colorful (Green):
entrances:
The Colorful (Orange):
room: The Colorful (Orange)
door: Progress Door
The Colorful (Brown):
door: Progress Door
panels:
WALLS:
id: Doorways Room/Panel_path_i
colors: green
tag: forbid
doors:
Progress Door:
id: Doorway Room Doors/Door_green
item_name: The Colorful - Green Door
location_name: The Colorful - Green
door_group: Colorful Doors
panels:
- WALLS
panel_doors:
WALLS:
item_name: The Colorful - WALLS (Panel)
panel_group: Colorful Panels
panels:
- WALLS
The Colorful (Brown):
entrances:
The Colorful (Green):
room: The Colorful (Green)
door: Progress Door
The Colorful (Gray):
door: Progress Door
panels:
IRON:
id: Doorways Room/Panel_iron_rust
colors: brown
tag: botbrown
doors:
Progress Door:
id: Doorway Room Doors/Door_brown
item_name: The Colorful - Brown Door
location_name: The Colorful - Brown
door_group: Colorful Doors
panels:
- IRON
panel_doors:
IRON:
item_name: The Colorful - IRON (Panel)
panel_group: Colorful Panels
panels:
- IRON
The Colorful (Gray):
entrances:
The Colorful (Brown):
room: The Colorful (Brown)
door: Progress Door
The Colorful:
door: Progress Door
panels:
OBSTACLE:
id: Doorways Room/Panel_obstacle_door
colors: gray
tag: forbid
doors:
Progress Door:
id: Doorway Room Doors/Door_gray
item_name: The Colorful - Gray Door
location_name: The Colorful - Gray
door_group: Colorful Doors
panels:
- OBSTACLE
panel_doors:
OBSTACLE:
item_name: The Colorful - OBSTACLE (Panel)
panel_group: Colorful Panels
panels:
- OBSTACLE
The Colorful:
entrances:
The Colorful (Gray):
room: The Colorful (Gray)
door: Progress Door
Roof: True
panels:
Achievement:
id: Countdown Panels/Panel_colorful_colorful
check: True
tag: forbid
required_panel:
- room: The Colorful (White)
panel: BEGIN
- room: The Colorful (Black)
panel: FOUND
- room: The Colorful (Red)
panel: LOAF
- room: The Colorful (Yellow)
panel: CREAM
- room: The Colorful (Blue)
panel: SUN
- room: The Colorful (Purple)
panel: SPOON
- room: The Colorful (Orange)
panel: LETTERS
- room: The Colorful (Green)
panel: WALLS
- room: The Colorful (Brown)
panel: IRON
- room: The Colorful (Gray)
panel: OBSTACLE
achievement: The Colorful
paintings:
- id: arrows_painting_12
orientation: north
progression:
Progressive Colorful:
doors:
- room: The Colorful (White)
door: Progress Door
- room: The Colorful (Black)
door: Progress Door
- room: The Colorful (Red)
door: Progress Door
- room: The Colorful (Yellow)
door: Progress Door
- room: The Colorful (Blue)
door: Progress Door
- room: The Colorful (Purple)
door: Progress Door
- room: The Colorful (Orange)
door: Progress Door
- room: The Colorful (Green)
door: Progress Door
- room: The Colorful (Brown)
door: Progress Door
- room: The Colorful (Gray)
door: Progress Door
panel_doors:
- room: The Colorful (White)
panel_door: BEGIN
- room: The Colorful (Black)
panel_door: FOUND
- room: The Colorful (Red)
panel_door: LOAF
- room: The Colorful (Yellow)
panel_door: CREAM
- room: The Colorful (Blue)
panel_door: SUN
- room: The Colorful (Purple)
panel_door: SPOON
- room: The Colorful (Orange)
panel_door: LETTERS
- room: The Colorful (Green)
panel_door: WALLS
- room: The Colorful (Brown)
panel_door: IRON
- room: The Colorful (Gray)
panel_door: OBSTACLE
Welcome Back Area:
entrances:
Starting Room:
door: Shortcut to Starting Room
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Hub Room:
warp: True
Outside The Wondrous:
warp: True
Outside The Undeterred:
warp: True
Outside The Agreeable:
warp: True
Outside The Wanderer:
warp: True
The Observant:
warp: True
Art Gallery:
warp: True
The Scientific:
warp: True
Cellar:
warp: True
Orange Tower Fifth Floor:
room: Orange Tower Fifth Floor
door: Welcome Back
Challenge Room:
room: Challenge Room
door: Welcome Door
panels:
WELCOME BACK:
id: Entry Room/Panel_return_return
tag: midwhite
SECRET:
id: Entry Room/Panel_secret_secret
tag: midwhite
CLOCKWISE:
id: Shuffle Room/Panel_clockwise_counterclockwise
colors: black
check: True
exclude_reduce: True
tag: botblack
doors:
Shortcut to Starting Room:
id: Entry Room Area Doors/Door_return_return
door_group: Welcome Back Doors
include_reduce: True
panels:
- WELCOME BACK
Owl Hallway:
entrances:
Hidden Room:
painting: True
Hedge Maze:
door: Shortcut to Hedge Maze
Orange Tower Sixth Floor:
painting: True
panels:
STRAYS:
id: Maze Room/Panel_strays_maze
colors: purple
tag: toppurp
READS + RUST:
id: Tower Room/Panel_reads_rust_lawns_6
colors: orange
check: True
tag: midorange
doors:
Shortcut to Hedge Maze:
id: Maze Area Doors/Door_strays_maze
door_group: Hedge Maze Doors
panels:
- STRAYS
panel_doors:
STRAYS:
panels:
- STRAYS
paintings:
- id: arrows_painting_8
orientation: south
- id: maze_painting_2
orientation: north
- id: owl_painting_2
orientation: south
required_when_no_doors: True
- id: clock_painting_4
orientation: north
Outside The Initiated:
entrances:
Hub Room:
door: Shortcut to Hub Room
Knight Night Exit:
room: Knight Night (Final)
door: Exit
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Orange Tower Third Floor:
room: Sunwarps
door: 3 Sunwarp
sunwarp: True
Orange Tower Fifth Floor:
room: Art Gallery
door: Exit
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Art Gallery:
room: Art Gallery
door: Exit
warp: True
The Bearer:
room: Art Gallery
door: Exit
Eight Alcove:
room: The Incomparable
door: Eight Door (Outside The Initiated)
The Optimistic: True
panels:
SEVEN (1):
id: Backside Room/Panel_seven_seven_5
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Sevens
SEVEN (2):
id: Backside Room/Panel_seven_seven_6
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Sevens
EIGHT:
id: Backside Room/Panel_eight_eight_7
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Eights
NINE:
id: Backside Room/Panel_nine_nine_4
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Nines
BLUE:
id: Color Arrow Room/Panel_blue_afar
tag: midwhite
hunt: True
required_door:
door: Blue Barrier
ORANGE:
id: Color Arrow Room/Panel_orange_afar
tag: midwhite
hunt: True
required_door:
door: Orange Barrier
UNCOVER:
id: Appendix Room/Panel_discover_recover
colors: purple
tag: midpurp
OXEN:
id: Rhyme Room/Panel_locked_knocked
colors: purple
tag: midpurp
PAST (1):
id: Shuffle Room/Panel_past_present
colors: brown
tag: botbrown
FUTURE (1):
id: Shuffle Room/Panel_future_present
colors:
- brown
- black
tag: bot brown black
FUTURE (2):
id: Shuffle Room/Panel_future_past
colors: black
tag: botblack
PAST (2):
id: Shuffle Room/Panel_past_future
colors: black
tag: botblack
PRESENT:
id: Shuffle Room/Panel_past_past
colors:
- brown
- black
tag: bot brown black
SMILE:
id: Open Areas/Panel_smile_smile
tag: midwhite
ANGERED:
id: Open Areas/Panel_angered_enraged
colors:
- yellow
tag: syn anagram
copy_to_sign: sign18
VOTE:
id: Open Areas/Panel_vote_veto
colors:
- yellow
- black
tag: ant anagram
copy_to_sign: sign17
doors:
Shortcut to Hub Room:
id: Appendix Room Area Doors/Door_recover_discover
panels:
- UNCOVER
Blue Barrier:
id: Color Arrow Room Doors/Door_blue_3
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
panel: BLUE
Orange Barrier:
id: Color Arrow Room Doors/Door_orange_3
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
panel: ORANGE
Initiated Entrance:
id: Red Blue Purple Room Area Doors/Door_locked_knocked
item_name: The Initiated - Entrance
item_group: Achievement Room Entrances
panels:
- OXEN
# These would be more appropriate in Champion's Rest, but as currently
# implemented, locations need to include at least one panel from the
# containing region.
Green Barrier:
id: Color Arrow Room Doors/Door_green_hider_1
location_name: Color Barriers - BLUE and YELLOW
item_name: Color Hunt - Green Barrier
door_group: Color Hunt Barriers
panels:
- BLUE
- room: Directional Gallery
panel: YELLOW
Purple Barrier:
id:
- Color Arrow Room Doors/Door_purple_hider_1
- Color Arrow Room Doors/Door_purple_hider_2
- Color Arrow Room Doors/Door_purple_hider_3
location_name: Color Barriers - RED and BLUE
item_name: Color Hunt - Purple Barrier
door_group: Color Hunt Barriers
panels:
- BLUE
- room: Orange Tower Third Floor
panel: RED
Entrance:
id:
- Color Arrow Room Doors/Door_all_hider_1
- Color Arrow Room Doors/Door_all_hider_2
- Color Arrow Room Doors/Door_all_hider_3
location_name: Color Barriers - GREEN, ORANGE and PURPLE
item_name: Champion's Rest - Entrance
panels:
- ORANGE
- room: Courtyard
panel: GREEN
- room: Outside The Agreeable
panel: PURPLE
panel_doors:
UNCOVER:
panels:
- UNCOVER
OXEN:
panels:
- OXEN
paintings:
- id: clock_painting_5
orientation: east
- id: smile_painting_1
orientation: north
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
sunwarps:
- dots: 3
direction: exit
entrance_indicator_pos: [ 89.99, 2.5, 1 ]
orientation: east
The Initiated:
entrances:
Outside The Initiated:
room: Outside The Initiated
door: Initiated Entrance
panels:
Achievement:
id: Countdown Panels/Panel_illuminated_initiated
colors: purple
tag: forbid
check: True
achievement: The Initiated
DAUGHTER:
id: Rhyme Room/Panel_daughter_laughter
colors: purple
tag: midpurp
START:
id: Rhyme Room/Panel_move_love
colors: purple
tag: double midpurp
subtag: left
link: change STARS
STARE:
id: Rhyme Room/Panel_stove_love
colors: purple
tag: double midpurp
subtag: right
link: change STARS
HYPE:
id: Rhyme Room/Panel_scope_type
colors: purple
tag: midpurp and rhyme
copy_to_sign: sign16
ABYSS:
id: Rhyme Room/Panel_abyss_this
colors: purple
tag: toppurp
SWEAT:
id: Rhyme Room/Panel_sweat_great
colors: purple
tag: double midpurp
subtag: left
link: change GREAT
BEAT:
id: Rhyme Room/Panel_beat_great
colors: purple
tag: double midpurp
subtag: right
link: change GREAT
ALUMNI:
id: Rhyme Room/Panel_alumni_hi
colors: purple
tag: midpurp and rhyme
copy_to_sign: sign14
PATS:
id: Rhyme Room/Panel_wrath_path
colors: purple
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
tag: forbid
KNIGHT:
id: Rhyme Room/Panel_knight_write
colors: purple
tag: double toppurp
subtag: left
link: change WRITE
BYTE:
id: Rhyme Room/Panel_byte_write
colors: purple
tag: double toppurp
subtag: right
link: change WRITE
MAIM:
id: Rhyme Room/Panel_maim_same
colors: purple
tag: toppurp
MORGUE:
id: Rhyme Room/Panel_chair_bear
colors: purple
tag: purple rhyme change stack
subtag: top
link: prcs CYBORG
CHAIR:
id: Rhyme Room/Panel_bare_bear
colors: purple
tag: toppurp
HUMAN:
id: Rhyme Room/Panel_cost_most
colors: purple
tag: purple rhyme change stack
subtag: bot
link: prcs CYBORG
BED:
id: Rhyme Room/Panel_bed_dead
colors: purple
tag: toppurp
The Optimistic:
entrances:
Outside The Initiated: True
panels:
BACKSIDE:
id: Backside Room/Panel_backside_1
tag: midwhite
Achievement:
id: Countdown Panels/Panel_optimistic_optimistic
check: True
tag: forbid
required_panel:
- panel: BACKSIDE
- room: The Observant
panel: BACKSIDE
- room: Yellow Backside Area
panel: BACKSIDE
- room: Directional Gallery
panel: BACKSIDE
- room: The Bearer
panel: BACKSIDE
achievement: The Optimistic
The Traveled:
entrances:
Hub Room:
room: Hub Room
door: Traveled Entrance
Color Hallways:
door: Color Hallways Entrance
panels:
Achievement:
id: Countdown Panels/Panel_traveled_traveled
required_room: Hub Room
tag: forbid
check: True
achievement: The Traveled
CLOSE:
id: Synonym Room/Panel_close_near
tag: botwhite
COMPOSE:
id: Synonym Room/Panel_compose_write
tag: double botwhite
subtag: left
link: syn WRITE
RECORD:
id: Synonym Room/Panel_record_write
tag: double botwhite
subtag: right
link: syn WRITE
CATEGORY:
id: Synonym Room/Panel_category_type
tag: botwhite
HELLO:
id: Synonym Room/Panel_hello_hi
tag: botwhite
DUPLICATE:
id: Synonym Room/Panel_duplicate_same
tag: double botwhite
subtag: left
link: syn SAME
IDENTICAL:
id: Synonym Room/Panel_identical_same
tag: double botwhite
subtag: right
link: syn SAME
DISTANT:
id: Synonym Room/Panel_distant_far
tag: botwhite
HAY:
id: Synonym Room/Panel_hay_straw
tag: botwhite
GIGGLE:
id: Synonym Room/Panel_giggle_laugh
tag: double botwhite
subtag: left
link: syn LAUGH
CHUCKLE:
id: Synonym Room/Panel_chuckle_laugh
tag: double botwhite
subtag: right
link: syn LAUGH
SNITCH:
id: Synonym Room/Panel_snitch_rat
tag: botwhite
CONCEALED:
id: Synonym Room/Panel_concealed_hidden
tag: botwhite
PLUNGE:
id: Synonym Room/Panel_plunge_fall
tag: double botwhite
subtag: left
link: syn FALL
AUTUMN:
id: Synonym Room/Panel_autumn_fall
tag: double botwhite
subtag: right
link: syn FALL
ROAD:
id: Synonym Room/Panel_growths_warts
tag: botwhite
FOUR:
id: Backside Room/Panel_four_four_4
tag: midwhite
hunt: True
required_door:
room: Outside The Undeterred
door: Fours
doors:
Color Hallways Entrance:
id: Appendix Room Area Doors/Door_hello_hi
door_group: Entrance to The Traveled
item_group: Achievement Room Entrances
panels:
- HELLO
Color Hallways:
entrances:
The Traveled:
room: The Traveled
door: Color Hallways Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Outside The Bold:
warp: True
Outside The Undeterred:
warp: True
Crossroads:
warp: True
Hedge Maze:
warp: True
The Optimistic:
warp: True # backside
Directional Gallery:
warp: True # backside
Yellow Backside Area:
warp: True
The Bearer:
room: The Bearer
door: Backside Door
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
The Observant:
room: The Observant
door: Backside Door
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Outside The Bold:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Color Hallways:
warp: True
Color Hunt:
room: Color Hunt
door: Shortcut to The Steady
The Bearer:
room: The Bearer
door: Entrance
Directional Gallery:
# There is a painting warp here from the Directional Gallery, but it
# only appears when the sixes are revealed. It could be its own item if
# we wanted.
room: Number Hunt
door: Sixes
painting: True
Starting Room:
door: Painting Shortcut
painting: True
Room Room: True # trapdoor
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Compass Room:
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
painting: True
panels:
UNOPEN:
id: Truncate Room/Panel_unopened_open
colors: red
tag: midred
BEGIN:
id: Rock Room/Panel_begin_begin
tag: midwhite
SIX:
id: Backside Room/Panel_six_six_4
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Sixes
NINE:
id: Backside Room/Panel_nine_nine_5
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Nines
LEFT:
id: Shuffle Room/Panel_left_left_2
tag: midwhite
RIGHT:
id: Shuffle Room/Panel_right_right_2
tag: midwhite
RISE (Horizon):
id: Open Areas/Panel_rise_horizon
colors: blue
tag: double topblue
subtag: left
link: expand HORIZON
RISE (Sunrise):
id: Open Areas/Panel_rise_sunrise
colors: blue
tag: double topblue
subtag: left
link: expand SUNRISE
ZEN:
id: Open Areas/Panel_son_horizon
colors: blue
tag: double topblue
subtag: right
link: expand HORIZON
SON:
id: Open Areas/Panel_son_sunrise
colors: blue
tag: double topblue
subtag: right
link: expand SUNRISE
STARGAZER:
id: Open Areas/Panel_stargazer_stargazer
tag: midwhite
required_door:
door: Stargazer Door
SOUND:
id: Cross Room/Panel_mouth_south
colors: purple
tag: midpurp
YEAST:
id: Cross Room/Panel_yeast_east
colors: red
tag: midred
WET:
id: Cross Room/Panel_wet_west
colors: blue
tag: midblue
doors:
Bold Entrance:
id: Red Blue Purple Room Area Doors/Door_unopened_open
item_name: The Bold - Entrance
item_group: Achievement Room Entrances
panels:
- UNOPEN
Painting Shortcut:
painting_id: pencil_painting6
skip_location: True
item_name: Starting Room - Pencil Painting
item_group: Paintings
panels:
- UNOPEN
Steady Entrance:
id: Rock Room Doors/Door_2
item_name: The Steady - Entrance
item_group: Achievement Room Entrances
panels:
- BEGIN
Lilac Entrance:
event: True
panels:
- room: The Steady (Rose)
panel: SOAR
Stargazer Door:
event: True
panels:
- RISE (Horizon)
- RISE (Sunrise)
- ZEN
- SON
panel_doors:
UNOPEN:
panels:
- UNOPEN
BEGIN:
panels:
- BEGIN
paintings:
- id: pencil_painting2
orientation: west
- id: north_missing2
orientation: north
The Bold:
entrances:
Outside The Bold:
room: Outside The Bold
door: Bold Entrance
panels:
Achievement:
id: Countdown Panels/Panel_emboldened_bold
colors: red
tag: forbid
check: True
achievement: The Bold
FOOT:
id: Truncate Room/Panel_foot_toe
colors: red
tag: botred
NEEDLE:
id: Truncate Room/Panel_needle_eye
colors: red
tag: double botred
subtag: left
link: mero EYE
FACE:
id: Truncate Room/Panel_face_eye
colors: red
tag: double botred
subtag: right
link: mero EYE
SIGN:
id: Truncate Room/Panel_sign_sigh
colors: red
tag: topred
HEARTBREAK:
id: Truncate Room/Panel_heartbreak_brake
colors: red
tag: topred
UNDEAD:
id: Truncate Room/Panel_undead_dead
colors: red
tag: double midred
subtag: left
link: trunc DEAD
DEADLINE:
id: Truncate Room/Panel_deadline_dead
colors: red
tag: double midred
subtag: right
link: trunc DEAD
SUSHI:
id: Truncate Room/Panel_sushi_hi
colors: red
tag: midred
THISTLE:
id: Truncate Room/Panel_thistle_this
colors: red
tag: midred
LANDMASS:
id: Truncate Room/Panel_landmass_mass
colors: red
tag: double midred
subtag: left
link: trunc MASS
MASSACRED:
id: Truncate Room/Panel_massacred_mass
colors: red
tag: double midred
subtag: right
link: trunc MASS
AIRPLANE:
id: Truncate Room/Panel_airplane_plain
colors: red
tag: topred
NIGHTMARE:
id: Truncate Room/Panel_nightmare_knight
colors: red
tag: topred
MOUTH:
id: Truncate Room/Panel_mouth_teeth
colors: red
tag: double botred
subtag: left
link: mero TEETH
SAW:
id: Truncate Room/Panel_saw_teeth
colors: red
tag: double botred
subtag: right
link: mero TEETH
HAND:
id: Truncate Room/Panel_hand_finger
colors: red
tag: botred
Outside The Undeterred:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Color Hallways:
warp: True
Orange Tower First Floor:
room: Sunwarps
door: 4 Sunwarp
sunwarp: True
Orange Tower Second Floor:
warp: True
The Artistic (Smiley):
warp: True
The Artistic (Panda):
warp: True
The Artistic (Apple):
warp: True
The Artistic (Lattice):
warp: True
Yellow Backside Area:
painting: True
Number Hunt:
door: Number Hunt
Directional Gallery:
room: Directional Gallery
door: Shortcut to The Undeterred
Starting Room:
door: Painting Shortcut
painting: True
panels:
HOLLOW:
id: Hallway Room/Panel_hollow_hollow
tag: midwhite
ART + ART:
id: Tower Room/Panel_art_art_eat_2
colors: orange
check: True
tag: midorange
PEN:
id: Blue Room/Panel_pen_open
colors: blue
tag: midblue
HUSTLING:
id: Open Areas/Panel_hustling_sunlight
colors: yellow
tag: midyellow
SUNLIGHT:
id: Open Areas/Panel_sunlight_light
colors: red
tag: midred
required_panel:
panel: HUSTLING
LIGHT:
id: Open Areas/Panel_light_bright
colors: purple
tag: midpurp
required_panel:
panel: SUNLIGHT
BRIGHT:
id: Open Areas/Panel_bright_sunny
tag: botwhite
required_panel:
panel: LIGHT
SUNNY:
id: Open Areas/Panel_sunny_rainy
colors: black
tag: botblack
required_panel:
panel: BRIGHT
RAINY:
id: Open Areas/Panel_rainy_rainbow
colors: brown
tag: botbrown
required_panel:
panel: SUNNY
check: True
ZERO:
id: Backside Room/Panel_zero_zero
tag: midwhite
required_door:
room: Number Hunt
door: Zero Door
ONE:
id: Backside Room/Panel_one_one
tag: midwhite
TWO (1):
id: Backside Room/Panel_two_two
tag: midwhite
required_door:
door: Twos
TWO (2):
id: Backside Room/Panel_two_two_2
tag: midwhite
required_door:
door: Twos
THREE (1):
id: Backside Room/Panel_three_three
tag: midwhite
required_door:
door: Threes
THREE (2):
id: Backside Room/Panel_three_three_2
tag: midwhite
required_door:
door: Threes
THREE (3):
id: Backside Room/Panel_three_three_3
tag: midwhite
required_door:
door: Threes
FOUR:
id: Backside Room/Panel_four_four
tag: midwhite
required_door:
door: Fours
doors:
Undeterred Entrance:
id: Red Blue Purple Room Area Doors/Door_pen_open
item_name: The Undeterred - Entrance
item_group: Achievement Room Entrances
panels:
- PEN
Painting Shortcut:
painting_id:
- blueman_painting_3
- arrows_painting3
skip_location: True
item_name: Starting Room - Blue Painting
item_group: Paintings
panels:
- PEN
Green Painting:
painting_id: maze_painting_3
skip_location: True
item_group: Paintings
panels:
- FOUR
Twos:
id:
- Count Up Room Area Doors/Door_two_hider
- Count Up Room Area Doors/Door_two_hider_2
include_reduce: True
item_group: Numbers
panels:
- ONE
Threes:
id:
- Count Up Room Area Doors/Door_three_hider
- Count Up Room Area Doors/Door_three_hider_2
- Count Up Room Area Doors/Door_three_hider_3
location_name: Twos
include_reduce: True
item_group: Numbers
panels:
- TWO (1)
- TWO (2)
Number Hunt:
id: Count Up Room Area Doors/Door_three_unlocked
location_name: Threes
include_reduce: True
panels:
- THREE (1)
- THREE (2)
- THREE (3)
Fours:
id:
- Count Up Room Area Doors/Door_four_hider
- Count Up Room Area Doors/Door_four_hider_2
- Count Up Room Area Doors/Door_four_hider_3
- Count Up Room Area Doors/Door_four_hider_4
skip_location: True
item_group: Numbers
panels:
- THREE (1)
- THREE (2)
- THREE (3)
Fives:
id:
- Count Up Room Area Doors/Door_five_hider
- Count Up Room Area Doors/Door_five_hider_4
- Count Up Room Area Doors/Door_five_hider_5
location_name: Fours
item_name: Number Hunt - Fives
item_group: Numbers
include_reduce: True
panels:
- FOUR
- room: Hub Room
panel: FOUR
- room: Dead End Area
panel: FOUR
- room: The Traveled
panel: FOUR
Challenge Entrance:
id: Count Up Room Area Doors/Door_zero_unlocked
item_name: Number Hunt - Challenge Entrance
item_group: Achievement Room Entrances
panels:
- ZERO
panel_doors:
ZERO:
panels:
- ZERO
PEN:
panels:
- PEN
TWO:
item_name: Two Panels
panels:
- TWO (1)
- TWO (2)
THREE:
item_name: Three Panels
panels:
- THREE (1)
- THREE (2)
- THREE (3)
FOUR:
item_name: Four Panels
panels:
- FOUR
- room: Hub Room
panel: FOUR
- room: Dead End Area
panel: FOUR
- room: The Traveled
panel: FOUR
paintings:
- id: maze_painting_3
enter_only: True
orientation: north
move: True
required_door:
door: Green Painting
- id: blueman_painting_2
orientation: east
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
sunwarps:
- dots: 4
direction: exit
entrance_indicator_pos: [ -89.01, 2.5, 4 ]
orientation: east
The Undeterred:
entrances:
Outside The Undeterred:
room: Outside The Undeterred
door: Undeterred Entrance
panels:
Achievement:
id: Countdown Panels/Panel_deterred_undeterred
colors: blue
tag: forbid
check: True
achievement: The Undeterred
BONE:
id: Blue Room/Panel_bone_skeleton
colors: blue
tag: botblue
EYE (1):
id: Blue Room/Panel_mouth_face
colors: blue
tag: double botblue
subtag: left
link: holo FACE
MOUTH:
id: Blue Room/Panel_eye_face
colors: blue
tag: double botblue
subtag: right
link: holo FACE
IRIS:
id: Blue Room/Panel_toucan_bird
colors: blue
tag: botblue
EYE (2):
id: Blue Room/Panel_two_toucan
colors: blue
tag: topblue
ICE:
id: Blue Room/Panel_ice_eyesight
colors: blue
tag: double topblue
subtag: left
link: hex EYESIGHT
HEIGHT:
id: Blue Room/Panel_height_eyesight
colors: blue
tag: double topblue
subtag: right
link: hex EYESIGHT
EYE (3):
id: Blue Room/Panel_eye_hi
colors: blue
tag: topblue
NOT:
id: Blue Room/Panel_not_notice
colors: blue
tag: midblue
JUST:
id: Blue Room/Panel_just_readjust
colors: blue
tag: double midblue
subtag: left
link: exp READJUST
READ:
id: Blue Room/Panel_read_readjust
colors: blue
tag: double midblue
subtag: right
link: exp READJUST
FATHER:
id: Blue Room/Panel_ate_primate
colors: blue
tag: midblue
FEATHER:
id: Blue Room/Panel_primate_mammal
colors: blue
tag: botblue
CONTINENT:
id: Blue Room/Panel_continent_planet
colors: blue
tag: double botblue
subtag: left
link: holo PLANET
OCEAN:
id: Blue Room/Panel_ocean_planet
colors: blue
tag: double botblue
subtag: right
link: holo PLANET
WALL:
id: Blue Room/Panel_wall_room
colors: blue
tag: botblue
Number Hunt:
# This works a little differently than in the base game. The door to the
# initial number in each set opens at the same time as the rest of the doors
# in that set.
entrances:
Outside The Undeterred:
room: Outside The Undeterred
door: Number Hunt
Directional Gallery:
door: Door to Directional Gallery
Challenge Room:
room: Outside The Undeterred
door: Challenge Entrance
panels:
FIVE:
id: Backside Room/Panel_five_five
tag: midwhite
required_door:
room: Outside The Undeterred
door: Fives
SIX:
id: Backside Room/Panel_six_six
tag: midwhite
required_door:
door: Sixes
SEVEN:
id: Backside Room/Panel_seven_seven
tag: midwhite
required_door:
door: Sevens
EIGHT:
id: Backside Room/Panel_eight_eight
tag: midwhite
required_door:
door: Eights
NINE:
id: Backside Room/Panel_nine_nine
tag: midwhite
required_door:
door: Nines
doors:
Door to Directional Gallery:
id: Count Up Room Area Doors/Door_five_unlocked
door_group: Directional Gallery Doors
skip_location: True
panels:
- FIVE
Sixes:
id:
- Count Up Room Area Doors/Door_six_hider
- Count Up Room Area Doors/Door_six_hider_2
- Count Up Room Area Doors/Door_six_hider_3
- Count Up Room Area Doors/Door_six_hider_4
- Count Up Room Area Doors/Door_six_hider_5
- Count Up Room Area Doors/Door_six_hider_6
painting_id: pencil_painting3 # See note in Outside The Bold
location_name: Fives
item_group: Numbers
include_reduce: True
panels:
- FIVE
- room: Outside The Agreeable
panel: FIVE (1)
- room: Outside The Agreeable
panel: FIVE (2)
- room: Directional Gallery
panel: FIVE (1)
- room: Directional Gallery
panel: FIVE (2)
First Six:
event: True
panels:
- SIX
Sevens:
id:
- Count Up Room Area Doors/Door_seven_hider
- Count Up Room Area Doors/Door_seven_unlocked
- Count Up Room Area Doors/Door_seven_hider_2
- Count Up Room Area Doors/Door_seven_hider_3
- Count Up Room Area Doors/Door_seven_hider_4
- Count Up Room Area Doors/Door_seven_hider_5
- Count Up Room Area Doors/Door_seven_hider_6
- Count Up Room Area Doors/Door_seven_hider_7
location_name: Sixes
item_group: Numbers
include_reduce: True
panels:
- SIX
- room: Outside The Bold
panel: SIX
- room: Directional Gallery
panel: SIX (1)
- room: Directional Gallery
panel: SIX (2)
- room: The Bearer (East)
panel: SIX
- room: The Bearer (South)
panel: SIX
Eights:
id:
- Count Up Room Area Doors/Door_eight_hider
- Count Up Room Area Doors/Door_eight_unlocked
- Count Up Room Area Doors/Door_eight_hider_2
- Count Up Room Area Doors/Door_eight_hider_3
- Count Up Room Area Doors/Door_eight_hider_4
- Count Up Room Area Doors/Door_eight_hider_5
- Count Up Room Area Doors/Door_eight_hider_6
- Count Up Room Area Doors/Door_eight_hider_7
- Count Up Room Area Doors/Door_eight_hider_8
location_name: Sevens
item_group: Numbers
include_reduce: True
panels:
- SEVEN
- room: Directional Gallery
panel: SEVEN
- room: Knight Night Exit
panel: SEVEN (1)
- room: Knight Night Exit
panel: SEVEN (2)
- room: Knight Night Exit
panel: SEVEN (3)
- room: Outside The Initiated
panel: SEVEN (1)
- room: Outside The Initiated
panel: SEVEN (2)
Nines:
id:
- Count Up Room Area Doors/Door_nine_hider
- Count Up Room Area Doors/Door_nine_hider_2
- Count Up Room Area Doors/Door_nine_hider_3
- Count Up Room Area Doors/Door_nine_hider_4
- Count Up Room Area Doors/Door_nine_hider_5
- Count Up Room Area Doors/Door_nine_hider_6
- Count Up Room Area Doors/Door_nine_hider_7
- Count Up Room Area Doors/Door_nine_hider_8
- Count Up Room Area Doors/Door_nine_hider_9
location_name: Eights
item_group: Numbers
include_reduce: True
panels:
- EIGHT
- room: Directional Gallery
panel: EIGHT
- room: The Eyes They See
panel: EIGHT
- room: Dead End Area
panel: EIGHT
- room: Crossroads
panel: EIGHT
- room: Hot Crusts Area
panel: EIGHT
- room: Art Gallery
panel: EIGHT
- room: Outside The Initiated
panel: EIGHT
Zero Door:
# The black wall isn't a door, so we can't ever hide it.
id: Count Up Room Area Doors/Door_zero_hider_2
location_name: Nines
item_name: Outside The Undeterred - Zero Door
item_group: Numbers
include_reduce: True
panels:
- NINE
- room: Directional Gallery
panel: NINE
- room: Amen Name Area
panel: NINE
- room: Yellow Backside Area
panel: NINE
- room: Outside The Initiated
panel: NINE
- room: Outside The Bold
panel: NINE
- room: Rhyme Room (Cross)
panel: NINE
- room: Orange Tower Fifth Floor
panel: NINE
- room: Elements Area
panel: NINE
panel_doors:
FIVE:
item_name: Five Panels
panels:
- FIVE
- room: Outside The Agreeable
panel: FIVE (1)
- room: Outside The Agreeable
panel: FIVE (2)
- room: Directional Gallery
panel: FIVE (1)
- room: Directional Gallery
panel: FIVE (2)
SIX:
item_name: Six Panels
panels:
- SIX
- room: Outside The Bold
panel: SIX
- room: Directional Gallery
panel: SIX (1)
- room: Directional Gallery
panel: SIX (2)
- room: The Bearer (East)
panel: SIX
- room: The Bearer (South)
panel: SIX
SEVEN:
item_name: Seven Panels
panels:
- SEVEN
- room: Directional Gallery
panel: SEVEN
- room: Knight Night Exit
panel: SEVEN (1)
- room: Knight Night Exit
panel: SEVEN (2)
- room: Knight Night Exit
panel: SEVEN (3)
- room: Outside The Initiated
panel: SEVEN (1)
- room: Outside The Initiated
panel: SEVEN (2)
EIGHT:
item_name: Eight Panels
panels:
- EIGHT
- room: Directional Gallery
panel: EIGHT
- room: The Eyes They See
panel: EIGHT
- room: Dead End Area
panel: EIGHT
- room: Crossroads
panel: EIGHT
- room: Hot Crusts Area
panel: EIGHT
- room: Art Gallery
panel: EIGHT
- room: Outside The Initiated
panel: EIGHT
NINE:
item_name: Nine Panels
panels:
- NINE
- room: Directional Gallery
panel: NINE
- room: Amen Name Area
panel: NINE
- room: Yellow Backside Area
panel: NINE
- room: Outside The Initiated
panel: NINE
- room: Outside The Bold
panel: NINE
- room: Rhyme Room (Cross)
panel: NINE
- room: Orange Tower Fifth Floor
panel: NINE
- room: Elements Area
panel: NINE
paintings:
- id: smile_painting_5
enter_only: True
orientation: east
required_door:
door: Eights
progression:
Progressive Number Hunt:
panel_doors:
- room: Outside The Undeterred
panel_door: TWO
- room: Outside The Undeterred
panel_door: THREE
- room: Outside The Undeterred
panel_door: FOUR
- FIVE
- SIX
- SEVEN
- EIGHT
- NINE
- room: Outside The Undeterred
panel_door: ZERO
Directional Gallery:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Outside The Agreeable:
room: Sunwarps
door: 6 Sunwarp
sunwarp: True
Orange Tower First Floor:
room: Orange Tower First Floor
door: Salt Pepper Door
Outside The Undeterred:
door: Shortcut to The Undeterred
Number Hunt:
room: Number Hunt
door: Door to Directional Gallery
Roof: True # through ceiling of sunwarp
panels:
PEPPER:
id: Backside Room/Panel_pepper_salt
colors: black
tag: botblack
TURN:
id: Backside Room/Panel_turn_return
colors: blue
tag: midblue
LEARN:
id: Backside Room/Panel_learn_return
colors: purple
tag: midpurp
FIVE (1):
id: Backside Room/Panel_five_five_3
tag: midwhite
hunt: True
required_panel:
panel: LIGHT
FIVE (2):
id: Backside Room/Panel_five_five_2
tag: midwhite
hunt: True
required_panel:
panel: WARD
SIX (1):
id: Backside Room/Panel_six_six_3
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Sixes
SIX (2):
id: Backside Room/Panel_six_six_2
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Sixes
SEVEN:
id: Backside Room/Panel_seven_seven_2
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Sevens
EIGHT:
id: Backside Room/Panel_eight_eight_2
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Eights
NINE:
id: Backside Room/Panel_nine_nine_6
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Nines
BACKSIDE:
id: Backside Room/Panel_backside_4
tag: midwhite
hunt: True
"834283054":
id: Tower Room/Panel_834283054_undaunted
colors: orange
check: True
exclude_reduce: True
tag: midorange
required_door:
room: Number Hunt
door: First Six
PARANOID:
id: Backside Room/Panel_paranoid_paranoid
tag: midwhite
check: True
exclude_reduce: True
required_door:
room: Number Hunt
door: First Six
YELLOW:
id: Color Arrow Room/Panel_yellow_afar
tag: midwhite
hunt: True
required_door:
door: Yellow Barrier
WADED + WEE:
id: Tower Room/Panel_waded_wee_warts_7
colors: orange
check: True
exclude_reduce: True
tag: midorange
THE EYES:
id: Shuffle Room/Panel_theeyes_theeyes
tag: midwhite
LEFT:
id: Shuffle Room/Panel_left_left
tag: midwhite
RIGHT:
id: Shuffle Room/Panel_right_right
tag: midwhite
MIDDLE:
id: Shuffle Room/Panel_middle_middle
tag: midwhite
WARD:
id: Backside Room/Panel_ward_forward
colors: blue
tag: midblue
HIND:
id: Backside Room/Panel_hind_behind
colors: blue
tag: midblue
RIG:
id: Backside Room/Panel_rig_right
colors: blue
tag: midblue
WINDWARD:
id: Backside Room/Panel_windward_forward
colors: purple
tag: midpurp
LIGHT:
id: Backside Room/Panel_light_right
colors: purple
tag: midpurp
REWIND:
id: Backside Room/Panel_rewind_behind
colors: purple
tag: midpurp
doors:
Shortcut to The Undeterred:
id: Count Up Room Area Doors/Door_return_double
door_group: Directional Gallery Doors
panels:
- TURN
- LEARN
Yellow Barrier:
id: Color Arrow Room Doors/Door_yellow_4
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
panel: YELLOW
panel_doors:
TURN LEARN:
panels:
- TURN
- LEARN
paintings:
- id: smile_painting_7
orientation: south
- id: flower_painting_4
orientation: south
- id: pencil_painting3
enter_only: True
orientation: east
move: True
required_door:
room: Number Hunt
door: First Six
- id: boxes_painting
orientation: south
- id: cherry_painting
orientation: east
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
sunwarps:
- dots: 6
direction: exit
entrance_indicator_pos: [ -39, 2.5, -7.01 ]
orientation: north
Color Hunt:
entrances:
Outside The Bold:
door: Shortcut to The Steady
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Orange Tower Fourth Floor:
room: Sunwarps
door: 5 Sunwarp
sunwarp: True
Roof: True # through ceiling of sunwarp
Champion's Rest:
room: Outside The Initiated
door: Entrance
panels:
EXIT:
id: Rock Room/Panel_red_red
tag: midwhite
HUES:
id: Color Arrow Room/Panel_hues_colors
tag: botwhite
RED:
id: Color Arrow Room/Panel_red_near
check: True
tag: midwhite
BLUE:
id: Color Arrow Room/Panel_blue_near
check: True
tag: midwhite
YELLOW:
id: Color Arrow Room/Panel_yellow_near
check: True
tag: midwhite
GREEN:
id: Color Arrow Room/Panel_green_near
check: True
tag: midwhite
required_door:
room: Outside The Initiated
door: Green Barrier
PURPLE:
id: Color Arrow Room/Panel_purple_near
check: True
tag: midwhite
required_door:
room: Outside The Initiated
door: Purple Barrier
ORANGE:
id: Color Arrow Room/Panel_orange_near
check: True
tag: midwhite
required_door:
room: Orange Tower Third Floor
door: Orange Barrier
doors:
Shortcut to The Steady:
id: Rock Room Doors/Door_hint
panels:
- EXIT
panel_doors:
EXIT:
panels:
- EXIT
RED:
panel_group: Color Hunt Panels
panels:
- RED
BLUE:
panel_group: Color Hunt Panels
panels:
- BLUE
YELLOW:
panel_group: Color Hunt Panels
panels:
- YELLOW
ORANGE:
panel_group: Color Hunt Panels
panels:
- ORANGE
PURPLE:
panel_group: Color Hunt Panels
panels:
- PURPLE
GREEN:
panel_group: Color Hunt Panels
panels:
- GREEN
paintings:
- id: arrows_painting_7
orientation: east
- id: fruitbowl_painting3
orientation: west
enter_only: True
required_door:
room: Outside The Initiated
door: Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
sunwarps:
- dots: 5
direction: exit
entrance_indicator_pos: [ 54, 2.5, 69.99 ]
orientation: north
Champion's Rest:
entrances:
Color Hunt:
room: Outside The Initiated
door: Entrance
panels:
YOU:
id: Color Arrow Room/Panel_you
check: True
colors: gray
tag: forbid
ME:
id: Color Arrow Room/Panel_me
colors: gray
tag: forbid
SECRET BLUE:
# Pretend this and the other two are white, because they are snipes.
# TODO: Extract them and randomize them?
id: Color Arrow Room/Panel_secret_blue
tag: forbid
SECRET YELLOW:
id: Color Arrow Room/Panel_secret_yellow
tag: forbid
SECRET RED:
id: Color Arrow Room/Panel_secret_red
tag: forbid
paintings:
- id: colors_painting
orientation: south
The Bearer:
entrances:
Outside The Bold:
door: Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Outside The Initiated:
room: Art Gallery
door: Exit
The Bearer (East): True
The Bearer (North): True
The Bearer (South): True
The Bearer (West): True
Roof: True
panels:
Achievement:
id: Countdown Panels/Panel_bearer_bearer
check: True
tag: forbid
required_panel:
- panel: PART
- panel: HEART
- room: Cross Tower (East)
panel: WINTER
- room: The Bearer (East)
panel: PEACE
- room: Cross Tower (North)
panel: NORTH
- room: The Bearer (North)
panel: SILENT (1)
- room: The Bearer (North)
panel: SILENT (2)
- room: The Bearer (North)
panel: SPACE
- room: The Bearer (North)
panel: WARTS
- room: Cross Tower (South)
panel: FIRE
- room: The Bearer (South)
panel: TENT
- room: The Bearer (South)
panel: BOWL
- room: Cross Tower (West)
panel: DIAMONDS
- room: The Bearer (West)
panel: SNOW
- room: The Bearer (West)
panel: SMILE
- room: Bearer Side Area
panel: SHORTCUT
- room: Bearer Side Area
panel: POTS
achievement: The Bearer
MIDDLE:
id: Shuffle Room/Panel_middle_middle_2
tag: midwhite
FARTHER:
id: Backside Room/Panel_farther_far
colors: red
tag: midred
BACKSIDE:
id: Backside Room/Panel_backside_5
tag: midwhite
hunt: True
required_door:
door: Backside Door
PART:
id: Cross Room/Panel_part_rap
colors:
- red
- yellow
tag: mid red yellow
required_panel:
room: The Bearer (East)
panel: PEACE
HEART:
id: Cross Room/Panel_heart_tar
colors:
- red
- yellow
tag: mid red yellow
doors:
Entrance:
id: Red Blue Purple Room Area Doors/Door_middle_middle
item_group: Achievement Room Entrances
panels:
- MIDDLE
Backside Door:
id: Red Blue Purple Room Area Doors/Door_locked_knocked2 # yeah...
door_group: Backside Doors
panels:
- FARTHER
East Entrance:
event: True
panels:
- HEART
panel_doors:
FARTHER:
panel_group: Backside Entrance Panels
panels:
- FARTHER
MIDDLE:
panels:
- MIDDLE
The Bearer (East):
entrances:
Cross Tower (East): True
Bearer Side Area:
door: Side Area Access
Roof: True
panels:
SIX:
id: Backside Room/Panel_six_six_5
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Sixes
PEACE:
id: Cross Room/Panel_peace_ape
colors:
- red
- yellow
tag: mid red yellow
doors:
North Entrance:
event: True
panels:
- room: The Bearer
panel: PART
Side Area Access:
event: True
panels:
- room: The Bearer (North)
panel: SPACE
The Bearer (North):
entrances:
Cross Tower (East): True
Roof: True
panels:
SILENT (1):
id: Cross Room/Panel_silent_list
colors:
- red
- yellow
tag: mid red yellow
required_panel:
room: The Bearer (West)
panel: SMILE
SILENT (2):
id: Cross Room/Panel_silent_list_2
colors:
- red
- yellow
tag: mid yellow red
required_panel:
room: The Bearer (West)
panel: SMILE
SPACE:
id: Cross Room/Panel_space_cape
colors:
- red
- yellow
tag: mid red yellow
WARTS:
id: Cross Room/Panel_warts_star
colors:
- red
- yellow
tag: mid red yellow
required_panel:
room: The Bearer (West)
panel: SNOW
doors:
South Entrance:
event: True
panels:
- room: Bearer Side Area
panel: POTS
The Bearer (South):
entrances:
Cross Tower (North): True
Bearer Side Area:
door: Side Area Shortcut
Roof: True
panels:
SIX:
id: Backside Room/Panel_six_six_6
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Sixes
TENT:
id: Cross Room/Panel_tent_net
colors:
- red
- yellow
tag: mid red yellow
BOWL:
id: Cross Room/Panel_bowl_low
colors:
- red
- yellow
tag: mid red yellow
required_panel:
panel: TENT
doors:
Side Area Shortcut:
event: True
panels:
- room: The Bearer (North)
panel: SILENT (1)
The Bearer (West):
entrances:
Cross Tower (West): True
Bearer Side Area:
door: Side Area Shortcut
Roof: True
panels:
SMILE:
id: Cross Room/Panel_smile_lime
colors:
- red
- yellow
tag: mid yellow red
required_panel:
room: The Bearer (North)
panel: WARTS
SNOW:
id: Cross Room/Panel_snow_won
colors:
- red
- yellow
tag: mid red yellow
doors:
Side Area Shortcut:
event: True
panels:
- room: Cross Tower (East)
panel: WINTER
- room: Cross Tower (North)
panel: NORTH
- room: Cross Tower (South)
panel: FIRE
- room: Cross Tower (West)
panel: DIAMONDS
Bearer Side Area:
entrances:
The Bearer (East):
room: The Bearer (East)
door: Side Area Access
The Bearer (South):
room: The Bearer (South)
door: Side Area Shortcut
The Bearer (West):
room: The Bearer (West)
door: Side Area Shortcut
Orange Tower Third Floor:
door: Shortcut to Tower
Roof: True
panels:
SHORTCUT:
id: Cross Room/Panel_shortcut_shortcut
tag: midwhite
POTS:
id: Cross Room/Panel_pots_top
colors:
- red
- yellow
tag: mid yellow red
doors:
Shortcut to Tower:
id: Cross Room Doors/Door_shortcut
item_name: The Bearer - Shortcut to Tower
location_name: The Bearer - SHORTCUT
panels:
- SHORTCUT
West Entrance:
event: True
panels:
- room: The Bearer (South)
panel: BOWL
Cross Tower (East):
entrances:
The Bearer:
room: The Bearer
door: East Entrance
Roof: True
panels:
WINTER:
id: Cross Room/Panel_winter_winter
colors: blue
tag: forbid
required_panel:
room: The Bearer (North)
panel: SPACE
required_room: Orange Tower Fifth Floor
Cross Tower (North):
entrances:
The Bearer (East):
room: The Bearer (East)
door: North Entrance
Roof: True
panels:
NORTH:
id: Cross Room/Panel_north_north
colors: blue
tag: forbid
required_panel:
- room: The Bearer (West)
panel: SMILE
- room: Outside The Bold
panel: SOUND
- room: Outside The Bold
panel: YEAST
- room: Outside The Bold
panel: WET
Cross Tower (South):
entrances: # No roof access
The Bearer (North):
room: The Bearer (North)
door: South Entrance
panels:
FIRE:
id: Cross Room/Panel_fire_fire
colors: blue
tag: forbid
required_panel:
room: The Bearer (North)
panel: SILENT (1)
required_room: Elements Area
Cross Tower (West):
entrances:
Bearer Side Area:
room: Bearer Side Area
door: West Entrance
Roof: True
panels:
DIAMONDS:
id: Cross Room/Panel_diamonds_diamonds
colors: blue
tag: forbid
required_panel:
room: The Bearer (North)
panel: WARTS
required_room: Suits Area
The Steady (Rose):
entrances:
Outside The Bold:
room: Outside The Bold
door: Steady Entrance
The Steady (Lilac):
room: The Steady
door: Reveal
The Steady (Ruby):
door: Forward Exit
The Steady (Carnation):
door: Right Exit
panels:
SOAR:
id: Rock Room/Panel_soar_rose
colors: black
tag: topblack
doors:
Forward Exit:
event: True
panels:
- SOAR
Right Exit:
event: True
panels:
- room: The Steady (Lilac)
panel: LIE LACK
The Steady (Ruby):
entrances:
The Steady (Rose):
room: The Steady (Rose)
door: Forward Exit
The Steady (Amethyst):
room: The Steady
door: Reveal
The Steady (Cherry):
door: Forward Exit
The Steady (Amber):
door: Right Exit
panels:
BURY:
id: Rock Room/Panel_bury_ruby
colors: yellow
tag: midyellow
doors:
Forward Exit:
event: True
panels:
- room: The Steady (Lime)
panel: LIMELIGHT
Right Exit:
event: True
panels:
- room: The Steady (Carnation)
panel: INCARNATION
The Steady (Carnation):
entrances:
The Steady (Rose):
room: The Steady (Rose)
door: Right Exit
Outside The Bold:
room: The Steady
door: Reveal
The Steady (Amber):
room: The Steady
door: Reveal
The Steady (Sunflower):
door: Right Exit
panels:
INCARNATION:
id: Rock Room/Panel_incarnation_carnation
colors: red
tag: midred
doors:
Right Exit:
event: True
panels:
- room: The Steady (Amethyst)
panel: PACIFIST
The Steady (Sunflower):
entrances:
The Steady (Carnation):
room: The Steady (Carnation)
door: Right Exit
The Steady (Topaz):
room: The Steady (Topaz)
door: Back Exit
panels:
SUN:
id: Rock Room/Panel_sun_sunflower
colors: blue
tag: midblue
doors:
Back Exit:
event: True
panels:
- SUN
The Steady (Plum):
entrances:
The Steady (Amethyst):
room: The Steady
door: Reveal
The Steady (Blueberry):
room: The Steady
door: Reveal
The Steady (Cherry):
room: The Steady (Cherry)
door: Left Exit
panels:
LUMP:
id: Rock Room/Panel_lump_plum
colors: yellow
tag: midyellow
The Steady (Lime):
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
The Steady (Sunflower):
warp: True
The Steady (Emerald):
room: The Steady
door: Reveal
The Steady (Blueberry):
door: Right Exit
panels:
LIMELIGHT:
id: Rock Room/Panel_limelight_lime
colors: red
tag: midred
doors:
Right Exit:
event: True
panels:
- room: The Steady (Amber)
panel: ANTECHAMBER
paintings:
- id: pencil_painting5
orientation: south
The Steady (Lemon):
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
The Steady (Emerald):
warp: True
The Steady (Orange):
room: The Steady
door: Reveal
The Steady (Topaz):
door: Back Exit
panels:
MELON:
id: Rock Room/Panel_melon_lemon
colors: yellow
tag: midyellow
doors:
Back Exit:
event: True
panels:
- MELON
paintings:
- id: pencil_painting4
orientation: south
The Steady (Topaz):
entrances:
The Steady (Lemon):
room: The Steady (Lemon)
door: Back Exit
The Steady (Amber):
room: The Steady
door: Reveal
The Steady (Sunflower):
door: Back Exit
panels:
TOP:
id: Rock Room/Panel_top_topaz
colors: blue
tag: midblue
MASTERY:
id: Master Room/Panel_mastery_mastery2
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
doors:
Back Exit:
event: True
panels:
- TOP
The Steady (Orange):
entrances:
The Steady (Cherry):
room: The Steady
door: Reveal
The Steady (Lemon):
room: The Steady
door: Reveal
The Steady (Amber):
room: The Steady (Amber)
door: Forward Exit
panels:
BLUE:
id: Rock Room/Panel_blue_orange
colors: black
tag: botblack
The Steady (Sapphire):
entrances:
The Steady (Emerald):
door: Left Exit
The Steady (Blueberry):
room: The Steady
door: Reveal
The Steady (Amethyst):
room: The Steady (Amethyst)
door: Left Exit
panels:
SAP:
id: Rock Room/Panel_sap_sapphire
colors: blue
tag: midblue
doors:
Left Exit:
event: True
panels:
- room: The Steady (Plum)
panel: LUMP
- room: The Steady (Orange)
panel: BLUE
The Steady (Blueberry):
entrances:
The Steady (Lime):
room: The Steady (Lime)
door: Right Exit
The Steady (Sapphire):
room: The Steady
door: Reveal
The Steady (Plum):
room: The Steady
door: Reveal
panels:
BLUE:
id: Rock Room/Panel_blue_blueberry
colors: blue
tag: midblue
The Steady (Amber):
entrances:
The Steady (Ruby):
room: The Steady (Ruby)
door: Right Exit
The Steady (Carnation):
room: The Steady
door: Reveal
The Steady (Orange):
door: Forward Exit
The Steady (Topaz):
room: The Steady
door: Reveal
panels:
ANTECHAMBER:
id: Rock Room/Panel_antechamber_amber
colors: red
tag: midred
doors:
Forward Exit:
event: True
panels:
- room: The Steady (Blueberry)
panel: BLUE
The Steady (Emerald):
entrances:
The Steady (Sapphire):
room: The Steady (Sapphire)
door: Left Exit
The Steady (Lime):
room: The Steady
door: Reveal
panels:
HERALD:
id: Rock Room/Panel_herald_emerald
colors: purple
tag: midpurp
The Steady (Amethyst):
entrances:
The Steady (Lilac):
room: The Steady (Lilac)
door: Forward Exit
The Steady (Sapphire):
door: Left Exit
The Steady (Plum):
room: The Steady
door: Reveal
The Steady (Ruby):
room: The Steady
door: Reveal
panels:
PACIFIST:
id: Rock Room/Panel_thistle_amethyst
colors: purple
tag: toppurp
doors:
Left Exit:
event: True
panels:
- room: The Steady (Sunflower)
panel: SUN
The Steady (Lilac):
entrances:
Outside The Bold:
room: Outside The Bold
door: Lilac Entrance
The Steady (Amethyst):
door: Forward Exit
The Steady (Rose):
room: The Steady
door: Reveal
panels:
LIE LACK:
id: Rock Room/Panel_lielack_lilac
tag: topwhite
doors:
Forward Exit:
event: True
panels:
- room: The Steady (Ruby)
panel: BURY
The Steady (Cherry):
entrances:
The Steady (Plum):
door: Left Exit
The Steady (Orange):
room: The Steady
door: Reveal
The Steady (Ruby):
room: The Steady (Ruby)
door: Forward Exit
panels:
HAIRY:
id: Rock Room/Panel_hairy_cherry
colors: blue
tag: topblue
doors:
Left Exit:
event: True
panels:
- room: The Steady (Sapphire)
panel: SAP
The Steady:
entrances:
The Steady (Sunflower):
room: The Steady (Sunflower)
door: Back Exit
panels:
Achievement:
id: Countdown Panels/Panel_steady_steady
required_panel:
- room: The Steady (Rose)
panel: SOAR
- room: The Steady (Carnation)
panel: INCARNATION
- room: The Steady (Sunflower)
panel: SUN
- room: The Steady (Ruby)
panel: BURY
- room: The Steady (Plum)
panel: LUMP
- room: The Steady (Lime)
panel: LIMELIGHT
- room: The Steady (Lemon)
panel: MELON
- room: The Steady (Topaz)
panel: TOP
- room: The Steady (Orange)
panel: BLUE
- room: The Steady (Sapphire)
panel: SAP
- room: The Steady (Blueberry)
panel: BLUE
- room: The Steady (Amber)
panel: ANTECHAMBER
- room: The Steady (Emerald)
panel: HERALD
- room: The Steady (Amethyst)
panel: PACIFIST
- room: The Steady (Lilac)
panel: LIE LACK
- room: The Steady (Cherry)
panel: HAIRY
tag: forbid
check: True
achievement: The Steady
doors:
Reveal:
event: True
panels:
- Achievement
Knight Night (Outer Ring):
entrances:
Hidden Room:
room: Hidden Room
door: Knight Night Entrance
Knight Night Exit: True
panels:
NIGHT:
id: Appendix Room/Panel_night_knight
colors: blue
tag: homophone midblue
copy_to_sign: sign7
KNIGHT:
id: Appendix Room/Panel_knight_night
colors: red
tag: homophone midred
copy_to_sign: sign8
BEE:
id: Appendix Room/Panel_bee_be
colors: red
tag: homophone midred
copy_to_sign: sign9
NEW:
id: Appendix Room/Panel_new_knew
colors: blue
tag: homophone midblue
copy_to_sign: sign11
FORE:
id: Appendix Room/Panel_fore_for
colors: red
tag: homophone midred
copy_to_sign: sign10
TRUSTED (1):
id: Appendix Room/Panel_trusted_trust
colors: red
tag: midred
required_panel:
room: Knight Night (Right Lower Segment)
panel: BEFORE
TRUSTED (2):
id: Appendix Room/Panel_trusted_rusted
colors: red
tag: midred
required_panel:
room: Knight Night (Right Lower Segment)
panel: BEFORE
ENCRUSTED:
id: Appendix Room/Panel_encrusted_rust
colors: red
tag: midred
required_panel:
- panel: TRUSTED (1)
- panel: TRUSTED (2)
ADJUST (1):
id: Appendix Room/Panel_adjust_readjust
colors: blue
tag: midblue and phone
required_panel:
room: Knight Night (Right Lower Segment)
panel: BE
ADJUST (2):
id: Appendix Room/Panel_adjust_adjusted
colors: blue
tag: midblue and phone
required_panel:
room: Knight Night (Right Lower Segment)
panel: BE
RIGHT:
id: Appendix Room/Panel_right_right
tag: midwhite
required_panel:
room: Knight Night (Right Lower Segment)
panel: ADJUST
TRUST:
id: Appendix Room/Panel_trust_crust
colors:
- red
- blue
2024-03-21 16:00:53 +00:00
tag: chain mid red blue
required_panel:
- room: Knight Night (Right Lower Segment)
panel: ADJUST
- room: Knight Night (Right Lower Segment)
panel: LEFT
doors:
Fore Door:
event: True
panels:
- FORE
New Door:
event: True
panels:
- NEW
To End:
event: True
panels:
- RIGHT
- room: Knight Night (Right Lower Segment)
panel: LEFT
Knight Night (Right Upper Segment):
entrances:
Knight Night Exit: True
Knight Night (Outer Ring):
room: Knight Night (Outer Ring)
door: Fore Door
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Knight Night (Right Lower Segment):
door: Segment Door
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
panels:
RUST (1):
id: Appendix Room/Panel_rust_trust
colors: blue
tag: midblue
required_panel:
room: Knight Night (Outer Ring)
panel: BEE
RUST (2):
id: Appendix Room/Panel_rust_crust
colors: blue
tag: midblue
required_panel:
room: Knight Night (Outer Ring)
panel: BEE
doors:
Segment Door:
event: True
panels:
- RUST (2)
- room: Knight Night (Right Lower Segment)
panel: BEFORE
Knight Night (Right Lower Segment):
entrances:
Knight Night Exit: True
Knight Night (Right Upper Segment):
room: Knight Night (Right Upper Segment)
door: Segment Door
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Knight Night (Outer Ring):
room: Knight Night (Outer Ring)
door: New Door
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
panels:
ADJUST:
id: Appendix Room/Panel_adjust_readjusted
colors: blue
tag: midblue
required_panel:
- room: Knight Night (Outer Ring)
panel: ADJUST (1)
- room: Knight Night (Outer Ring)
panel: ADJUST (2)
BEFORE:
id: Appendix Room/Panel_before_fore
colors: red
tag: midred and phone
required_panel:
room: Knight Night (Right Upper Segment)
panel: RUST (1)
BE:
id: Appendix Room/Panel_be_before
colors: blue
tag: midblue and phone
required_panel:
room: Knight Night (Right Upper Segment)
panel: RUST (1)
LEFT:
id: Appendix Room/Panel_left_left
tag: midwhite
required_panel:
room: Knight Night (Outer Ring)
panel: ENCRUSTED
TRUST:
id: Appendix Room/Panel_trust_crust_2
colors: purple
tag: midpurp
required_panel:
- room: Knight Night (Outer Ring)
panel: ENCRUSTED
- room: Knight Night (Outer Ring)
panel: RIGHT
Knight Night (Final):
entrances:
Knight Night Exit: True
Knight Night (Outer Ring):
room: Knight Night (Outer Ring)
door: To End
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Knight Night (Right Upper Segment):
room: Knight Night (Outer Ring)
door: To End
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
panels:
TRUSTED:
id: Appendix Room/Panel_trusted_readjusted
colors: purple
tag: midpurp
doors:
Exit:
id:
- Appendix Room Area Doors/Door_trusted_readjusted
- Appendix Room Area Doors/Door_trusted_readjusted2
- Appendix Room Area Doors/Door_trusted_readjusted3
- Appendix Room Area Doors/Door_trusted_readjusted4
- Appendix Room Area Doors/Door_trusted_readjusted5
- Appendix Room Area Doors/Door_trusted_readjusted6
- Appendix Room Area Doors/Door_trusted_readjusted7
- Appendix Room Area Doors/Door_trusted_readjusted8
- Appendix Room Area Doors/Door_trusted_readjusted9
- Appendix Room Area Doors/Door_trusted_readjusted10
- Appendix Room Area Doors/Door_trusted_readjusted11
- Appendix Room Area Doors/Door_trusted_readjusted12
- Appendix Room Area Doors/Door_trusted_readjusted13
include_reduce: True
location_name: Knight Night Room - TRUSTED
item_name: Knight Night Room - Exit
panels:
- TRUSTED
panel_doors:
TRUSTED:
item_name: Knight Night Room - TRUSTED (Panel)
panels:
- TRUSTED
Knight Night Exit:
entrances:
Knight Night (Outer Ring):
room: Knight Night (Final)
door: Exit
Orange Tower Third Floor:
room: Knight Night (Final)
door: Exit
Outside The Initiated:
room: Knight Night (Final)
door: Exit
panels:
SEVEN (1):
id: Backside Room/Panel_seven_seven_7
tag: midwhite
hunt: True
required_door:
- room: Number Hunt
door: Sevens
SEVEN (2):
id: Backside Room/Panel_seven_seven_3
tag: midwhite
hunt: True
required_door:
- room: Number Hunt
door: Sevens
SEVEN (3):
id: Backside Room/Panel_seven_seven_4
tag: midwhite
hunt: True
required_door:
- room: Number Hunt
door: Sevens
DEAD END:
id: Appendix Room/Panel_deadend_deadend
tag: midwhite
WARNER:
id: Appendix Room/Panel_warner_corner
colors: purple
tag: toppurp
The Artistic (Smiley):
entrances:
Dead End Area:
painting: True
Crossroads:
painting: True
Hot Crusts Area:
painting: True
Outside The Initiated:
painting: True
Directional Gallery:
painting: True
Number Hunt:
room: Number Hunt
door: Eights
painting: True
Art Gallery:
painting: True
The Eyes They See:
painting: True
The Artistic (Panda):
door: Door to Panda
The Artistic (Apple):
room: The Artistic (Apple)
door: Door to Smiley
Elements Area:
room: Hallway Room (4)
door: Exit
panels:
Achievement:
id: Countdown Panels/Panel_artistic_artistic
colors:
- red
- black
- yellow
- blue
tag: forbid
required_room:
- The Artistic (Panda)
- The Artistic (Apple)
- The Artistic (Lattice)
check: True
location_name: The Artistic - Achievement
achievement: The Artistic
FINE:
id: Ceiling Room/Panel_yellow_top_5
colors:
- yellow
- blue
tag: yellow top blue bot
subtag: top
link: yxu KNIFE
BLADE:
id: Ceiling Room/Panel_blue_bot_5
colors:
- blue
- yellow
tag: yellow top blue bot
subtag: bot
link: yxu KNIFE
RED:
id: Ceiling Room/Panel_blue_top_6
colors:
- blue
- yellow
tag: blue top yellow mid
subtag: top
link: uyx BREAD
BEARD:
id: Ceiling Room/Panel_yellow_mid_6
colors:
- yellow
- blue
tag: blue top yellow mid
subtag: mid
link: uyx BREAD
ICE:
id: Ceiling Room/Panel_blue_mid_7
colors:
- blue
- yellow
tag: blue mid yellow bot
subtag: mid
link: xuy SPICE
ROOT:
id: Ceiling Room/Panel_yellow_bot_7
colors:
- yellow
- blue
tag: blue mid yellow bot
subtag: bot
link: xuy SPICE
doors:
Door to Panda:
id:
- Ceiling Room Doors/Door_blue
- Ceiling Room Doors/Door_blue2
location_name: The Artistic - Smiley and Panda
door_group: Artistic Doors
panels:
- FINE
- BLADE
- RED
- BEARD
- ICE
- ROOT
- room: The Artistic (Panda)
panel: EYE (Top)
- room: The Artistic (Panda)
panel: EYE (Bottom)
- room: The Artistic (Panda)
panel: LADYLIKE
- room: The Artistic (Panda)
panel: WATER
- room: The Artistic (Panda)
panel: OURS
- room: The Artistic (Panda)
panel: DAYS
- room: The Artistic (Panda)
panel: NIGHTTIME
- room: The Artistic (Panda)
panel: NIGHT
paintings:
- id: smile_painting_9
orientation: north
exit_only: True
The Artistic (Panda):
entrances:
Orange Tower Sixth Floor:
painting: True
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Hallway Room (1):
painting: True
The Artistic (Smiley):
room: The Artistic (Smiley)
door: Door to Panda
The Artistic (Lattice):
door: Door to Lattice
panels:
EYE (Top):
id: Ceiling Room/Panel_blue_top_1
colors:
- blue
- red
tag: blue top red bot
subtag: top
link: uxr IRIS
EYE (Bottom):
id: Ceiling Room/Panel_red_bot_1
colors:
- red
- blue
tag: blue top red bot
subtag: bot
link: uxr IRIS
LADYLIKE:
id: Ceiling Room/Panel_red_mid_2
colors:
- red
- blue
tag: red mid blue bot
subtag: mid
link: xru LAKE
WATER:
id: Ceiling Room/Panel_blue_bot_2
colors:
- blue
- red
tag: red mid blue bot
subtag: bot
link: xru LAKE
OURS:
id: Ceiling Room/Panel_blue_mid_3
colors:
- blue
- red
tag: blue mid red bot
subtag: mid
link: xur HOURS
DAYS:
id: Ceiling Room/Panel_red_bot_3
colors:
- red
- blue
tag: blue mid red bot
subtag: bot
link: xur HOURS
NIGHTTIME:
id: Ceiling Room/Panel_red_top_4
colors:
- red
- blue
tag: red top mid blue
subtag: top
link: rux KNIGHT
NIGHT:
id: Ceiling Room/Panel_blue_mid_4
colors:
- blue
- red
tag: red top mid blue
subtag: mid
link: rux KNIGHT
doors:
Door to Lattice:
id:
- Ceiling Room Doors/Door_red
- Ceiling Room Doors/Door_red2
location_name: The Artistic - Panda and Lattice
door_group: Artistic Doors
panels:
- EYE (Top)
- EYE (Bottom)
- LADYLIKE
- WATER
- OURS
- DAYS
- NIGHTTIME
- NIGHT
- room: The Artistic (Lattice)
panel: POSH
- room: The Artistic (Lattice)
panel: MALL
- room: The Artistic (Lattice)
panel: DEICIDE
- room: The Artistic (Lattice)
panel: WAVER
- room: The Artistic (Lattice)
panel: REPAID
- room: The Artistic (Lattice)
panel: BABY
- room: The Artistic (Lattice)
panel: LOBE
- room: The Artistic (Lattice)
panel: BOWELS
paintings:
- id: panda_painting_3
exit_only: True
orientation: south
required_when_no_doors: True
The Artistic (Lattice):
entrances:
Directional Gallery:
painting: True
The Artistic (Panda):
room: The Artistic (Panda)
door: Door to Lattice
The Artistic (Apple):
door: Door to Apple
panels:
POSH:
id: Ceiling Room/Panel_black_top_12
colors:
- black
- red
tag: black top red bot
subtag: top
link: bxr SHOP
MALL:
id: Ceiling Room/Panel_red_bot_12
colors:
- red
- black
tag: black top red bot
subtag: bot
link: bxr SHOP
DEICIDE:
id: Ceiling Room/Panel_red_top_13
colors:
- red
- black
tag: red top black bot
subtag: top
link: rxb DECIDE
WAVER:
id: Ceiling Room/Panel_black_bot_13
colors:
- black
- red
tag: red top black bot
subtag: bot
link: rxb DECIDE
REPAID:
id: Ceiling Room/Panel_black_mid_14
colors:
- black
- red
tag: black mid red bot
subtag: mid
link: xbr DIAPER
BABY:
id: Ceiling Room/Panel_red_bot_14
colors:
- red
- black
tag: black mid red bot
subtag: bot
link: xbr DIAPER
LOBE:
id: Ceiling Room/Panel_black_top_15
colors:
- black
- red
tag: black top red mid
subtag: top
link: brx BOWL
BOWELS:
id: Ceiling Room/Panel_red_mid_15
colors:
- red
- black
tag: black top red mid
subtag: mid
link: brx BOWL
doors:
Door to Apple:
id:
- Ceiling Room Doors/Door_black
- Ceiling Room Doors/Door_black2
location_name: The Artistic - Lattice and Apple
door_group: Artistic Doors
panels:
- POSH
- MALL
- DEICIDE
- WAVER
- REPAID
- BABY
- LOBE
- BOWELS
- room: The Artistic (Apple)
panel: SPRIG
- room: The Artistic (Apple)
panel: RELEASES
- room: The Artistic (Apple)
panel: MUCH
- room: The Artistic (Apple)
panel: FISH
- room: The Artistic (Apple)
panel: MASK
- room: The Artistic (Apple)
panel: HILL
- room: The Artistic (Apple)
panel: TINE
- room: The Artistic (Apple)
panel: THING
paintings:
- id: boxes_painting2
orientation: south
exit_only: True
required_when_no_doors: True
The Artistic (Apple):
entrances:
Orange Tower Sixth Floor:
painting: True
Directional Gallery:
painting: True
The Artistic (Lattice):
room: The Artistic (Lattice)
door: Door to Apple
The Artistic (Smiley):
door: Door to Smiley
panels:
SPRIG:
id: Ceiling Room/Panel_yellow_mid_8
colors:
- yellow
- black
tag: yellow mid black bot
subtag: mid
link: xyb GRIPS
RELEASES:
id: Ceiling Room/Panel_black_bot_8
colors:
- black
- yellow
tag: yellow mid black bot
subtag: bot
link: xyb GRIPS
MUCH:
id: Ceiling Room/Panel_black_top_9
colors:
- black
- yellow
tag: black top yellow bot
subtag: top
link: bxy CHUM
FISH:
id: Ceiling Room/Panel_yellow_bot_9
colors:
- yellow
- black
tag: black top yellow bot
subtag: bot
link: bxy CHUM
MASK:
id: Ceiling Room/Panel_yellow_top_10
colors:
- yellow
- black
tag: yellow top black bot
subtag: top
link: yxb CHASM
HILL:
id: Ceiling Room/Panel_black_bot_10
colors:
- black
- yellow
tag: yellow top black bot
subtag: bot
link: yxb CHASM
TINE:
id: Ceiling Room/Panel_black_top_11
colors:
- black
- yellow
tag: black top yellow mid
subtag: top
link: byx NIGHT
THING:
id: Ceiling Room/Panel_yellow_mid_11
colors:
- yellow
- black
tag: black top yellow mid
subtag: mid
link: byx NIGHT
doors:
Door to Smiley:
id:
- Ceiling Room Doors/Door_yellow
- Ceiling Room Doors/Door_yellow2
location_name: The Artistic - Apple and Smiley
door_group: Artistic Doors
panels:
- SPRIG
- RELEASES
- MUCH
- FISH
- MASK
- HILL
- TINE
- THING
- room: The Artistic (Smiley)
panel: FINE
- room: The Artistic (Smiley)
panel: BLADE
- room: The Artistic (Smiley)
panel: RED
- room: The Artistic (Smiley)
panel: BEARD
- room: The Artistic (Smiley)
panel: ICE
- room: The Artistic (Smiley)
panel: ROOT
paintings:
- id: cherry_painting3
orientation: north
exit_only: True
required_when_no_doors: True
The Artistic (Hint Room):
entrances:
The Artistic (Lattice):
room: The Artistic (Lattice)
door: Door to Apple
panels:
THEME:
id: Ceiling Room/Panel_answer_1
colors: red
tag: midred
PAINTS:
id: Ceiling Room/Panel_answer_2
colors: yellow
tag: botyellow
I:
id: Ceiling Room/Panel_answer_3
colors: blue
tag: midblue
KIT:
id: Ceiling Room/Panel_answer_4
colors: black
tag: topblack
The Discerning:
entrances:
Crossroads:
room: Crossroads
door: Discerning Entrance
panels:
Achievement:
id: Countdown Panels/Panel_discerning_scramble
colors: yellow
tag: forbid
check: True
achievement: The Discerning
HITS:
id: Sun Room/Panel_hits_this
colors: yellow
tag: midyellow
WARRED:
id: Sun Room/Panel_warred_drawer
colors: yellow
tag: double midyellow
subtag: left
link: ana DRAWER
REDRAW:
id: Sun Room/Panel_redraw_drawer
colors: yellow
tag: double midyellow
subtag: right
link: ana DRAWER
ADDER:
id: Sun Room/Panel_adder_dread
colors: yellow
tag: midyellow
LAUGHTERS:
id: Sun Room/Panel_laughters_slaughter
colors: yellow
tag: midyellow
STONE:
id: Sun Room/Panel_stone_notes
colors: yellow
tag: double midyellow
subtag: left
link: ana NOTES
ONSET:
id: Sun Room/Panel_onset_notes
colors: yellow
tag: double midyellow
subtag: right
link: ana NOTES
RAT:
id: Sun Room/Panel_rat_art
colors: yellow
tag: midyellow
DUSTY:
id: Sun Room/Panel_dusty_study
colors: yellow
tag: midyellow
ARTS:
id: Sun Room/Panel_arts_star
colors: yellow
tag: double midyellow
subtag: left
link: ana STAR
TSAR:
id: Sun Room/Panel_tsar_star
colors: yellow
tag: double midyellow
subtag: right
link: ana STAR
STATE:
id: Sun Room/Panel_state_taste
colors: yellow
tag: midyellow
REACT:
id: Sun Room/Panel_react_trace
colors: yellow
tag: midyellow
DEAR:
id: Sun Room/Panel_dear_read
colors: yellow
tag: double midyellow
subtag: left
link: ana READ
DARE:
id: Sun Room/Panel_dare_read
colors: yellow
tag: double midyellow
subtag: right
link: ana READ
SEAM:
id: Sun Room/Panel_seam_same
colors: yellow
tag: midyellow
The Eyes They See:
entrances:
Crossroads:
room: Crossroads
door: Eye Wall
painting: True
Wondrous Lobby:
door: Exit
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Directional Gallery:
warp: True
panels:
NEAR:
id: Shuffle Room/Panel_near_near
tag: midwhite
EIGHT:
id: Backside Room/Panel_eight_eight_4
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Eights
doors:
Exit:
id: Count Up Room Area Doors/Door_near_near
door_group: Crossroads Doors
panels:
- NEAR
paintings:
- id: eye_painting_2
orientation: west
- id: smile_painting_2
orientation: north
Far Window:
entrances:
Crossroads:
room: Crossroads
door: Eye Wall
The Eyes They See: True
panels:
FAR:
id: Shuffle Room/Panel_far_far
tag: midwhite
Wondrous Lobby:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Directional Gallery:
warp: True
The Eyes They See:
room: The Eyes They See
door: Exit
paintings:
- id: arrows_painting_5
orientation: east
Outside The Wondrous:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Wondrous Lobby:
warp: True
The Wondrous (Doorknob):
door: Wondrous Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
The Wondrous (Window):
warp: True
panels:
SHRINK:
id: Wonderland Room/Panel_shrink_shrink
tag: midwhite
doors:
Wondrous Entrance:
id: Red Blue Purple Room Area Doors/Door_wonderland
item_name: The Wondrous - Entrance
item_group: Achievement Room Entrances
panels:
- SHRINK
panel_doors:
SHRINK:
panels:
- SHRINK
The Wondrous (Doorknob):
entrances:
Outside The Wondrous:
room: Outside The Wondrous
door: Wondrous Entrance
Starting Room:
door: Painting Shortcut
painting: True
The Wondrous (Chandelier):
painting: True
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
The Wondrous (Table):
- painting: True
- warp: True
doors:
Painting Shortcut:
painting_id:
- symmetry_painting_a_starter
- arrows_painting2
skip_location: True
item_name: Starting Room - Symmetry Painting
item_group: Paintings
panels:
- room: Outside The Wondrous
panel: SHRINK
paintings:
- id: symmetry_painting_a_1
orientation: east
exit_only: True
- id: symmetry_painting_b_1
orientation: south
The Wondrous (Bookcase):
entrances:
The Wondrous (Doorknob): True
panels:
CASE:
id: Wonderland Room/Panel_case_bookcase
colors: blue
tag: midblue
paintings:
- id: symmetry_painting_a_3
orientation: west
exit_only: True
- id: symmetry_painting_b_3
disable: True
The Wondrous (Chandelier):
entrances:
The Wondrous (Bookcase): True
panels:
CANDLE HEIR:
id: Wonderland Room/Panel_candleheir_chandelier
colors: yellow
tag: midyellow
paintings:
- id: symmetry_painting_a_5
orientation: east
- id: symmetry_painting_b_5
disable: True
The Wondrous (Window):
entrances:
The Wondrous (Bookcase): True
panels:
GLASS:
id: Wonderland Room/Panel_glass_window
colors: brown
tag: botbrown
paintings:
- id: symmetry_painting_b_4
orientation: north
exit_only: True
- id: symmetry_painting_a_4
disable: True
The Wondrous (Table):
entrances:
The Wondrous (Doorknob):
painting: True
The Wondrous:
painting: True
panels:
WOOD:
id: Wonderland Room/Panel_wood_table
colors: brown
tag: botbrown
BROOK NOD:
# This panel, while physically being in the first room, is facing upward
# and is only really solvable while standing on the windowsill, which is
# a location you can only get to from Table.
id: Wonderland Room/Panel_brooknod_doorknob
colors: yellow
tag: midyellow
paintings:
- id: symmetry_painting_a_2
orientation: west
- id: symmetry_painting_b_2
orientation: south
exit_only: True
required: True
The Wondrous:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
The Wondrous (Table):
warp: True
Arrow Garden:
door: Exit
panels:
FIREPLACE:
id: Wonderland Room/Panel_fireplace_fire
colors: red
tag: midred
Achievement:
id: Countdown Panels/Panel_wondrous_wondrous
required_panel:
- panel: FIREPLACE
- room: The Wondrous (Table)
panel: BROOK NOD
- room: The Wondrous (Bookcase)
panel: CASE
- room: The Wondrous (Chandelier)
panel: CANDLE HEIR
- room: The Wondrous (Window)
panel: GLASS
- room: The Wondrous (Table)
panel: WOOD
tag: forbid
achievement: The Wondrous
doors:
Exit:
id: Red Blue Purple Room Area Doors/Door_wonderland_exit
item_group: Paintings
painting_id: arrows_painting_9
include_reduce: True
panels:
- Achievement
paintings:
- id: arrows_painting_9
enter_only: True
orientation: south
move: True
required_door:
door: Exit
req_blocked_when_no_doors: True # the wondrous (table) in vanilla doors
- id: symmetry_painting_a_6
orientation: west
exit_only: True
- id: symmetry_painting_b_6
orientation: north
req_blocked_when_no_doors: True # the wondrous (table) in vanilla doors
Arrow Garden:
entrances:
The Wondrous:
room: The Wondrous
door: Exit
Roof: True
panels:
MASTERY:
id: Master Room/Panel_mastery_mastery4
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
SHARP:
id: Open Areas/Panel_rainy_rainbow2
tag: midwhite
paintings:
- id: flower_painting_6
orientation: south
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Hallway Room (1):
entrances:
Outside The Agreeable:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Hallway Room (2):
warp: True
Hallway Room (3):
warp: True
Hallway Room (4):
warp: True
panels:
OUT:
id: Hallway Room/Panel_out_out
check: True
exclude_reduce: True
tag: midwhite
WALL:
id: Hallway Room/Panel_castle_1
colors: blue
tag: quad bot blue
link: qbb CASTLE
KEEP:
id: Hallway Room/Panel_castle_2
colors: blue
tag: quad bot blue
link: qbb CASTLE
BAILEY:
id: Hallway Room/Panel_castle_3
colors: blue
tag: quad bot blue
link: qbb CASTLE
TOWER:
id: Hallway Room/Panel_castle_4
colors: blue
tag: quad bot blue
link: qbb CASTLE
doors:
Exit:
id: Red Blue Purple Room Area Doors/Door_room_2
door_group: Hallway Room Doors
location_name: Hallway Room - First Room
panels:
- WALL
- KEEP
- BAILEY
- TOWER
panel_doors:
CASTLE:
item_name: Hallway Room - First Room Panels
panel_group: Hallway Room Panels
panels:
- WALL
- KEEP
- BAILEY
- TOWER
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
paintings:
- id: panda_painting
orientation: south
progression:
Progressive Hallway Room:
doors:
- Exit
- room: Hallway Room (2)
door: Exit
- room: Hallway Room (3)
door: Exit
- room: Hallway Room (4)
door: Exit
panel_doors:
- CASTLE
- room: Hallway Room (2)
panel_door: COUNTERCLOCKWISE
- room: Hallway Room (3)
panel_door: TRANSFORMATION
- room: Hallway Room (4)
panel_door: WHEELBARROW
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Hallway Room (2):
entrances:
Hallway Room (1):
room: Hallway Room (1)
door: Exit
warp: True
Elements Area: True
panels:
WISE:
id: Hallway Room/Panel_counterclockwise_1
colors: blue
tag: quad mid blue
link: qmb COUNTERCLOCKWISE
CLOCK:
id: Hallway Room/Panel_counterclockwise_2
colors: blue
tag: quad mid blue
link: qmb COUNTERCLOCKWISE
ER:
id: Hallway Room/Panel_counterclockwise_3
colors: blue
tag: quad mid blue
link: qmb COUNTERCLOCKWISE
COUNT:
id: Hallway Room/Panel_counterclockwise_4
colors: blue
tag: quad mid blue
link: qmb COUNTERCLOCKWISE
doors:
Exit:
id: Red Blue Purple Room Area Doors/Door_room_3
location_name: Hallway Room - Second Room
door_group: Hallway Room Doors
panels:
- WISE
- CLOCK
- ER
- COUNT
panel_doors:
COUNTERCLOCKWISE:
item_name: Hallway Room - Second Room Panels
panel_group: Hallway Room Panels
panels:
- WISE
- CLOCK
- ER
- COUNT
Hallway Room (3):
entrances:
Hallway Room (2):
room: Hallway Room (2)
door: Exit
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
# No entrance from Elements Area. The winding hallway does not connect.
panels:
TRANCE:
id: Hallway Room/Panel_transformation_1
colors: blue
tag: quad top blue
link: qtb TRANSFORMATION
FORM:
id: Hallway Room/Panel_transformation_2
colors: blue
tag: quad top blue
link: qtb TRANSFORMATION
A:
id: Hallway Room/Panel_transformation_3
colors: blue
tag: quad top blue
link: qtb TRANSFORMATION
SHUN:
id: Hallway Room/Panel_transformation_4
colors: blue
tag: quad top blue
link: qtb TRANSFORMATION
doors:
Exit:
id: Red Blue Purple Room Area Doors/Door_room_4
location_name: Hallway Room - Third Room
door_group: Hallway Room Doors
panels:
- TRANCE
- FORM
- A
- SHUN
panel_doors:
TRANSFORMATION:
item_name: Hallway Room - Third Room Panels
panel_group: Hallway Room Panels
panels:
- TRANCE
- FORM
- A
- SHUN
Hallway Room (4):
entrances:
Hallway Room (3):
room: Hallway Room (3)
door: Exit
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Elements Area: True
panels:
WHEEL:
id: Hallway Room/Panel_room_5
colors: blue
tag: full stack blue
doors:
Exit:
id:
- Red Blue Purple Room Area Doors/Door_room_5
- Red Blue Purple Room Area Doors/Door_room_6 # this is the connection to The Artistic
door_group: Hallway Room Doors
location_name: Hallway Room - Fourth Room
panels:
- WHEEL
include_reduce: True
panel_doors:
WHEELBARROW:
item_name: Hallway Room - WHEEL
panel_group: Hallway Room Panels
panels:
- WHEEL
Elements Area:
entrances:
Roof: True
Hallway Room (4):
room: Hallway Room (4)
door: Exit
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
# If this door is open, then a non-warp entrance from the first hallway room is available
The Artistic (Smiley):
room: Hallway Room (4)
door: Exit
panels:
A:
id: Strand Room/Panel_a_strands
colors: blue
tag: forbid
hunt: True
NINE:
id: Backside Room/Panel_nine_nine_7
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Nines
UNDISTRACTED:
id: Open Areas/Panel_undistracted
check: True
exclude_reduce: True
tag: midwhite
MASTERY:
id: Master Room/Panel_mastery_mastery13
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
EARTH:
id: Cross Room/Panel_earth_earth
tag: midwhite
WATER:
id: Cross Room/Panel_water_water
tag: midwhite
AIR:
id: Cross Room/Panel_air_air
tag: midwhite
paintings:
- id: south_afar
orientation: south
Outside The Wanderer:
entrances:
Orange Tower First Floor:
door: Tower Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Rhyme Room (Cross):
room: Rhyme Room (Cross)
door: Exit
Roof: True
panels:
WANDERLUST:
id: Tower Room/Panel_wanderlust_1234567890
colors: orange
tag: midorange
doors:
Wanderer Entrance:
id: Tower Room Area Doors/Door_wanderer_entrance
item_name: The Wanderer - Entrance
item_group: Achievement Room Entrances
panels:
- WANDERLUST
Tower Entrance:
id: Tower Room Area Doors/Door_wanderlust_start
skip_location: True
panels:
- room: The Wanderer
panel: Achievement
panel_doors:
WANDERLUST:
panels:
- WANDERLUST
The Wanderer:
entrances:
Outside The Wanderer:
room: Outside The Wanderer
door: Wanderer Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
panels:
Achievement:
id: Countdown Panels/Panel_1234567890_wanderlust
colors: orange
check: True
tag: forbid
achievement: The Wanderer
"7890":
id: Orange Room/Panel_lust
colors: orange
tag: midorange
"6524":
id: Orange Room/Panel_read
colors: orange
tag: midorange
"951":
id: Orange Room/Panel_sew
colors: orange
tag: midorange
"4524":
id: Orange Room/Panel_dead
colors: orange
tag: midorange
LEARN:
id: Orange Room/Panel_learn
colors: orange
tag: midorange
DUST:
id: Orange Room/Panel_dust
colors: orange
tag: midorange
STAR:
id: Orange Room/Panel_star
colors: orange
tag: midorange
WANDER:
id: Orange Room/Panel_wander
colors: orange
tag: midorange
Art Gallery:
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Orange Tower Third Floor:
warp: True
Art Gallery (Second Floor):
warp: True
Art Gallery (Third Floor):
warp: True
Art Gallery (Fourth Floor):
warp: True
Outside The Initiated:
door: Exit
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
panels:
EIGHT:
id: Backside Room/Panel_eight_eight_6
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Eights
EON:
id: Painting Room/Panel_eon_one
colors: yellow
tag: midyellow
TRUSTWORTHY:
id: Painting Room/Panel_to_two
colors: red
tag: midred
FREE:
id: Painting Room/Panel_free_three
colors: purple
tag: midpurp
OUR:
id: Painting Room/Panel_our_four
colors: blue
tag: midblue
ORDER:
id: Painting Room/Panel_order_onepathmanyturns
tag: forbid
colors:
- yellow
- blue
- gray
- brown
- orange
required_door:
door: Fifth Floor
doors:
Second Floor:
painting_id:
- scenery_painting_2b
- scenery_painting_2c
skip_location: True
panels:
- EON
First Floor Puzzles:
skip_item: True
location_name: Art Gallery - First Floor Puzzles
panels:
- EON
- TRUSTWORTHY
- FREE
- OUR
Third Floor:
painting_id:
- scenery_painting_3b
- scenery_painting_3c
skip_location: True
panels:
- room: Art Gallery (Second Floor)
panel: PATH
Fourth Floor:
painting_id:
- scenery_painting_4b
- scenery_painting_4c
skip_location: True
panels:
- room: Art Gallery (Third Floor)
panel: ANY
Fifth Floor:
id: Tower Room Area Doors/Door_painting_backroom
painting_id:
- scenery_painting_5b
- scenery_painting_5c
skip_location: True
panels:
- room: Art Gallery (Fourth Floor)
panel: SEND - USE
Exit:
id: Tower Room Area Doors/Door_painting_exit
include_reduce: True
item_name: Orange Tower Fifth Floor - Quadruple Intersection
item_group: Achievement Room Entrances
panels:
- ORDER
panel_doors:
ORDER:
panels:
- ORDER
paintings:
- id: smile_painting_3
orientation: west
- id: flower_painting_2
orientation: east
- id: scenery_painting_0a
orientation: north
- id: map_painting
orientation: east
- id: fruitbowl_painting4
orientation: south
progression:
Progressive Art Gallery:
doors:
- Second Floor
- Third Floor
- Fourth Floor
- Fifth Floor
Art Gallery (Second Floor):
entrances:
Art Gallery:
room: Art Gallery
door: Second Floor
panels:
HOUSE:
id: Painting Room/Panel_house_neighborhood
colors: blue
tag: botblue
PATH:
id: Painting Room/Panel_path_road
colors: brown
tag: botbrown
PARK:
id: Painting Room/Panel_park_drive
colors: black
tag: botblack
CARRIAGE:
id: Painting Room/Panel_carriage_horse
colors: red
tag: botred
doors:
Puzzles:
skip_item: True
location_name: Art Gallery - Second Floor Puzzles
panels:
- HOUSE
- PATH
- PARK
- CARRIAGE
Art Gallery (Third Floor):
entrances:
Art Gallery:
room: Art Gallery
door: Third Floor
panels:
AN:
id: Painting Room/Panel_an_many
colors: blue
tag: midblue
MAY:
id: Painting Room/Panel_may_many
colors: blue
tag: midblue
ANY:
id: Painting Room/Panel_any_many
colors: blue
tag: midblue
MAN:
id: Painting Room/Panel_man_many
colors: blue
tag: midblue
doors:
Puzzles:
skip_item: True
location_name: Art Gallery - Third Floor Puzzles
panels:
- AN
- MAY
- ANY
- MAN
Art Gallery (Fourth Floor):
entrances:
Art Gallery:
room: Art Gallery
door: Fourth Floor
panels:
URNS:
id: Painting Room/Panel_urns_turns
colors: blue
tag: midblue
LEARNS:
id: Painting Room/Panel_learns_turns
colors: purple
tag: midpurp
RUNTS:
id: Painting Room/Panel_runts_turns
colors: yellow
tag: midyellow
SEND - USE:
id: Painting Room/Panel_send_use_turns
colors: orange
tag: midorange
TRUST:
id: Painting Room/Panel_trust_06890
colors: orange
tag: midorange
"062459":
id: Painting Room/Panel_06890_trust
colors: orange
tag: midorange
doors:
Puzzles:
skip_item: True
location_name: Art Gallery - Fourth Floor Puzzles
panels:
- URNS
- LEARNS
- RUNTS
- SEND - USE
- TRUST
- "062459"
Rhyme Room (Smiley):
entrances:
Orange Tower Third Floor:
room: Orange Tower Third Floor
door: Rhyme Room Entrance
Rhyme Room (Circle):
room: Rhyme Room (Circle)
door: Door to Smiley
Rhyme Room (Cross): True # one-way
panels:
LOANS:
id: Double Room/Panel_bones_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme BONES
SKELETON:
id: Double Room/Panel_bones_syn
tag: syn rhyme
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
subtag: bot
link: rhyme BONES
REPENTANCE:
id: Double Room/Panel_sentence_rhyme
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- blue
tag: whole rhyme
subtag: top
link: rhyme SENTENCE
WORD:
id: Double Room/Panel_sentence_whole
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- blue
tag: whole rhyme
subtag: bot
link: rhyme SENTENCE
SCHEME:
id: Double Room/Panel_dream_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme DREAM
FANTASY:
id: Double Room/Panel_dream_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme DREAM
HISTORY:
id: Double Room/Panel_mystery_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme MYSTERY
SECRET:
id: Double Room/Panel_mystery_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme MYSTERY
doors:
# This is complicated. I want the location in here to just be the four
# panels against the wall toward Target. But in vanilla, you also need to
# solve the panels in Circle that are against the Smiley wall. Logic needs
# to know this so that it can handle no door shuffle properly. So we split
# the item and location up.
Door to Target:
id:
- Double Room Area Doors/Door_room_3a
- Double Room Area Doors/Door_room_3bc
skip_location: True
door_group: Rhyme Room Doors
panels:
- SCHEME
- FANTASY
- HISTORY
- SECRET
- room: Rhyme Room (Circle)
panel: BIRD
- room: Rhyme Room (Circle)
panel: LETTER
- room: Rhyme Room (Circle)
panel: VIOLENT
- room: Rhyme Room (Circle)
panel: MUTE
Door to Target (Location):
location_name: Rhyme Room (Smiley) - Puzzles Toward Target
skip_item: True
panels:
- SCHEME
- FANTASY
- HISTORY
- SECRET
Rhyme Room (Cross):
entrances:
Rhyme Room (Target): # one-way
room: Rhyme Room (Target)
door: Door to Cross
Rhyme Room (Looped Square):
room: Rhyme Room (Looped Square)
door: Door to Cross
panels:
NINE:
id: Backside Room/Panel_nine_nine_9
tag: midwhite
hunt: True
required_door:
room: Number Hunt
door: Nines
FERN:
id: Double Room/Panel_return_rhyme
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- black
tag: ant rhyme
subtag: top
link: rhyme RETURN
STAY:
id: Double Room/Panel_return_ant
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- black
tag: ant rhyme
subtag: bot
link: rhyme RETURN
FRIEND:
id: Double Room/Panel_descend_rhyme
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- black
tag: ant rhyme
subtag: top
link: rhyme DESCEND
RISE:
id: Double Room/Panel_descend_ant
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- black
tag: ant rhyme
subtag: bot
link: rhyme DESCEND
PLUMP:
id: Double Room/Panel_jump_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme JUMP
BOUNCE:
id: Double Room/Panel_jump_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme JUMP
SCRAWL:
id: Double Room/Panel_fall_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme FALL
PLUNGE:
id: Double Room/Panel_fall_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme FALL
doors:
Exit:
id: Double Room Area Doors/Door_room_exit
location_name: Rhyme Room (Cross) - Exit Puzzles
door_group: Rhyme Room Doors
panels:
- PLUMP
- BOUNCE
- SCRAWL
- PLUNGE
Rhyme Room (Circle):
entrances:
Rhyme Room (Looped Square):
room: Rhyme Room (Looped Square)
door: Door to Circle
Hidden Room:
room: Hidden Room
door: Rhyme Room Entrance
Rhyme Room (Smiley):
door: Door to Smiley
panels:
BIRD:
id: Double Room/Panel_word_rhyme
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- blue
tag: whole rhyme
subtag: top
link: rhyme WORD
LETTER:
id: Double Room/Panel_word_whole
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- blue
tag: whole rhyme
subtag: bot
link: rhyme WORD
FORBIDDEN:
id: Double Room/Panel_hidden_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme HIDDEN
CONCEALED:
id: Double Room/Panel_hidden_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme HIDDEN
VIOLENT:
id: Double Room/Panel_silent_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme SILENT
MUTE:
id: Double Room/Panel_silent_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme SILENT
doors:
Door to Smiley:
id:
- Double Room Area Doors/Door_room_2b
- Double Room Area Doors/Door_room_3b
location_name: Rhyme Room - Circle/Smiley Wall
door_group: Rhyme Room Doors
panels:
- BIRD
- LETTER
- VIOLENT
- MUTE
- room: Rhyme Room (Smiley)
panel: LOANS
- room: Rhyme Room (Smiley)
panel: SKELETON
- room: Rhyme Room (Smiley)
panel: REPENTANCE
- room: Rhyme Room (Smiley)
panel: WORD
paintings:
- id: arrows_painting_3
orientation: north
Rhyme Room (Looped Square):
entrances:
Starting Room:
room: Starting Room
door: Rhyme Room Entrance
Rhyme Room (Circle):
door: Door to Circle
Rhyme Room (Cross):
door: Door to Cross
Rhyme Room (Target):
door: Door to Target
panels:
WALKED:
id: Double Room/Panel_blocked_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme BLOCKED
OBSTRUCTED:
id: Double Room/Panel_blocked_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme BLOCKED
SKIES:
id: Double Room/Panel_rise_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme RISE
SWELL:
id: Double Room/Panel_rise_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme RISE
PENNED:
id: Double Room/Panel_ascend_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme ASCEND
CLIMB:
id: Double Room/Panel_ascend_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme ASCEND
TROUBLE:
id: Double Room/Panel_double_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme DOUBLE
DUPLICATE:
id: Double Room/Panel_double_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme DOUBLE
doors:
Door to Circle:
id:
- Double Room Area Doors/Door_room_2a
- Double Room Area Doors/Door_room_1c
location_name: Rhyme Room - Circle/Looped Square Wall
door_group: Rhyme Room Doors
panels:
- WALKED
- OBSTRUCTED
- SKIES
- SWELL
- room: Rhyme Room (Circle)
panel: BIRD
- room: Rhyme Room (Circle)
panel: LETTER
- room: Rhyme Room (Circle)
panel: FORBIDDEN
- room: Rhyme Room (Circle)
panel: CONCEALED
Door to Cross:
id:
- Double Room Area Doors/Door_room_1a
- Double Room Area Doors/Door_room_5a
location_name: Rhyme Room - Cross/Looped Square Wall
door_group: Rhyme Room Doors
panels:
- SKIES
- SWELL
- PENNED
- CLIMB
- room: Rhyme Room (Cross)
panel: FERN
- room: Rhyme Room (Cross)
panel: STAY
- room: Rhyme Room (Cross)
panel: FRIEND
- room: Rhyme Room (Cross)
panel: RISE
Door to Target:
id:
- Double Room Area Doors/Door_room_1b
- Double Room Area Doors/Door_room_4b
location_name: Rhyme Room - Target/Looped Square Wall
door_group: Rhyme Room Doors
panels:
- PENNED
- CLIMB
- TROUBLE
- DUPLICATE
- room: Rhyme Room (Target)
panel: WILD
- room: Rhyme Room (Target)
panel: KID
- room: Rhyme Room (Target)
panel: PISTOL
- room: Rhyme Room (Target)
panel: GEM
Rhyme Room (Target):
entrances:
Rhyme Room (Smiley): # one-way
room: Rhyme Room (Smiley)
door: Door to Target
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Rhyme Room (Looped Square):
room: Rhyme Room (Looped Square)
door: Door to Target
panels:
WILD:
id: Double Room/Panel_child_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme CHILD
KID:
id: Double Room/Panel_child_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme CHILD
PISTOL:
id: Double Room/Panel_crystal_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme CRYSTAL
GEM:
id: Double Room/Panel_crystal_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme CRYSTAL
INNOVATIVE (Top):
id: Double Room/Panel_creative_rhyme
colors: purple
tag: syn rhyme
subtag: top
link: rhyme CREATIVE
INNOVATIVE (Bottom):
id: Double Room/Panel_creative_syn
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors: purple
tag: syn rhyme
subtag: bot
link: rhyme CREATIVE
LEAP:
id: Double Room/Panel_leap_leap
tag: midwhite
required_door:
door: Door to Cross
doors:
Door to Cross:
id: Double Room Area Doors/Door_room_4a
location_name: Rhyme Room (Target) - Puzzles Toward Cross
door_group: Rhyme Room Doors
panels:
- PISTOL
- GEM
- INNOVATIVE (Top)
- INNOVATIVE (Bottom)
paintings:
- id: arrows_painting_4
orientation: north
Room Room:
# This is a bit of a weird room. You can't really get to it from the roof.
# And even if you were to go through the shortcut on the fifth floor into
# the basement and up the stairs, you'd be blocked by the backsides of the
# ROOM panels, which isn't ideal. So we will, at least for now, say that
# this room is vanilla.
#
# For pretty much the same reason, I don't want to shuffle the paintings in
# here.
entrances:
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
Orange Tower Fourth Floor:
warp: True
panels:
DOOR (1):
id: Panel Room/Panel_room_door_1
colors: gray
tag: forbid
DOOR (2):
id: Panel Room/Panel_room_door_2
colors: gray
tag: forbid
WINDOW:
id: Panel Room/Panel_room_window_1
colors: gray
tag: forbid
STAIRS:
id: Panel Room/Panel_room_stairs_1
colors: gray
tag: forbid
PAINTING:
id: Panel Room/Panel_room_painting_1
colors: gray
tag: forbid
FLOOR (1):
id: Panel Room/Panel_room_floor_1
colors: gray
tag: forbid
FLOOR (2):
id: Panel Room/Panel_room_floor_2
colors: gray
tag: forbid
FLOOR (3):
id: Panel Room/Panel_room_floor_3
colors: gray
tag: forbid
FLOOR (4):
id: Panel Room/Panel_room_floor_4
colors: gray
tag: forbid
FLOOR (5):
id: Panel Room/Panel_room_floor_5
colors: gray
tag: forbid
FLOOR (6):
id: Panel Room/Panel_room_floor_7
colors: gray
tag: forbid
FLOOR (7):
id: Panel Room/Panel_room_floor_8
colors: gray
tag: forbid
FLOOR (8):
id: Panel Room/Panel_room_floor_9
colors: gray
tag: forbid
CEILING (1):
id: Panel Room/Panel_room_ceiling_1
colors: gray
tag: forbid
CEILING (2):
id: Panel Room/Panel_room_ceiling_2
colors: gray
tag: forbid
CEILING (3):
id: Panel Room/Panel_room_ceiling_3
colors: gray
tag: forbid
CEILING (4):
id: Panel Room/Panel_room_ceiling_4
colors: gray
tag: forbid
CEILING (5):
id: Panel Room/Panel_room_ceiling_5
colors: gray
tag: forbid
CEILING (6):
id: Panel Room/Panel_room_floor_10
colors: gray
tag: forbid
WALL (1):
id: Panel Room/Panel_room_wall_1
colors: gray
tag: forbid
WALL (2):
id: Panel Room/Panel_room_wall_2
colors: gray
tag: forbid
WALL (3):
id: Panel Room/Panel_room_wall_3
colors: gray
tag: forbid
WALL (4):
id: Panel Room/Panel_room_wall_4
colors: gray
tag: forbid
WALL (5):
id: Panel Room/Panel_room_wall_5
colors: gray
tag: forbid
WALL (6):
id: Panel Room/Panel_room_wall_6
colors: gray
tag: forbid
WALL (7):
id: Panel Room/Panel_room_wall_7
colors: gray
tag: forbid
WALL (8):
id: Panel Room/Panel_room_wall_8
colors: gray
tag: forbid
WALL (9):
id: Panel Room/Panel_room_wall_9
colors: gray
tag: forbid
WALL (10):
id: Panel Room/Panel_room_wall_10
colors: gray
tag: forbid
WALL (11):
id: Panel Room/Panel_room_wall_11
colors: gray
tag: forbid
WALL (12):
id: Panel Room/Panel_room_wall_12
colors: gray
tag: forbid
WALL (13):
id: Panel Room/Panel_room_wall_13
colors: gray
tag: forbid
WALL (14):
id: Panel Room/Panel_room_wall_14
colors: gray
tag: forbid
WALL (15):
id: Panel Room/Panel_room_wall_15
colors: gray
tag: forbid
WALL (16):
id: Panel Room/Panel_room_wall_16
colors: gray
tag: forbid
WALL (17):
id: Panel Room/Panel_room_wall_17
colors: gray
tag: forbid
WALL (18):
id: Panel Room/Panel_room_wall_18
colors: gray
tag: forbid
WALL (19):
id: Panel Room/Panel_room_wall_19
colors: gray
tag: forbid
WALL (20):
id: Panel Room/Panel_room_wall_20
colors: gray
tag: forbid
WALL (21):
id: Panel Room/Panel_room_wall_21
colors: gray
tag: forbid
BROOMED:
id: Panel Room/Panel_broomed_bedroom
colors: yellow
tag: midyellow
required_panel:
panel: WALL (1)
LAYS:
id: Panel Room/Panel_lays_maze
colors: purple
tag: toppurp
required_panel:
panel: BROOMED
BASE:
id: Panel Room/Panel_base_basement
colors: blue
tag: midblue
required_panel:
panel: LAYS
MASTERY:
id: Master Room/Panel_mastery_mastery
tag: midwhite
hunt: True
required_door:
room: Orange Tower Seventh Floor
door: Mastery
required_panel:
room: Room Room
panel: WALL (2)
doors:
Excavation:
event: True
panels:
- STAIRS
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
Cellar Exit:
id:
- Tower Room Area Doors/Door_panel_basement
- Tower Room Area Doors/Door_panel_basement2
panels:
- BASE
panel_doors:
STAIRS:
panel_group: Room Room Panels
panels:
- STAIRS
Colors:
panel_group: Room Room Panels
panels:
- BROOMED
- LAYS
- BASE
Cellar:
entrances:
Room Room:
room: Room Room
door: Excavation
Orange Tower Fifth Floor:
room: Room Room
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
door: Cellar Exit
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Compass Room:
room: Compass Room
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
door: Lookout Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True
Outside The Wise:
entrances:
Orange Tower Sixth Floor:
painting: True
Outside The Initiated:
painting: True
panels:
KITTEN:
id: Clock Room/Panel_kitten_cat
colors: brown
tag: botbrown
CAT:
id: Clock Room/Panel_cat_kitten
tag: bot brown black
colors:
- brown
- black
doors:
Wise Entrance:
id: Clock Room Area Doors/Door_time_start
item_name: The Wise - Entrance
item_group: Achievement Room Entrances
panels:
- KITTEN
- CAT
panel_doors:
KITTEN CAT:
panels:
- KITTEN
- CAT
paintings:
- id: arrows_painting_2
orientation: east
- id: clock_painting_2
orientation: east
exit_only: True
required: True
The Wise:
entrances:
Outside The Wise:
room: Outside The Wise
door: Wise Entrance
Lingo: The Pilgrim Update (#2884) * An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
2024-04-18 16:45:33 +00:00
warp: True # The Wise is so full of warps
panels:
Achievement:
id: Countdown Panels/Panel_intelligent_wise
colors:
- brown
- black
tag: forbid
check: True
achievement: The Wise
PUPPY:
id: Clock Room/Panel_puppy_dog
colors: brown
tag: botbrown
ADULT:
id: Clock Room/Panel_adult_child
colors:
- brown
- black
tag: bot brown black
BREAD:
id: Clock Room/Panel_bread_mold
colors: brown
tag: botbrown
DINOSAUR:
id: Clock Room/Panel_dinosaur_fossil
colors: brown
tag: botbrown
OAK:
id: Clock Room/Panel_oak_acorn
colors:
- brown
- black
tag: bot brown black
CORPSE:
id: Clock Room/Panel_corpse_skeleton
colors: brown
tag: botbrown
BEFORE:
id: Clock Room/Panel_before_ere
colors:
- brown
- black
tag: mid brown black
YOUR:
id: Clock Room/Panel_your_thy
colors:
- brown
- black
tag: mid brown black
BETWIXT:
id: Clock Room/Panel_betwixt_between
colors: brown
tag: midbrown
NIGH:
id: Clock Room/Panel_nigh_near
colors: brown
tag: midbrown
CONNEXION:
id: Clock Room/Panel_connexion_connection
colors: brown
tag: midbrown
THOU:
id: Clock Room/Panel_thou_you
colors: brown
tag: midbrown
paintings:
- id: clock_painting_3
orientation: east
req_blocked: True # outside the wise (with or without door shuffle)
The Red:
entrances:
Roof: True
panels:
Achievement:
id: Countdown Panels/Panel_grandfathered_red
colors: red
tag: forbid
check: True
achievement: The Red
PANDEMIC (1):
id: Hangry Room/Panel_red_top_1
colors: red
tag: topred
TRINITY:
id: Hangry Room/Panel_red_top_2
colors: red
tag: topred
CHEMISTRY:
id: Hangry Room/Panel_red_top_3
colors: red
tag: topred
FLUSTERED:
id: Hangry Room/Panel_red_top_4
colors: red
tag: topred
PANDEMIC (2):
id: Hangry Room/Panel_red_mid_1
colors: red
tag: midred
COUNTERCLOCKWISE:
id: Hangry Room/Panel_red_mid_2
colors: red
tag: red top red mid black bot
FEARLESS:
id: Hangry Room/Panel_red_mid_3
colors: red
tag: midred
DEFORESTATION:
id: Hangry Room/Panel_red_mid_4
colors: red
tag: red mid bot
subtag: mid
link: rmb FORE
CRAFTSMANSHIP:
id: Hangry Room/Panel_red_mid_5
colors: red
tag: red mid bot
subtag: mid
link: rmb AFT
CAMEL:
id: Hangry Room/Panel_red_bot_1
colors: red
tag: botred
LION:
id: Hangry Room/Panel_red_bot_2
colors: red
tag: botred
TIGER:
id: Hangry Room/Panel_red_bot_3
colors: red
tag: botred
SHIP (1):
id: Hangry Room/Panel_red_bot_4
colors: red
tag: red mid bot
subtag: bot
link: rmb FORE
SHIP (2):
id: Hangry Room/Panel_red_bot_5
colors: red
tag: red mid bot
subtag: bot
link: rmb AFT
GIRAFFE:
id: Hangry Room/Panel_red_bot_6
colors: red
tag: botred
The Ecstatic:
entrances:
Roof: True
panels:
Achievement:
id: Countdown Panels/Panel_ecstatic_ecstatic
colors: yellow
tag: forbid
check: True
achievement: The Ecstatic
FORM (1):
id: Smiley Room/Panel_soundgram_1
colors: yellow
tag: yellow top bot
subtag: bottom
link: ytb FORM
WIND:
id: Smiley Room/Panel_soundgram_2
colors: yellow
tag: botyellow
EGGS:
id: Smiley Room/Panel_scrambled_1
colors: yellow
tag: botyellow
VEGETABLES:
id: Smiley Room/Panel_scrambled_2
colors: yellow
tag: botyellow
WATER:
id: Smiley Room/Panel_anagram_6_1
colors: yellow
tag: botyellow
FRUITS:
id: Smiley Room/Panel_anagram_6_2
colors: yellow
tag: botyellow
LEAVES:
id: Smiley Room/Panel_anagram_7_1
colors: yellow
tag: topyellow
VINES:
id: Smiley Room/Panel_anagram_7_2
colors: yellow
tag: topyellow
ICE:
id: Smiley Room/Panel_anagram_7_3
colors: yellow
tag: topyellow
STYLE:
id: Smiley Room/Panel_anagram_7_4
colors: yellow
tag: topyellow
FIR:
id: Smiley Room/Panel_anagram_8_1
colors: yellow
tag: topyellow
REEF:
id: Smiley Room/Panel_anagram_8_2
colors: yellow
tag: topyellow
ROTS:
id: Smiley Room/Panel_anagram_8_3
colors: yellow
tag: topyellow
FORM (2):
id: Smiley Room/Panel_anagram_9_1
colors: yellow
tag: yellow top bot
subtag: top
link: ytb FORM
Outside The Scientific:
entrances:
Roof: True
The Scientific:
door: Scientific Entrance
panels:
OPEN:
id: Chemistry Room/Panel_open
tag: midwhite
CLOSE:
id: Chemistry Room/Panel_close
colors: black
tag: botblack
AHEAD:
id: Chemistry Room/Panel_ahead
colors: black
tag: botblack
doors:
Scientific Entrance:
id: Red Blue Purple Room Area Doors/Door_chemistry_lab
item_name: The Scientific - Entrance
item_group: Achievement Room Entrances
panels:
- OPEN
panel_doors:
OPEN:
panels:
- OPEN
The Scientific:
entrances:
Outside The Scientific:
room: Outside The Scientific
door: Scientific Entrance
panels:
Achievement:
id: Countdown Panels/Panel_scientific_scientific
colors:
- yellow
- red
- blue
- brown
- black
- purple
tag: forbid
check: True
achievement: The Scientific
HYDROGEN (1):
id: Chemistry Room/Panel_blue_bot_3
colors: blue
tag: tri botblue
link: tbb WATER
OXYGEN:
id: Chemistry Room/Panel_blue_bot_2
colors: blue
tag: tri botblue
link: tbb WATER
HYDROGEN (2):
id: Chemistry Room/Panel_blue_bot_4
colors: blue
tag: tri botblue
link: tbb WATER
SUGAR (1):
id: Chemistry Room/Panel_sugar_1
colors: red
tag: botred
SUGAR (2):
id: Chemistry Room/Panel_sugar_2
colors: red
tag: botred
SUGAR (3):
id: Chemistry Room/Panel_sugar_3
colors: red
tag: botred
CHLORINE:
id: Chemistry Room/Panel_blue_bot_5
colors: blue
tag: double botblue
subtag: left
link: holo SALT
SODIUM:
id: Chemistry Room/Panel_blue_bot_6
colors: blue
tag: double botblue
subtag: right
link: holo SALT
FOREST:
id: Chemistry Room/Panel_long_bot_1
colors:
- red
- blue
tag: chain red bot blue top
POUND:
id: Chemistry Room/Panel_long_top_1
colors:
- red
- blue
tag: chain blue mid red bot
ICE:
id: Chemistry Room/Panel_brown_bot_1
colors: brown
tag: botbrown
FISSION:
id: Chemistry Room/Panel_black_bot_1
colors: black
tag: botblack
FUSION:
id: Chemistry Room/Panel_black_bot_2
colors: black
tag: botblack
MISS:
id: Chemistry Room/Panel_blue_top_1
colors: blue
tag: double topblue
subtag: left
link: exp CHEMISTRY
TREE (1):
id: Chemistry Room/Panel_blue_top_2
colors: blue
tag: double topblue
subtag: right
link: exp CHEMISTRY
BIOGRAPHY:
id: Chemistry Room/Panel_biology_9
colors: purple
tag: midpurp
CACTUS:
id: Chemistry Room/Panel_biology_4
colors: red
tag: double botred
subtag: right
link: mero SPINE
VERTEBRATE:
id: Chemistry Room/Panel_biology_8
colors: red
tag: double botred
subtag: left
link: mero SPINE
ROSE:
id: Chemistry Room/Panel_biology_2
colors: red
tag: botred
TREE (2):
id: Chemistry Room/Panel_biology_3
colors: red
tag: botred
FRUIT:
id: Chemistry Room/Panel_biology_1
colors: red
tag: botred
MAMMAL:
id: Chemistry Room/Panel_biology_5
colors: red
tag: botred
BIRD:
id: Chemistry Room/Panel_biology_6
colors: red
tag: botred
FISH:
id: Chemistry Room/Panel_biology_7
colors: red
tag: botred
GRAVELY:
id: Chemistry Room/Panel_physics_9
colors: purple
tag: double midpurp
subtag: left
link: change GRAVITY
BREVITY:
id: Chemistry Room/Panel_biology_10
colors: purple
tag: double midpurp
subtag: right
link: change GRAVITY
PART:
id: Chemistry Room/Panel_physics_2
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- blue
- red
tag: blue mid red bot
subtag: mid
link: xur PARTICLE
MATTER:
id: Chemistry Room/Panel_physics_1
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- blue
- red
tag: blue mid red bot
subtag: bot
link: xur PARTICLE
ELECTRIC:
id: Chemistry Room/Panel_physics_6
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- red
tag: purple mid red bot
subtag: mid
link: xpr ELECTRON
ATOM (1):
id: Chemistry Room/Panel_physics_3
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- red
tag: purple mid red bot
subtag: bot
link: xpr ELECTRON
NEUTRAL:
id: Chemistry Room/Panel_physics_7
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- red
tag: purple mid red bot
subtag: mid
link: xpr NEUTRON
ATOM (2):
id: Chemistry Room/Panel_physics_4
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- red
tag: purple mid red bot
subtag: bot
link: xpr NEUTRON
PROPEL:
id: Chemistry Room/Panel_physics_8
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- red
tag: purple mid red bot
subtag: mid
link: xpr PROTON
ATOM (3):
id: Chemistry Room/Panel_physics_5
Lingo: Fix entrance checking being broken on default settings (#2506) The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 18:15:42 +00:00
colors:
- purple
- red
tag: purple mid red bot
subtag: bot
link: xpr PROTON
ORDER:
id: Chemistry Room/Panel_physics_11
colors: brown
tag: botbrown
OPTICS:
id: Chemistry Room/Panel_physics_10
colors: yellow
tag: midyellow
GRAPHITE:
id: Chemistry Room/Panel_yellow_bot_1
colors: yellow
tag: botyellow
HOT RYE:
id: Chemistry Room/Panel_anagram_1
colors: yellow
tag: midyellow
SIT SHY HOPE:
id: Chemistry Room/Panel_anagram_2
colors: yellow
tag: midyellow
ME NEXT PIER:
id: Chemistry Room/Panel_anagram_3
colors: yellow
tag: midyellow
RUT LESS:
id: Chemistry Room/Panel_anagram_4
colors: yellow
tag: midyellow
SON COUNCIL:
id: Chemistry Room/Panel_anagram_5
colors: yellow
tag: midyellow
doors:
Chemistry Puzzles:
skip_item: True
location_name: The Scientific - Chemistry Puzzles
panels:
- HYDROGEN (1)
- OXYGEN
- HYDROGEN (2)
- SUGAR (1)
- SUGAR (2)
- SUGAR (3)
- CHLORINE
- SODIUM
- FOREST
- POUND
- ICE
- FISSION
- FUSION
- MISS
- TREE (1)
Biology Puzzles:
skip_item: True
location_name: The Scientific - Biology Puzzles
panels:
- BIOGRAPHY
- CACTUS
- VERTEBRATE
- ROSE
- TREE (2)
- FRUIT
- MAMMAL
- BIRD
- FISH
Physics Puzzles:
skip_item: True
location_name: The Scientific - Physics Puzzles
panels:
- GRAVELY
- BREVITY
- PART
- MATTER
- ELECTRIC
- ATOM (1)
- NEUTRAL
- ATOM (2)
- PROPEL
- ATOM (3)
- ORDER
- OPTICS
paintings:
- id: hi_solved_painting4
orientation: south
req_blocked_when_no_doors: True # owl hallway in vanilla doors
Challenge Room:
entrances:
Welcome Back Area:
door: Welcome Door
Number Hunt:
room: Outside The Undeterred
door: Challenge Entrance
panels:
WELCOME:
id: Challenge Room/Panel_welcome_welcome
tag: midwhite
CHALLENGE:
id: Challenge Room/Panel_challenge_challenge
tag: midwhite
Achievement:
id: Countdown Panels/Panel_challenged_unchallenged
check: True
colors:
- black
- gray
- red
- blue
- yellow
- purple
- brown
- orange
tag: forbid
achievement: The Unchallenged
OPEN:
id: Challenge Room/Panel_open_nepotism
colors:
- black
- blue
tag: chain mid black !!! blue
SINGED:
id: Challenge Room/Panel_singed_singsong
colors:
- red
- blue
tag: chain mid red blue
NEVER TRUSTED:
id: Challenge Room/Panel_nevertrusted_maladjusted
colors: purple
tag: midpurp
CORNER:
id: Challenge Room/Panel_corner_corn
colors: red
tag: midred
STRAWBERRIES:
id: Challenge Room/Panel_strawberries_mold
colors: brown
tag: double botbrown
subtag: left
link: time MOLD
GRUB:
id: Challenge Room/Panel_grub_burger
colors:
- black
- blue
tag: chain mid black blue
CHEESE:
id: Challenge Room/Panel_bread_mold
colors: brown
tag: double botbrown
subtag: right
link: time MOLD
COLOR:
id: Challenge Room/Panel_color_gray
colors: gray
tag: forbid
WRITER:
id: Challenge Room/Panel_writer_songwriter
colors: blue
tag: midblue
"02759":
id: Challenge Room/Panel_tales_stale
colors:
- orange
- yellow
tag: chain mid orange yellow
REAL EYES:
id: Challenge Room/Panel_realeyes_realize
tag: topwhite
LOBS:
id: Challenge Room/Panel_lobs_lobster
colors: blue
tag: midblue
PEST ALLY:
id: Challenge Room/Panel_double_anagram_1
colors: yellow
tag: midyellow
GENIAL HALO:
id: Challenge Room/Panel_double_anagram_2
colors: yellow
tag: midyellow
DUCK LOGO:
id: Challenge Room/Panel_double_anagram_3
colors: yellow
tag: midyellow
AVIAN GREEN:
id: Challenge Room/Panel_double_anagram_4
colors: yellow
tag: midyellow
FEVER TEAR:
id: Challenge Room/Panel_double_anagram_5
colors: yellow
tag: midyellow
FACTS (Chain):
id: Challenge Room/Panel_facts
colors:
- red
- blue
tag: forbid
FACTS (1):
id: Challenge Room/Panel_facts2
colors: red
tag: forbid
FACTS (2):
id: Challenge Room/Panel_facts3
tag: forbid
FACTS (3):
id: Challenge Room/Panel_facts4
colors: blue
tag: forbid
FACTS (4):
id: Challenge Room/Panel_facts5
colors: blue
tag: forbid
FACTS (5):
id: Challenge Room/Panel_facts6
colors: blue
tag: forbid
LAPEL SHEEP:
id: Challenge Room/Panel_double_anagram_6
colors: yellow
tag: midyellow
doors:
Welcome Door:
id: Entry Room Area Doors/Door_challenge_challenge
item_group: Achievement Room Entrances
panels:
- WELCOME