* Add stone theme
* Fix h2 color, change rogue-legacy to stone theme (approved by Phar)
* Add stone theme preview to world api.md
* Different stone theme preview to match other images
* MC: open file selector if client is run without apmc
* MC: linux fixes
* we don't use shell anymore
* use user_path for forge_dir. Unless read-only, this is the same as what cwd is set to.
This updates notify_hints() as follows:
- Sort hints by their 'found' attribute in reverse during the first
iteration, so items not found will show at the bottom.
- Store a tuple of (hint, hint.as_network_message()) in concerns rather
than just the hint so the raw hint data remains available for later
sorting.
- Do the logging.info call as part of this iteration instead of doing
a second iteration pass that does nothing but logging.
- Iterate over concerns (and look up connected clients) rather than
iterating over all clients (and checking for concerns)
New option: "Early Secret Area" (Opens a door to the Challenge Area from the start of the game)
New option: Victory Conditions "Mountaintop Box Short" and "Mountaintop Box Long"
New options: Number of Lasers of Mountain, Number of Lasers for Challenge
New option & item: Add some number of "Puzzle Skips", which let you skip one puzzle in the game
Many logic fixes
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.