- Since multiprocessing and exceptions apparently don't interact well, any exceptions in `generate_output` are handled more gracefully now. The event is always set as well, so the process will no longer hang on an exception there.
- The triforce object file was renamed in 7.0. I didn't change the filename in the code, so it would crash on non-Windows systems.
- Some hint distributions just crash, so I'm temporarily removing them. It will take a while to port the relevant functionality and I'd rather not hold up the next version release.
* SC2: Fixed nondeterminism resulting from early unit placement
* SC2: Renamed "world" arguments to "multiworld"
* SC2: Fixed All-In Ground including anti-air in defense score, fixed error in beats_protoss_deathball
* SC2: Fixed No Logic using logic on Beat events
* SC2: Fixed /unfinished command failing when All-In available
## What is this fixing or adding?
- Adds the majority of OoTR 7.0 features:
- Pot shuffle, Freestanding item shuffle, Crate shuffle, Beehive shuffle
- Key rings mode
- Dungeon shortcuts to speed up dungeons
- "Regional" shuffle for dungeon items
- New options for shop pricing in shopsanity
- Expanded Ganon's Boss Key shuffle options
- Pre-planted beans
- Improved Chest Appearance Matches Contents mode
- Blue Fire Arrows
- Bonk self-damage
- Finer control over MQ dungeons and spawn position randomization
- Several bugfixes as a result of the update:
- Items recognized by the server and valid starting items are now in a 1-to-1 correspondence. In particular, starting with keys is now supported.
- Entrance randomization success rate improved. Hopefully it is now at 100%.
Co-authored-by: Zach Parks <zach@alliware.com>
- Pokemon guide was missing a point about changing the Lua option in Bizhawk.
- The same point in the OoT guide was missing a step about restarting Bizhawk after changing the Lua option, so updated that as well.
Adds Trainersanity option (Each non-scripted trainer has a location check, adding 317 locations)
Adds Randomize Pokedex option. It is required to obtain items from Oak's Aides.
Adds option to add all normal shop items to all normal shops.
Adds DeathLink option.
Adds traps.
Improves Type Chart randomization.
Items can be received during battle.
Stores start inventory in ROM. Only requests remote start inventory if patch is from v1.
Fixes logic bugs.
Various other improvements.
Changelog:
Features:
- Completely reworked mission progression system
- Control of which mission types can be active per-gameplay-style
- Control of how many missions are active per-gameplay-style
- Mission order shuffle
- Two new Chaos Emerald Hunt goals
- `Chaos Emerald Hunt` involves finding the seven Chaos Emeralds and beating Green Hill
- `FinalHazard Chaos Emerald Hunt` is the same, but with the FinalHazard fight at the end of Green Hill
- New optional Location Checks
- Keysanity (Chao Containers)
- Whistlesanity (Animal Pipes and hidden whistle spots)
- Beetlesanity (Destroying Gold Beetles)
- Option to require clearing all active Cannon's Core Missions for access to the Biolizard fight in `Biolizard` goal
- Hard Logic option
- More Music Options
- Option to use SADX music
- New `Singularity` music shuffle option
- Option to choose the Narrator theme
- New Traps
- Tiny Trap is now permanent within a level
- Gravity Trap
- Exposition Trap
Quality of Life:
- Significant revamp to Stage Select screen information conveyance
- Icons are displayed for:
- Relevant character's upgrades
- Which location checks are active/checked
- Chaos Emeralds found (if relevant)
- Gate and Cannon's Core emblem costs
- The above stage-specific info can also be viewed when paused in-level
- The current mission is also displayed when paused
- Emblem Symbol on Mission Select subscreen now only displays if a high enough rank has been gotten on that mission to send the location check
- Hints including SA2B locations will now specify which Gate that level is located in
- Save file now stores slot name to help prevent false location checks in the case of one player having multiple SA2B slots in the same seed
- Chao Intermediate and Expert race sets are now swapped, per player feedback
- Intermediate now includes Beginner + Challenge + Hero + Dark
- Expert now includes Beginner + Challenge + Hero + Dark + Jewel
- New mod config option for the color of the Message Queue text
Bug Fixes:
- Fixed bug where game stops properly tracking items after 127 have been received.
- Several logic fixes
- Game now refers to `Knuckles - Shovel Claws` correctly
- Minor AP World code cleanup
* Rogue Legacy: More refactoring and clean up.
* Also marked Blacksmith as Progression as it's used in a rule.
* Remove extra newline.
* Prevent divide by zero type error.
* Scratch last commit, got the math mixed in my head.
* Clarified name of rule regarding percentage of stat upgrades.
* Move early vendors/architect creation into `create_items` logic.
* Rename parameter in `create_region`.
* Rename local var in `create_region`.
* Removed accidental links in Markdown docs.
* Refactor `create_region` signature and caller.
* Remove redundant if-else.
* Revert change to if-else, and moved item_pool to function instead of obj var.
* Rename LegacyLogic to RLLogic.
* Remove LogicMixin for rules.