- New OC2 option `DLCOptionSet`, which is a list of DLCs whose levels should or shouldn't be used for entrance randomizer (and mention in documentation). By default, DLC owners now need to enable DLCs in weighted settings.
- Throw user-friendly exceptions when contradictory settings are enabled
- Slightly relax generation requirements for sphere 1/2 level permutations
- Write entrance randomizer info in spoiler log
- Skip adding "Dark Green Ramp" to item pool if Kevin Levels are disabled
* Core: Band-aid fixes `start_inventory_from_pool` causing generation failures if any world does utilize it.
* Core: Slightly better(?) solution
* Set default so it doesn't fail on WebHost.
This is a major update for Stardew Valley, for version 3.x.x.
Changes include a large number of new features, including Seasons Randomizer, SeedShuffle, Museumsanity, Friendsanity, Complete Collection Goal, Full House Goal, friendship multiplier
Co-authored-by: Jouramie <jouramie@hotmail.com>
* notify clients of their amount of hint points on initial connection and when hinting
* send in connect packet instead of sending a RoomUpdate on connect
* send hint_points update in `on_new_hint`
* add to connected packet docs
* hint_points isn't a new variable on RoomUpdate now
* note roomupdate can contain connected members
* add the hint point stuff to commonclient
* only show hint points when relevant and default to 0
* Revert "note roomupdate can contain connected members"
* remove hint_points from roomupdate args list and condense explanation of possible packet args
* updates from phar's review
* Small tweak to wording in RoomUpdate
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: Phar <zach@alliware.com>
Random Visit Locking wasn't copying correctly
init cleanup and moved itempool population to create_items
Updated docs due to a lot of people having issues setting it up.
This adds support to most of Varia's 20221101 update. Notably, added Options for:
- Objectives
- Tourian
- RelaxedRoundRobinCF
As well as previously unsupported Options:
- EscapeRando
- RemoveEscapeEnemies
- HideItems
* Clique: The greatest game of all time
* Fix failing test
* Increment data_version for backwards compat
* Clique: Tweaked names and forced progression for "The Button"
* Clique: Just location/item definitions to class
* Clique: More tweaks.
* Clique: Fix derp moment.
* Clique: Fix derp moment, part dos.
* Clique: Suggested changes.
* Clique: Update domain
* Clique: Create derived classes for Item and Location
* Clique: simplify line
* implement mega shards
* create the option and locations, add to slot data and tests
* add boss refights as locations
* remove barma'thazel. it's apparently impossible to get to him
* remove barma'thazel again
* up max shard count to 85
* increment version
* dynamically alter the power seal pool
* revert host.yaml change
* two mega shards were missing from the maps
* add new checks to the info page
* add some more rules to skylands
* forgot to update my tests
* explicit imports, remove unnecessary typing, lower required client ver
* use generators for shard and seal creation
* Core: default data_version to 0
This allows new (ap-)worlds to function with old clients without having to define a version.
* Blasphemous: fix data_version
* Core: Fix divide by zero error if all locations are priority
* Core: 100% makes more sense than 0% in this context
* Core: Revert a some "autoformatter" damage
* Core: Move comparisons a bit earlier.
Worlds that are 100% filled with locked locations should now be completely skipped in the progression balancing step now as we filter them out at the very beginning of the stage now. Also skips progression balancing if it turns out all locations are locked early before attempting to balance.