Changelog:
Features:
- New goal
- Chaos Chao
- Raise a Chaos Chao to win!
- New optional Location Checks
- Chao Animal Parts
- Each body part from each type of animal is a location
- Chao Stats
- 0-99 levels of each of the 7 Chao stats can be locations
- The frequency of Chao Stat locations can be set (every level, every 2nd level, etc)
- Kindergartensanity
- Classroom lessons are locations
- Either all lessons or any one of each category can be set as locations
- Shopsanity
- A specified number of locations can be placed in the Chao Black Market
- These locations are unlocked by acquiring `Chao Coin`s
- Ring costs for these items can be adjusted
- Chao Karate can now be set to one location per fight, instead of one per tournament
- Items
- If any Chao locations are active, the following will be in the item pool:
- Chao Eggs
- Garden Seeds
- Garden Fruit
- Chao Hats
- Chaos Drives
- The starting eggs in the garden can be a random color
- Chao World entrances can be shuffled
- Chao are given default names
- New Traps
- Reverse Trap
Quality of Life:
- Chao Save Data is now separate per-slot in addition to per-seed
- This allows a single player to have multiple slots in the same seed, each having separate Chao progress
- Chao Race/Karate progress is now displayed on Stage Select (when hovering over Chao World)
- All Chao can now enter the Hero and Dark races
- Chao Karate difficulty can be set separately from Chao Race difficulty
- Chao Aging can be sped up at will, up to 15×
- New mod `config` option to fine-tune Chao Stat multiplication
- Note: This does not mix well with the Mod Manager "`Chao Stat Multiplier`" code
- Pong Traps can now activate in Chao World
- Maximum range for possible number of Emblems is now 1000
- General APWorld cleanup and optimization
- Option access has moved to the new options system
- An item group now exists for trap items
Bug Fixes:
- Dry Lagoon now has all 11 Animals
- Eternal Engine - 2 (Standard and Hard Logic) now requires only `Tails - Booster`
- Lost Colony - 2 (Hard Logic) now requires no upgrades
- Lost Colony - Animal 9 (Hard Logic) now requires either `Eggman - Jet Engine` or `Eggman - Large Cannon`
Modifies various access rules in the lufia2ac world with the aim of making them evaluate quicker.
Instead of having to determine the reachability of another location, they now only have to count items in state, which is faster.
(Also made it reuse the identical lambda for multiple locations, which might save a smidgen of memory.)
In a lot of cases, Factorio would write data to file first, then attach that file into zip. It now directly attaches the data to the zip and encapsulation was used to allow earlier GC in places (rendered templates especially).
* Lingo: Fix painting shuffle logic issue in The Wise
* Lingo: More generic painting cycle prevention
* Lingo: okay how about now
* Lingo: Consider Owl Hallway blocked painting areas in vanilla doors
* Lingo: so honestly I should've seen this one coming
* Lingo: Refined req_blocked for vanilla doors
* Lingo: Orange Tower Basement is also owl-blocked
* Lingo: Rewrite randomize_paintings to eliminate rerolls
Now, mapping is done in two phases, rather than assigning everything at once and then rerolling if the mapping is non-viable.
* Add Unique Locals Commands to ChecksFinder
* Add Unique Locals Commands to MMBN3 Game Page
* Add Unique Locals Commands to Ocarina of Time Game Page
* Add Unique Locals Commands to Undertale Game Page
* Add Unique Locals Commands to Wargroove Game Page
* Add Unique Locals Commands to The Legend of Zelda Game Page
* Add Unique Locals Commands to Zillion Game Page
* Amend Unique Locals Commands on Final Fantasy 1 Game Page
* Add Unique Locals Commands to Pokemon R/B Game Page
* Grammar fix for FF1
* Corrected sections names to match
* Added commands to Starcraft 2 Wings of Liberty game page
Co-authored-by: Bicoloursnake <60069210+bicoloursnake@users.noreply.github.com>
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Co-authored-by: Bicoloursnake <60069210+bicoloursnake@users.noreply.github.com>
- Entrance randomizer no longer grows with multiworld
- Improved ER success rate again by prioritizing Temple of Time even more
- Prefill is faster, has slightly reduced failure rate when map/compass are in dungeon but previous items in any_dungeon (which consumed all available locations), no longer removes items from the main itempool; itemlinked prefill items removed to accomodate improvements
- Now triggers only one recache after `generate_basic` instead of one per oot world
- Avoids recaches during `create_regions`
- All ER temp entrances have unique names (so the entrance cache does not break)