Releases: zsrtp/Randomizer
Releases · zsrtp/Randomizer
Version 1.3
General Changes/Bug Fixes:
- The Seed and Rando
.gci files have been combined into a single file.
-- This means that there is no longer a randomizer<version>.region.gci file.
-- This also means that you can only have one seed loaded at a time. - Barnes no longer requires buying the bomb bag check before selling bombs or buying water bombs/bomblings.
- Midna no longer blocks you from going north in PoT even if you haven't obtained any sols.
- The seed name is now displayed on file selection screen
- A functional Web Patcher has been added to the generator which allows you to patch your ISO on the website instead of downloading the .gci files and going that route if you so choose.
-- You do not need to use the REL Loader if you patched your ISO on the website. - Enabling "Unlock Map Regions" now fills out cave minimaps.
- Boss events have been added to sphere playthrough in the spoiler log to allow for better tracking of logic.
- Fixed an issue that caused Epona to be randomly floating in Faron Spring.
- Required Dungeons listing is more detailed and checks for seed completion instead of only checking for HC access.
- Fixed an issue that caused duplicate Beths and Malos to appear outside Link's house
- Fixed an issue that caused duplicate Colins and Ludas to appear in the Elde Inn
- Fixed an issue where having a foolish item in malo mart would sometimes cause a crash upon entry.
- Added a sign in the Kakariko Sanctuary basement near the Owl Statue that explains the Sky Cannon functionality.
- Added a numerical indicator to the item wheel to show how many Sky Characters the player has obtained.
- Patched the shoe shiner in Castle Town so that they are always outside
- Patched the Snowpeak Poe Among trees so that all SP poes are available all the time.
- Removed the rocks blocking FT during the prologue.
- Fixed an issue where saving Talo before doing sword tutorial causes Ordon Spring state to not properly update
- Fixed an issue where entering the Elde Inn for the first time through the door caused a bunch of invisible walls to spawn
- Added a patch so that save warping in City always places you in the entrance room (no, you didn't get Adam Glitch)
Functionality Changes:
- CitS west bridge is no longer broken and requires the Spinner to extend it.
-- Argorok will no longer break the bridge once it is extended.
-- The Double Clawshots can still be used to access the West Wing. - The prologue has been modified in the following ways:
-- Epona no longer needs to be retrieved to start the prologue. - Twilight fog only force transforms you if you have Shadow Crystal
- Hidden village is always in the "saved" state by default. Once the Wooden Statue is shown to Ilia, the state is updated to start Hugo Archery.
- Removed the ability to Quick Transform while magnetized to prevent a vanilla softlock.
- Camp Keys are treated similar to the Gate Keys instead of like dungeon keys
- Modified the save warping functionality so that save warping in the overworld takes you to the last valid spawn you entered from.
- Midna is now always available, even if the prologue hasn't been completed.
- Modified Eldin map region unlock boundaries to allow for more dynamic logic in random spawn/ER
-- For Example, going east outside of castle town doesn't automatically unlock the Eldin map. You will need to either access Eldin via Kak Gorge or blow up the rocks north of the bridge.
Backend Changes/Optimizations:
- Consolidated logical rooms into single files
-- For example, instead of having a folder called "Forest Temple" with 10 different.jsonfiles in it, now there is just one.jsonfile namedForest Temple.jsoncthat has all of the room definitions in it. - Improve placement logic for barren regions.
-- Barren regions can have their regional items placed in them.
-- This also applies to excluded checks
--- Example: If GM is barren/fully excluded, the generator will not place important items in the dungeon, but can still place GM small keys or GM Key Shards in the dungeon. - Cleaned up rando code by moving static REL patches to the generator.
- Various generator optimizations + a new requirements caching framework has drastically reduced seed generation time.
- Previously Keysy had to be logically accounted for in regards to checks and room logic, however, this is no longer the case as the generator now properly assumes key logic with the setting enabled.
- Updated Generator to better handle larger item IDs for playthrough usage
-- Purely Generator side for now. Allows for event items and the like and will be helpful for stuff like hint signs in the graph later on. - Overhauled logic detail to include stuff like twilights, direct access, and more. The goal is to get away from logical assumptions and rely more on explicitly defined logic.
-- Example: If a check requires Lanayru twilight to be completed, we want to explicitly check for access to the rooms needed to clear it instead of assuming that the player has access because they may not once ER is fully established. - Moved glitched logic to
WorldFolder so that there are less files and everything is cleaner from a requirements perspective.
New Features/Settings:
- Added option to invert camera controls
- Added ability to manage equipped items as Wolf
- Portals have been added to the list of starting items
- Added an option to randomize Sound Effects
-- This will be a continuous work in progress as TP has thousands of sound effects.
-- Currently equipment, player, and game sound effects have been randomized. Various NPCs and environmental sounds will need more research. - The Gorons in Castle Town have been added to the list of checks shuffled in shopsanity.
- Coro has been patched and now gives two checks for talking to him for the first time:
-- Lantern
-- Gate Key - Shad has been patched and is now present in the Kakariko Sanctuary Basement and will now give you a check if you show him the Skybook.
- A loading zone has been added to the left ledge in CiTS so the player can leave dungeon without needing to Clawshot the cannon.
-- A sign has also been added near the Sky Cannon to assist in explaining. - Midna has gotten a major overhaul and now tells you the required dungeons, can give a hint, and allows the player to change the Time of Day without the need of the Shadow Crystal.
-- An option has also been added to return the player to the start of a dungeon or to their spawn point. - Added a number of cosmetic and coloring options:
-- Master Sword Blade Color
-- Master Sword Handle Color
-- Boomerang Color
-- Wooden Sword Color
-- Spinner Color
-- Iron Boots Color
-- Light Sword Glow Color (can also be rainbow)
-- Wolf Link Color
-- Epona Color
-- Rainbow Lantern
-- Rainbow Midna Hair - Added more options for the HC Barrier (Poe Souls and Heart count)
- Added a slider to the options for the HC Barrier so that players can choose the number of items required to satisfy the goal.
-- Because of this, the "All Dungeons" option was changed to "Dungeons". (Note: if the requirement is set to "Dungeons" and Hyrule Castle's Entrance is not randomized, then all dungeons are listed as required, regardless of the number of dungeons chosen.) - Added a dropdown for players to choose requirements for the HC Big Key. When the setting is set to anything other than "None" the HC Big Key is vanilla and the gate in front of the chest will not open until the conditions are met. (Note: if the requirement is set to "Dungeons" then all dungeons are listed as required, regardless of the number of dungeons chosen.)
-- None
-- Fused Shadows
-- Mirror Shards
-- Dungeons
-- Poes
-- Hearts - Add an option to lower the southeast HC chandelier.
- Added an option to activate all magnets in GM
- Added an dropdown so players can choose what sword level is required to access ToT.
- Added a new option called: "Sacred Grove Does Not Require Skull Kid". This is similar to the "Open Grove" setting from before.
-- Note: The Sacred Grove Portal is not linked to Skull Kid or the pedestal anymore, if the player wants to start with the portal active, they need to start with the item. - Added an option to shuffle Ilia quest line.
-- This allows you to choose where you would like to start in the quest.
-- Only the item you select is randomized, the rest of the quest is vanilla, with the exception of the Horse Call Check, which is now randomized and tied to NPC Items.
-- If you have multiple Ilia quest items, use dpad right to cycle through them in the item wheel menu. - Added an option to skip the first Malo Mart donation to fix the bridge.
- Added a slider so that the player can choose second goron donation price
- Changed the "Increase Wallet Capacity" checkbox into a dropdown that adds more options for wallet sizes:
-- Reduced: 99, 500, 1000
-- Vanilla: 300, 600, 1000
-- HD: 500, 1000, 2000
-- Large: 1000, 5000, 9999 - Added an option to automatically fill wallets. This means that the player starts with a full wallet and any wallet upgrades they get will automatically fill their wallet
New Features/Settings (cont.):
- Added an option for random starting location
-- You cannot spawn in a boss room, inside Hyrule Castle, or right outside Hyrule Castle.
-- The sewers sequence is automatically skipped if random spawn is enabled
-- Prologue is automatically skipped if random spawn is enabled. - Added options for Mirror Chamber <-> Stallord Entrance availability:
-- Open: The entrance operates as normal
-- Barrier: A barrier is placed in front of the entrance on the MC side and can only be dispelled by defeating Stallord.
-- Closed: A barrier is placed in front of the entrance on the MC side and cannot be dispelled. Also, defeating Stallord will take you back to the entrance of AG. The Mirror Chamber room is isolated ...
Version 1.2
- Patched out cutscenes that caused crashes if the player entered them while in the wrong form. Because of this, cutscenes are no longer auto-skipped by default and that functionality has been placed in a new setting called "Skip Major Cutscenes".
- A 4th Mirror Shard has been added to the item pool.
- Added a new setting called "Starting Time of Day" has been added to allow players to choose what part of the day they start their seed with.
-- Note: The time will always be set to evening if prologue is not skipped. - Added a patch that significantly reduces the time the "Game Over" animation takes.
- Removed the invisible wall to the north wing of PoT, which allows the player to enter once they have the light sword.
- The platform to the East Wing of PoT is available from the very beginning.
- Closing the item wheel also closes the key amounts menu
- Patched out the Fishing Hole Bottle RNG so that you are guaranteed to catch the empty bottle.
- Re-worked how Midna's Hair color is handled so now players can manually choose what color her hair will be along with the presets that previously existed.
- When generating a seed, if an Agitha check is excluded, the bug is removed from the item pool.
-- For example: if the Male Phasmid reward is excluded, the Male Phasmid is removed from the item pool. - Updated foolish item damage requirements to use proper values. Because of this, the game will wait until you are not swimming before trying to freeze you.
- Added a minor fix to Quick Transform so that the current input is cancelled on the quick transform frameeven if the player is not able to quick transform. This fixes an annoying situation where the player would accidently use an item when trying to quick transform.
- More items have been added to the "Starting Items" option of the generator:
-- Goron Mines Key Shards
-- Poe Souls
-- Small Keys
--Big Keys - Added a setting that prevents small keys from being placed on the dungeon's boss
- Fixed an issue with the settings string improperly displaying on the website if it was too long.
- A number of new checks have been added to the randomizer. Their location and conditions are listed below:
-- Arbiters Grounds Dungeon Reward
--- Given to the player when they defeat Stallord
-- Sacred Grove Pedestal Master Sword
--- Given to the player when they press "A" on the Master Sword in Sacred Grove
-- Sacred Grove Pedestal Shadow Crystal
--- Given to the player when they press "A" on the Master Sword in Sacred Grove
-- Kakariko Village Malo Mart Red Potion
--- Can be bought from Kak Malo Mart after buying the Hylian Shield check in the right slot.
-- Kakariko Village Malo Mart Wooden Shield
--- Can be bought from Kak Malo Mart in the middle slot. - Added a patch when save warping in North Faron woods so that if you find yourself outside lost woods, you can save warp to the main FW area.
- Added a new feature called "Plandomizer". With this, players can actually choose which checks they want specific items to appear in the seed.
-- Always vanilla checks, such as the ilia questline take priority over Plandomizer assignments due to the possibility of breaking the game if they are randomized. - Fixed an issue where riding Epona into Ordon Ranch during prologue caused a hard lock. The ranch is now set to be in a post-faron twilight state unless the player is doing Goats 1, 2, or during night stealth
- Barnes Bomb Bag is now considered a shop check
- Moved Faron Golden Wolf near it's vanilla spawn since it's no longer a wolf and the original softlock potential no longer exists.
- Added a patch so that turning in Poe Souls to Jovani no longer requires completing MDH
- The Wooden Sword chest is always spawned in Link's house and is no longer locked behind buying the Slingshot check.
- Fixed a softlock where dying on the same frame you get a poe soul would cause you to lose the item.
- Added custom hint signs (use !hints for more info)
Logic Changes:
General Logic Changes: - City Second Floor -> City Lobby takes OHKO into account now.
- Prologue now takes bonks do damage and OHKO into account for Ordon Stealth
- Jovani 20 and 60 souls no longer require MDH
- The alcove chests in the east wing of Palace now logically account for bringing the sol to the entrance as a way to reach the chests.
Glitched Logic Changes:
AG
- Wolf clip to get to BK chest and late AG
- Poe 1 skip
City
- North Fan LJAs
- Fan skip
- Kai clip
- precise Claw to vines in central second floor
- East wing tile worm room with only boots
- East wing first fan room LJA
- Dinalfos room with only IB/Claw
GM
- Wolf Gate clip
HC
- Main Hall to darknut with one claw
- Main hall chests with single claw
LBT
- Pot clip to deku toad
- BK skip
- BK chest without water bombs
- BK chest and water maze chest with only LJA
- Central spire chest with only claw and sword
- LJA to first room stalactite chest
- LJA to west wing lower chest
SPR
- Break lobby ice with B&C
- SPR caged freezard room floor clip to courtyard
- Freezard ladder cancel
- LJA from lobby to freezard room
- freezard clip to darkhammer
- Chandelier chest keese superjump + LJA
- wooden beam room chandelier LJA
- LJA to NE Chandelier Chest from ice block room
ToT
- LJA to skip spinner on stairs
- DoT Skip
- spinner bomb boost to moving walls HP chest
- helm splitter moon boots for gate poe
Version 1.1
- Applied a patch where save warping in Argorok or Fyrus' Boss room places you outside the room.
- Added more items to the Starting Items list.
- Changed the "Shuffle Poes" checkbox to a dropdown menu to allow for more options when shuffling Poes:
-- Overworld: Only Poes in the Overworld will be shuffled
-- Dungeon: Only Poes in Dungeons will be shuffled.
-- All: All Poes are shuffled. - Added a new setting called "Item Scarcity" that has the following options:
-- Vanilla: There are no changes to the item pool
-- Minimal: Unrequired items such as Heart Pieces, Heart Containers, Hawkeye, etc. are removed from the item pool and only the minimum required important items are kept. (Example: If the seed requires a bomb bag, then there will be only one bomb bag in the item pool. Or if Palace is not required, there will only be 3 Swords in the pool.)
-- Plentiful: One extra copy of major items added to the item pool (Example: There are 5 swords, 4 Bows, etc. in the pool). There are 17 heart containers in the pool (no heart pieces) and extra keys are added if key settings are set to "Keysanity" or "Any Dungeon" - Added a new setting called "Damage Multiplier" that has the following options:
-- Vanilla: Link takes normal damage.
-- Double: Link takes x2 damage.
-- Triple: Link takes x3 damage.
-- Quadruple: Link takes x4 damage.
-- OHKO (One-Hit KO): Link will instantly die if he takes any damage. - Ammunition and refills now appear as blue rupees if the player is not able to use them. (Example: If the player does not have the Bow, then instead of getting an arrow refill from a check, they would instead get a Blue Rupee).
- Added a patch so that Ooccoo cannot be used in the Sacred Grove Temple of Time or the Temple of Time Entrance to prevent a softlock.
- Added the functionality so that the Lantern Oil meter color matches the Lantern light color.
- Added a new setting called "Bonks Do Damage" where Link/Wolf takes damage if they "bonk" (roll/headbutt) against a wall. The base damage is 1/4 Heart for Link and 1/2 Heart for Wolf Link and does stack with the Damage Multiplier setting.
-- Logic has been updated to account for situations where bonking and a damage multiplier could kill link and adjusts accordingly. (Example: if Damage Multiplier is set to OHKO and Bonks Do Damage is enabled, logically the randomizer expects two bottled fairies to be able to get the check. Finally, a use for bottles.) - Added a new setting called "Dungeon Rewards Can Be Anywhere". When enabled, Fused Shadows and Mirror Shards can be placed anywhere in the world, not just at the end of a dungeon.
- Fixed an issue with the Randomizer improperly detecting incompatible seeds as compatible.
The following specific logic changes have been made:
Glitched and Glitchless:
Snowpeak Summit -> Snowpeak Ruins logically requires a bottled fairy if Bonks Do Damage and Damage Multiplier is set to OHKO
The Poe outside Snowpeak Ruins also logically requires a bottled fairy for the same reason.
The Ordon Shield check requires two bottled fairies to get the check if Bonks Do Damage and Damage Multiplier is set to OKHO since you have to Bonk against the wall twice.
Version 1.0.1
- Fixed a bug where Eldin and Lanayru Twilight could not be completed due to a state mismatch in Hyrule Field.
- As a result of this patch, Hyrule Field Poes require MDH again.
Version 1.0
Merge pull request #17 from lunarsoap5/master Patched Goats Minigame and adjust readFile call for gci's generated with DVD params