Releases: wu4/Archipelago
Beta 1.10.1
Fixed an issue with generation failing if options lead to excess items while Shroomsanity is disabled
Beta 1.10
- Fixed a significant problem with ER where Armada Lobby's underwater doorway was not being updated (Thanks, Mai!)
- Got rid of some unnecessary debug prints on world generation
Beta 1.9
carryablesanity: kind
is now functional!carry_through_doors
is a new option! When disabled, Fynn can't carry temporary items through doors anymore.carryablesanity
is automatically set tokind
with this option disabled.- Adjusted logic in Deep Woods. You can now reach the vanilla egg's location using the original solution
- Fixed some issues with generating multiple games at once (Thanks, Mai!)
Beta 1.8.1
- Significant bugfixes for carryable logic
- Updated Super Bounce logic
- Jester Boots prevents you from gaining significant height with Super Bounce, which I previously didn't consider. Now it's correctly considered in logic
- Some extra logic updates to Valley in particular (you can slow-fall into the Lostleaf Lake connector from some standable ground)
Beta 1.8
- Shrooms are now no longer uniquely named. This took an unusually large amount of work.
- Bigstar's room has had its access rules fixed. Thanks, Mai!
- Jester Boots don't like when you attempt to pick up carryables now. This is a togglable option. Check it out in your yaml.
Beta 1.7
Beta Release 1.5
- entrance rando
- custom start locations
- some fixes for item collection
Note: "kind" carryablesanity is not implemented yet. If you'd like to play with it, you'll have to use the "mean" option for now.
Beta Release 1
Here is the first playable release of Cavern of Dreams on Archipelago!
Some things to note:
Some options exist that aren't currently implemented, like custom starting areas and entrance rando. I recommend leaving them as default.
Generation is a slog. I've disabled simplification of the generated logic (it's a buggy work in progress), so it is highly redundant. Expect things to be faster in the future.
Difficulty is mostly defined by how much effort it took for me to complete it - with the amount of time I've spent on the logic, I may have underestimated some tricks. Note that if you enable a tech, you're expected to already have a good deal of confidence in performing it - difficulty comes into play only when it's noticeably more difficult than usual to traverse. Please let me know if you have any routing questions, or would like to suggest that something have its difficulty increased.