Releases: Rosalie-A/Archipelago
Releases · Rosalie-A/Archipelago
Final Fantasy Tactics APWorld v0.3.1
- Bugfixes
- Fixed an error where boss shuffle wouldn't patch.
Final Fantasy Tactics APWorld v0.3.0
This release is not backwards compatible with v0.2.0. Please do not use this APWorld to connect to games generated on that version.
- Changes
- Enemy Randomizer has been added as a set of options.
- Comes in two flavors: boss shuffle and full enemy randomizer.
- Boss Shuffle shuffles around unique enemy bosses, so you might have Zalmo at Fort Zeakden in place of Algus.
- Full enemy randomizer randomizes the jobs of enemies, so instead of Squires in Mandalia Plains, you might have Knights.
- Additional options include randomizing across generic/special jobs, across human/monster boundaries, and whether to include Lucavi and Altima.
- Care has been taken so that earlier battles will tend to have easier enemies, but the difficulty of battles with enemy randomizer on can still vary wildly.
- Poach locations are compatible with enemy randomizer and logic accounts for the new locations. However, due to how enemies are randomized, Mediator is logically required for poach locations as well.
- There is now a new
/poach_locations [monster name]command in the client to allow you to see where a monster family is located when playing with poaches enabled on full enemy randomizer settings.
- There is now a new
- There are some rare special loadouts that can appear with randomized enemies.
- Comes in two flavors: boss shuffle and full enemy randomizer.
- Sidequests are now always accessible even when the locations themselves are disabled, for rare item and poach purposes.
- Initial client connection flow has been changed so you should no longer receive an Invalid Slot error when first attempting to connect while the game is still loading.
- Enemy Randomizer has been added as a set of options.
- Bugfixes
- Mimes should no longer have additional abilities.
- Bariaus Valley Rare's player formation setup should now be identical to vanilla again.
- Various text errors have been fixed.
- Gained JP is now properly capped at 99 per action.
Final Fantasy Tactics APWorld v0.2.2
This release is backwards compatible with APWorld v0.2.0 and v0.2.1
APWorld Changes
- Bugfixes
- Fixed an error where games generated on v0.2.1 were unable to be patched.
- Due to how this bug shook out, games generated on v0.2.1 but patched with this version will display the wrong Zodiac Stone symbol for a Zodiac Stone when the text is shown ingame after a battle. This is cosmetic only and will not affect gameplay.
- Fixed an error where games generated on v0.2.1 were unable to be patched.
Final Fantasy Tactics APWorld v0.2.1
This release is backwards compatible with APWorld v0.2.0
- Bugfixes
- Fixed an error in the client where invalid location names were being read.
Final Fantasy Tactics APWorld v0.2.0
This release is not backwards compatible with v0.1.0. Please do not use this APWorld to connect to games generated on that version.
- Bugfixes
- Fixed an error where bringing Cloud to the Altima fight would cause undesired behavior.
- Fixed a logic bug where Fovoham was accessible without the Fovoham Pass.
- Changes
- Zodiac Stones are now named "[Stone Name] Stone" for easier searching on the web tracker.
- Locations have been added corresponding to the Zodiac Stone reward locations in vanilla.
- As two stones are received in vanilla after Limberry Castle Cemetery, that location will have two Zodiac Stone reward slots.
- In accordance with the above change, the Vanilla Stones option for Zodiac Stone placement will place Zodiac Stones into these slots.
- Going along with this, Inside Limberry Castle will no longer be eligible to have a Zodiac Stone as its location has been moved to its "proper" spot at Limberry Castle Cemetery.
- The client will now sync up found locations with the location dots on the world map as opposed to the dot color being based purely on local state.
- In other words, if all locations at Mandalia Plains have been found in the MW, whether through your own actions or through a multiworld Collect, the dot will turn green, even if on your current save you haven't cleared all locations at Mandalia Plains.
- Due to technical limitations, this will only update after returning from a battle or loading a save game.
Final Fantasy Tactics APWorld v0.1.0
Initial APWorld release.
Check out the setup guide here.
Metroid Fusion APWorld v17
Metroid Fusion Update v17
Changes:
- Just one, but it's a major one: fixed a bug that was causing items to be infinitely received over and over again.
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- Which is bad.
Known Issues
- Sometimes when obtaining an Infant Metroid, the message indicating enough have been found will display incorrectly.
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- I haven't figured the cause of this one yet. You can always confirm if you have enough by checking your inventory screen.
- There's still occasional generation failures I haven't knocked out yet, especially in solo seeds. For now, just try again.
- I thought I knocked out the beam graphics bug. I appear to have not yet. Like before, it seems to just be graphical, and can be fixed by opening and closing the pause menu.
Setup guide link: here
Metroid Fusion APWorld v16
Metroid Fusion Update v16
Changes:
- More logic fixes and adjustments, most courtesy of JaggerG
- Multiple new options have been added, and one has been adjusted.
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GameModenow has aCustomvalue, and a new option group has been added, "Custom Game Mode Options".
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- Setting
GameModetoCustomwill enable the usage of the Custom Game Mode options, which will allow you to set the following: starting location, starting energy tanks, starting major upgrade count, if the sector hub doors are open, and if the sector navigation room hints are open.
- Setting
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- So, for example, if you liked the Open Sector Hub preset but wished it could be tweaked in some way, you can do that.
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- Currently,
StartingLocationhas four values. There's the expected Docking Bay and Sector Hub, but there's also a setting for the Concourse Save Station for those of you who like to start a little further afield. You can also now start on the Operations Deck, which can get a little wild with elevator shuffle.
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- These have all been lightly tested, but I'm sure there's going to be issues with the Ops Deck starting location. I'm planning for more to be added in the future, but one step at a time.
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- Your starting inventory is now applied directly by MARS instead of being provided by the client on connection.
- A bug where Deathlink would erroneously fire multiple times has been fixed. Hopefully.
- A second ingame icon for offworld items has been added. Anything Progression classified should now have a blinking yellow up arrow on it.
- A pair of bugs with shiny item tank messages have been fixed.
- Credits have been added to the ending for myself and contributors.
Known Issues
- Sometimes when obtaining an Infant Metroid, the message indicating enough have been found will display incorrectly.
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- I haven't figured the cause of this one yet. You can always confirm if you have enough by checking your inventory screen.
- There's still occasional generation failures I haven't knocked out yet, especially in solo seeds. For now, just try again.
- I thought I knocked out the beam graphics bug. I appear to have not yet. Like before, it seems to just be graphical, and can be fixed by opening and closing the pause menu.
Setup guide link: here
Metroid Fusion APWorld v15
Changes:
- Wouldn't you know it, there's logic fixes and adjustments.
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- The only non-fix change is that the SA-X now logically requires the Varia Suit on Beginner Combat.
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- Like other logical SA-X requirements, this really only affects minimal accessibility, but Ice Beam into Super Missile hurts a bunch so I figured I'd add it.
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- Three new options have been added:
InfantMetroidPlacement,PointOfNoReturnsInLogicandDeathLink -
InfantMetroidPlacementhas three settings.
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- Anywhere, the default, is the existing behavior: Infant Metroids can be anywhere in the multiworld (following your local/non-local items settings, of course).
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- Bosses Encouraged weights the placement of Infant Metroids so there's a higher chance of boss fight locations having them.
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- Only Bosses means only your local bosses can have Infant Metroids. There's fewer bosses than the max number of Infant Metroids in the pool, so the pool amount will automatically be lowered to compensate if applicable.
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PointOfNoReturnsInLogic, if enabled, will change the logic so you're never required to enter an area without the items to leave it. The default is disabled, the existing behavior.
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- This heavily restricts the placement of some items due to the structure of the game, so be aware.
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- This also changes the logic around, and it's almost a certainty I've missed some spots due to that.
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DeathLinkis as it works in other games: if enabled, then when you die, everyone else with DeathLink dies, and the reverse is true -- if someone with DeathLink enabled dies, so do you.
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- I did my best to catch all the edge cases, but there may be some times when you get double-tapped or your deathlink doesn't send/receive. Do report these, of course.
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- This only works when you're connected and in-game: DeathLinks are not queued up.
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- The Unknown Item icon has been replaced with an Archipelago icon.
- The TrickyShinesparksInRegionLogic and SimpleWallJumpsInRegionLogic have been removed. If they're in your YAML, remove them: you'll now get an error in generation if they're present.
Known Issues
- Sometimes when obtaining an Infant Metroid, the message indicating enough have been found will display incorrectly.
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- I haven't figured the cause of this one yet. You can always confirm if you have enough by checking your inventory screen.
- There's still occasional generation failures I haven't knocked out yet, especially in solo seeds. For now, just try again.
- I thought I knocked out the beam graphics bug. I appear to have not yet. Like before, it seems to just be graphical, and can be fixed by opening and closing the pause menu.
Setup guide link: here
Metroid Fusion APWorld v14
Changes:
- More logic fixes!
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- Most notably, SA-X now logically requires by default Plasma, Wide, and Super Missiles, alongside the existing requirements of Operations Deck access, enough Infant Metroids, Charge Beam/Missiles, and ten Energy Tanks.
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- Note that these are logical requirements. The fight itself only requires Infant Metroids, Charge Beam, and Missiles.
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- Additionally, Space Jump/Hi-Jump to the Ops Room door weren't being checked for before. Oops. They are now.
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- Thanks as always to all the reports on these. Keep 'em coming!
- A huge internal rework of how the logic is organized. This doesn't affect you, but it makes me very happy.
- Moderate options rework.
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TrickyShinesparksInRegionLogicandSimpleWallJumpsInRegionLogichave been deprecated. They'll still work, but they'll throw a warning at you during generation and will be fully removed in a future version. Don't worry, because...
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- New options have been added. Introducing
WallJumpTrickDifficulty,ShinesparkTrickDifficulty, and newcomerCombatDifficulty.
- New options have been added. Introducing
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WallJumpTrickDifficultycomes in three settings: None, Beginner, and Advanced. None keeps wall jumps out of logic, Beginner is equivalent to the previousSimpleWallJumpsInRegionLogicoption, and Advanced can require even more tricky wall jumps in order to logically access places.
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ShinesparkTrickDifficultyalso comes in the same three flavors. None keeps all shinespark tricks that aren't required for vanilla 100% out of logic. Beginner adds in easy tricks like Shinesparking to items in places you wouldn't normally have to, while Advanced can require storing and recharging Shinesparks in tricky places. Advanced is equal to the previousTrickyShinesparksInRegionLogicsetting.
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- As always, contributions and feedback for these settings are welcome. I'm a better programmer than I am a Fusion player, after all
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CombatDifficultyhas three settings: Beginner, Advanced, and Expert. At the moment, these just affect later game boss difficulty, relaxing the logical requirements for better weaponry. At the moment, these don't affect E-Tank requirements for anything but the SA-X, but that'll change in a future version.
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- This isn't due to a design decision, but rather a consequence of how my logic is programmed that I'll have to rework and that'll take a bit of effort. I wanted feedback on these options first.
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- Due to the deprecation of the previous options, I highly encourage regenerating a template YAML and migrating your settings for TrickyShinesparks and SimpleWallJumps to the new options. Like I said, a future update will remove these options and you won't get the expected behavior.
- Preliminary support for Universal Tracker has been added. Elevator and Tube Shuffle should now work with it.
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- I say preliminary because I did more or less the bare minimum of testing, so if something doesn't line up with reality, let me know.
- I forgot to increment the internal version on the previous v13 release, so don't be surprised that this one jumps to v14.
Known Issues
- Sometimes when obtaining an Infant Metroid, the message indicating enough have been found will display incorrectly.
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- I haven't figured the cause of this one yet. You can always confirm if you have enough by checking your inventory screen.
- There's still occasional generation failures I haven't knocked out yet, especially in solo seeds. For now, just try again.
Setup guide link: here