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v0.4.10

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@github-actions github-actions released this 20 Aug 18:45
· 276 commits to main since this release
c563cf6

What you need to update

  • Client: Required — use the v0.4.10 client with v0.4.10 seeds.
  • APWorld: Host-only — the room host or generator must install v0.4.10; joining players only
    need the matching client.
  • YAML: New YAML optional. Existing YAMLs remain valid. Generate a fresh template only to
    see and select newly added options such as the Malenia goal.
  • Existing seed/save: New seed required — finish an active v0.4.9 seed with its matched v0.4.9
    client and APWorld; use a new seed for v0.4.10 features.
  • Profile/assets: No action — this window does not require a profile or asset reinstall.

Your friends finally get your stuff

Two measured multiworld defects die in this release, and both were the same shape: Elden Ring
took from the table without giving back.

Your progression is balanced across every game now. cross_game_progression: auto — the
shipped default — gives every partner game its own near-1/N share of your travelling progression:
your Region Locks, all seven Great Runes when a rune goal is active, the works. Eleven items at a
three-game table land roughly four in each partner and three at home, instead of one batch that
ordinary fill happened to split 2/2/7. Your world reserves the same share of each partner game's
progression in return, so their keys ride your starred checks too. Prefer the old shape?
aggregate is its name now, and an explicit percentage or never behaves exactly as it always
did.

Your weapons reach them too. At the shipped settings a non-Elden-Ring partner received
nothing from an Elden Ring slot but filler — 0 useful items in 498 measured placements — a
fill-order artifact, not anyone's setting. A dedicated pass now places your fair share of useful
gear into partner worlds before the general fill. Re-measured: 0 → 983 useful items delivered
across the CI matrix, and the partner sees the pool's own mix, about one weapon or talisman for
every consumable.

The wizard stops being homework

The complaint was fair: seven tabs, sixty flat options, all reading as mandatory. The wizard is
five steps now — Start / Options / Seed size / Advanced / Finish — with the old tabs folded into
collapsible sections that lead with the fifteen decisions that actually shape a run and tuck the
tuning behind a live-counted "More". Difficulty opens with Easy / Standard / Hard quick-picks
(Standard lands your final region around vanilla Haligtree's scaling; the dials stay real
underneath). The Seed size card stops claiming your Locks never travel — the sentence is derived
from your actual settings now — and starting-region candidates count honestly in the preview
before you generate. The progression-surface grid's counts are live too: every checkbox toggle
recomputes the marginals and totals instead of freezing at first render, and named values render
by name — the slider says auto, not a bare -1. The emitted yaml is byte-identical throughout:
this is presentation, not behavior.

Legacy dungeon bosses are Major bosses now. The LegacyBoss surface class was absorbed into
MajorBoss — a boss standing in a legacy dungeon is a major by any player's reading, and the split
earned nothing but a wizard row. A default seed's progression surface grows by the 22
legacy-standing boss checks that were not already majors: deliberate, and stated here. Yamls that
name LegacyBoss keep loading — the spelling is normalized on read — and goal and anchor
selection are unchanged underneath.

Quality of life at the table

Auto-upgrade covers every pickup. The silent raise-to-your-level that received weapons always
got is a real auto_upgrade setting now (default on), and it applies to world pickups and chests
too — including the put-it-down-pick-it-up gesture players know from matt's randomizer as the
catch-up for a weapon that arrived before you found your stones. A watchdog names any suppressed
pickup that never became a check, with its !give rescue, so the gesture can no longer silently
cost you a weapon.

Malenia can be the ending. goal: malenia guarantees the Haligtree but hands you Haligtree
Canopy alone once your Great-Rune and region requirements resolve — Loretta, Elphael and the full
descent remain physical play. Works with every existing goal axis.

The map got more honest. Consecrated Snowfield is its own rollable region with its own Lock,
grace, scaling and sweeps instead of hiding inside Mountaintops — and the Subterranean
Shunning-Grounds merged into Leyndell, because the well is inside the walls: one region, one
Lock, one wall, and a Great Rune can no longer strand itself on Mohg the Omen.

Enia's DLC rows leave a no-DLC seed. Thirty-six Finger Reader checks consume or gate on
Shadow of the Erdtree content; with enable_dlc: false they existed forever-uncompletable, and a
required item could park on one — a real reported goal-lock. They leave the seed together now.

The client stops eating your session

The known issue that closed the v0.4.9 notes is fixed: an enemy-randomizer kill during the
Radahn festival left the fight unfinishable — the client now backfills the festival state when
the boss dies without its ceremony, and the check fires. Alongside it: received items cursor
against your character identity, so a fresh character starts at zero and a reconnect cannot
replay or skip a delivery; a contained panic during item delivery no longer silently stalls the
receive stream; a capital warp the world state cannot resolve is rejected instead of dropping
you mid-air; the withheld-goal gate fails open, so a data gap can never seal the goal room shut;
and the rescue console grew !grace <name> / !unlockgrace to search and light any named Site
of Grace when a seed strands you.

What carried over from v0.4.9

No player-facing work is carried over. The v0.4.9 release tag differs from main only by its
client gitlink bump, and this window's v0.4.10 client pin supersedes it.