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Silksong Randomizer 0.4.1

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@Batatvideogames Batatvideogames released this 05 Aug 19:19
· 2 commits to main since this release

Changelog

  • Overall performance is a lot better (I was pulling a Monster Hunter Wilds by making the map markers update too frequently even when not looked at, sorry)
  • Overhauled crest chapels so Beast, Reaper, Wanderer, Architect and Shaman checks remain obtainable even if their crests were received elsewhere. Relevant chapel doors remain open while checks are pending
  • Fixed randomized Mask Shards to display partial masks as 0–3/4 in inventory rather than remaining at a misleading 4/4
  • Improved inventory handling for physical Craftmetals and Memory Lockets, including the locket beneath the Beast chapel
  • Fixed the Bell Beast Silk Heart pickup softlock by skipping the platforming sequence while still sending the check and cleaning up the fight correctly
  • Suppressed misleading vanilla "You got…" popups for randomized abilities
  • Added progressive F4 destinations. By priority: Widow emergency recovery -> Songclave -> Bellhart -> Greymoor after riding the Flea Caravan -> Bone Bottom
  • Added the five flea caravan ride as a legitimate logical route from the Marrow into Greymoor (with the F4 thing being anchored to Greymoor instead of Bone Bottom until reaching Bellhart)
  • Better instructions file so the act 3<->2 switch is more clear
  • Removed the false logic that treated owning Thread Storm or unrelated movement abilities as proof that Shakras greymoor map shops were reachable (sorry to the playtester who got stuck because of this)
  • Promoted Dead Bug's Purse into a normal randomized check
  • Removed the Steel Soul only Shell Satchel from new seeds (might reintroduce it back in the future, Steel Soul is currently low prio)
  • Corrected Bone Bottom Rosary Caches #6–7 to use the Wormways/Bonegrave route
  • Added verified Magma Bell logic for Deep Docks Shell Shard Caches #6–7, accounting for owned crests, native Blue slots and received Blue-slot upgrades
  • Fixed flea howl on received fleas being too quiet
  • Made Crest Slot rewards at least Useful and allowed relevant slots to become Progression when their Memory Locket and crest requirements can be modeled safely
  • Changed trap replacement to sample across the entire filler pool instead of favoring early-listed filler
  • Corrected the switched Blasted Steps/Sands of Karak map markers
  • Made runtime patch groups initialize independently, so one failed patch no longer disables unrelated randomizer features
  • It now remembers host, port and slot info using the plugin configuration. Passwords are not stored
  • Returned the Indolent and Heretic Keys to vanilla while leaving the other major keys randomized as to prevent softlocks until we're done fully writing down slab related logic
  • Grouped explicitly extremely close map markers to avoid clutter
  • Overhauled existing logic. Rebuilt early game around 59 rooms / 120 graph notes, 82 more checks are now verified and not in "no logic" hell.
  • Fixed the shared first Lace check to recognize the exact skipped fight state across its Deep Docks, Sinner’s Road and Blasted Bridge outcomes (only relevant for bosssanity)
  • Fixed the weaver shrine that hands you Silkspear in vanilla unequipping your silkspear if you already have one equipped

I also sneakily included 2 separate mods for playtesting that are related to the randomizer (can be deleted if not interested):

  • Custom Music Randomizer
    Completely custom music support with different categories. More info in the instructions file
  • Crest Wheel
    Radial menu that's aware of which crests you own and lets you switch whenever
    Doesn't work during cursed crest traps. More info in the instructions file