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kotor v0.1.5

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@Firebringer92 Firebringer92 released this 18 Sep 07:00
· 28 commits to main since this release

Game Apworld and Client:
[REMOVED]
(Note if you have a previous patch on your game before running use Steam Verify to clean up old game files)

Refer to README to guide installation

Patch Notes:
Quality of Life:

  • General improvements on KotorClient GUI including more clear messaging on status of items being sent to game. Queued (to be sent to extender), Staged (your setup to receive on an area transition), Settled (game confirmed receipt and recorded in delivery tracker)
  • New admin commands making easier to patch/restore base game (allowing easier time to setup a new game/seed/slot)

New Features:

  • Galactic Shop - Players can now exchange items through the AP Server if both are running KotoR AP! A container on the ebon-hawk is labeled "Galactic Shop" you can drop an item in there and get a "galactic coin" back, then put that item in there and if the server has an item in the list of deposited items will retrieve it to you and grant you it on your next transition/reload. If no items are in the AP Server when depositing a coin you will get a standard medpac

  • Trap-Link - Option works same as any other trap link in other multiworld. If you find a trap location of yours it will send to server and generate traps for everyone else. If you get hit by the trap-link a random trap is generated for you.

  • New Companion - A new secret companion is available if you select this option as on. This companion replaces HK-47 slot in the game mode and related checks/locations. You will still see Hk-47 in Tatooine shop to recruit but once purchased and tell him to return to ship you will get the new companion (unless companion is gated in which case get the companion on getting the item). If you turn companion mode as off then don't get this companion regardless. This companion only has one dialogue and no voice currently. This companion is impacted by randomizing class and additional feats.

  • New Goal option: Reach Leviathan — a shorter alternative to Defeat Malak that still requires the same core story beats under Progression System, without the full Star Forge/Unknown World endgame after it.

Existing Feature Changes:

  • Loot Mode - Huge design shift in how it works. Loot is now preloaded into game based on selection instead of trying to fix inventory real-time. This has few implication (1) game is patched for loot before you launch game. (2) this prevents issues with realtime reporting and adjustments - Inventory was only system in game where adjustments were being made as you actually get inventory. But due to this there was collisions with other calls to extender causing a silent failure. New system is improved in accuracy and lower risk. Your game is preloaded with the loot that is in the game, no live edits are happening to loot except a few narrow situations. One downside is that destroy/replace by game file edits cannot fully adjust the loot in game without major script editing - This means these modes only replace/destroy about 60-70% of game loot and remaining loot is generated via in-game scripts on events that is impractical for me to dig into each one. If there is a demand for it, I may introduce a stricter loot mode that will always delete all non whitelisted items from your inventory. Possibly call it "Obliterate"
  • Traps -- New option to be either off/fixed-amount (standard 12) /or filler items. If used filler items will be part of the randomly generated pool of filler. Recommend using a low number esp if additional enemies on
  • Additional Enemies -- This feature now generates "Bounty Datapads" on the additional enemy drops. These act as new locations for filler only items. Now enabling this mode will create 40 additional checks.
  • Randomize Areas -- Updated methodology for randomization and removed 2-3 doors that are one way. This has minimal impact to randomization. Practically doors were "Pseudo coupled" now it is confirmed coupled.
  • Locations/Checks -- Reclassified some locations as only providing filler to ensure progression system wouldn't softlock the players.

Bug Fixes:

  • Resolved game crash issue regarding jedi granting to the player character (on jedi_start) and (jedi_grant) modes.
  • Resolved Endar spire escapepod to taris transition bug that will lock player out from actually progressing and recruiting carth. Cutscenes on this part are now removed and you will immediately load into taris talking to carth
  • Resolved seed generation for progression system putting items in unreachable locations. Confirmed working on 3 different multiworld generations
  • Extender (heartbeat) silent failing or not responding fixed-any extender call that calls a subprocess has fallback that forces an end to prevent hanging. Will retry again as necessary.
  • Resolved item grants were getting requeued over and over again on each transition/load.
  • Fixed additional enemies sane giving higher level enemies in areas due to boss enemies inflating the rating system
  • Resolved issue with quest branches making impossible to reach locations - now if a quest is completed all ending branches locations are unlocked
  • Fixed taris areas requiring certain companions to be present for progression of story - Sith Base / Sewers / Hideout
  • Remove turret rail gun sequences. Apparently its a known issue that the game would not register when this event was supposed to end, so now the sequences are skipped. I hated this turret sequence as a kid anyways.
  • New diagnostics added to ensure silent failure not occurring on extender which will help with reporting and diagnosing issues faster.
  • goal: True Balance could never complete if you reconnected or restarted between hitting each alignment extreme
  • Travel gating fixed that caused seeds that did not have progression system on to be locked out of space travel due to fallback script failing to catch this when patching the game.