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Kotor-v0.1.9
Statement: No Meatbags Present
Game Apworld and Client:
[REMOVED]
Refer to README to guide installation
Note: When installing a new patch you should first revert game files to base using admin command or use Steam Verify game files. Then properly uninstall previous patch and go through steps in readme to do fresh install using above zip files.
Seeds generated with 0.1.8 or earlier do not work with 0.1.9 (the item and location tables changed). Generate a new seed. When switching to a new seed on the same install, quit and restart the client first, run /ap_restore_all, then reconnect.
Patch Notes:
New Features:
- Droid options. Two independent options:
- starting_class: droid makes your character a Battle Droid, a new class built for this option (hit die 10, full attack bonus like a Soldier, 3 skill points per level, class skills Awareness, Security, Demolitions and Repair). It is the only droid class that can use melee weapons and lightsabers. Your character uses a custom HK-47 variant model with human animations. Droid players cannot use armor, robes, masks, gloves, belts, implants or forearm bands, so the item pool leaves out gear a droid cannot use, plus the Stealth, Persuade and Treat Injury skill items and the Force power the AP vendor will not provide or display these as options. Persuade is rolled on your Charisma modifier instead of failing outright, and the Taris elevator guard lets a droid through when it carries the Sith armor it cannot wear.
companion_class: droidturns the seven non-droid companions (Bastila, Canderous, Carth, Jolee, Juhani, Mission, Zaalbar) into droids. Each one gets a random droid model (no more than two companions share a model,
and then with different paint jobs) and one of three droid classes: Combat Droid, Expert Droid or Battle Droid, dealt 3 / 2 / 2 across the seven. HK-47 and T3-M4 are already droids and stay as they are; the New Companion option is ignored when this selected. Only two of the models can have animations with actual melee weapons. The war droid and the assassin droid models were rebuilt with a human frame but droid appearance, so they can hold and swing melee weapons and lightsabers.
- New companion mode
ap_limited. No companion items exist in this mode. Every 25 of your own checks the next companion on a seeded random order joins you (the ninth after 225). Recruit moments still count as checks; the ten companion-specific Ebon Hawk quest checks are removed.
Existing Feature changes:
- Progression System rebuilt around story beats. The old option (eight real quest items, a locked galaxy map, no area randomizer) is gone. Eight groups of three plot items now sit in the pool:
Taris, Dantooine, Tatooine, Kashyyyk, Manaan, Korriban, Unknown World and Star Forge Progression 1 to 3 (Totaling 24 progression items). A story event waits until you hold enough items of its family (for example the Vulkar engine rooms
need one Taris item, Canderous's first meeting two, and recruiting him and leaving Taris three). Only story events wait: you can still travel anywhere, enter every area and do side quests, and no door is locked
by this option. It now works with every goal and with both area randomizer modes.- Taris: engine-room doors, Canderous's first meeting, his recruitment and the Davik transfer.
- Dantooine: the Jedi class conversation, the Juhani confrontation (the Padawan scene with Zhar is the gate; the fight itself can start early and waits for the items to finish), the council after the ruins.
- Tatooine: the bantha lure, the dragon fight, the star map.
- Kashyyyk: Jolee's join dialogue, the star-map terminal (it says it no longer responds until the second item arrives), the Chuundar confrontation.
- Manaan: Roland's briefing (his whole first conversation waits for the item), the debrief and key, the star map. The Rift key door now opens regardless of Roland.
- Korriban: Yuthura's acceptance (she says so on first contact when the item is missing), Uthar's tomb offer, the star map.
- Unknown World: the temple guide, the Bastila summit scene, the computer. Star Forge: the fight with Malak.
- The story chain is checked too. Dantooine's gates also need all three Taris items; each open-world planet's gates need Taris and Dantooine; the Unknown World needs all four open-world families and the Star Forge needs
the Unknown World. Shuffled doors therefore cannot open a later phase early. A gate that holds because of an earlier family names that family. - A closed gate tells you why. With a message ex - ("I need 3 Taris Progression items before I can go on.").
Gates on triggers, doors and scripted event start it themselves. Gates that are dialog starters say it once any ordinary greeting
has finished. Gates that are decided in the middle of a conversation say it once the conversation has ended. - Progression Items cannot be sold or dropped, and a lost one is re-granted. The real Sith armor, papers, shield codes and enviro suit are ordinary pickups again and function same as base game and are no longer suppressed.
- Four new alignment checks at Dark Side 35 and 45 and Light Side 55 and 65, for players who mix both sides.
"Alignment: True Neutral" is removed together with the crossing counter the client kept for it. - Unknown World: Bastila's final choice now moves you all the way to full light or full dark, instead of a band-dependent shift, which makes the true balance goal reachable in one playthrough.
- EXP defaults raised. EXP Item 5500 to 8000, EXP Limiter 905 to 1000, and both now have a minimum of 500. The 24 new progression items take slots from the item draw, so a seed holds about 3 to 4 fewer Experience Points items than before.
- Vendor Alignment Change has no use limit. The menu no longer says "up to 5 total". Stealing (dark side, +1,000 credits) is refused at an alignment of 10 or below and donating (light side, 5,000 credits) at 90 or above;
the vendor says so, and no credits change hands. - XP grants and corrections now reach the companions in your party. Whenever the mod grants XP or sets XP as a correction, every companion currently in your active party is raised to at least your XP, so they no longer lag behind. No downward correction is applied to companions.
- Location table: 267 entries (264 plus 4 alignment checks, minus True Neutral). The item table gains the 24 progression items. The old Progression System items stay reserved.
Quality of Life:
- The client now says when patching starts and finishes. The main tab prints
[patching] ...when the game files are being prepared and aFinishedmessage when you can start the game (or a warning if a patch failed).
Start the game after it, or fully relaunch it if it was already running: the game reads its tables once at startup. The per-patch results still go to the Heartbeat tab. - The "KOTOR Client" button in the Archipelago Launcher now starts the client. From the compiled Launcher the button ran the Launcher's own program instead of Python, so nothing opened. It now uses the Python the installer
recorded, opens a real console window, falls back to the console client if the GUI libraries cannot load, and writes each step to%LOCALAPPDATA%\KotorAP\launcher.logso a failure leaves a trace. - The client reminds you when the install was last patched for a different seed. Run
/ap_restore_alland reconnect before playing the new seed. - Companions you should not have are tracked by a marker in your save. Each companion now has a journal entry written at the moment the game grants them (and another when the Remove a Companion trap removes them for good).
A companion on your roster without that entry is removed after two area changes, never during a scripted scene, the Leviathan, or from the Unknown World trip onwards (the Star Forge clean-up handles those).
The old clean-up that only ran after the Leviathan has been changed. Until the Leviathan has completed the clean-up only reports in the log who would be removed; after leviathan it will then removes them.
Bug Fixes:
- Leviathan softlock in the hangar. The "Let fate decide who escapes" change replaced the Ebon Hawk's capture dialog with a file named
lev40_carth, and the Leviathan prison and hangar have their own dialogs of same name that got replaced this caused the Hawk's conversation played in front of Malak and the real one never did, leaving the player locked without a way to progress. The replacement is nowap_lev_carth, and the old file is removed on install and on connect. - "Endar Spire: Attack on the Endar Spire" can fire again. The replacement escape-pod script jumped straight to the Taris Hideout and skipped the conversation whose last reply writes that quest's final stage, so the check never completed.
- Companion corrections stopped working after Zaalbar's rescue. The roster report was marked "busy" for the rest of the game once Zaalbar's cell scene had played, which switched off the cleanup of companions you should not have,
the fix for greyed-out companions and the fix for companions that stop following. It is no longer marked busy by that scene. - Unknown World and Leviathan with the Dantooine star map done late. The Dantooine ruins map used to set the star-map counter to an absolute 10, which erased any planet maps already found (area randomizer), so the Leviathan or
the Unknown World never fired. It now adds 10 once, and the Hawk's galaxy map console offers the Unknown World whenever all five star maps are counted and the Leviathan is done. - Ebon Hawk with no exit. The Hawk's exit ramp did nothing while the game's "current planet" value was 0, so a player who reached the Hawk without it set (an area randomizer run) could neither leave nor travel.
Any value below 10 now counts as Taris, and the exit lands in Taris Upper City North. - Fourth attempted fix of Coupled doors no longer leave one-way doors. The coupled shuffle cannot place its last two doors on its own, and the old repair then pointed a door at a stranded area without a matching way back. The leftover doors are now paired with each other and, if an area would still be cut off, two pairs swap partners,
so every door leads back the way you came. In 30 test seeds none had a one-way door or an unreachable area. - Duplicate Bastilas, Carths and Missions left standing. The temporary grants the Dantooine cutscene scenes (and the Undercity forcefield console, for Mission) use removed the companion from the roster but left the creature
they had created standing, and every later run added another. A creature that is already standing is now reused, and one a temporary grant created is destroyed shortly after the scene. - Rescued but not yet recruited Zaalbar no longer blocks the Undercity forcefield. The "Mission opens the forcefield" check accepts the rescue marker, not only a roster entry.
- Korriban: Uthar's welcome scene locked up when a student was already gone. The scene has spoken lines for Lashowe, Mekel and Shaardan, and the academy removes a student who is dead or has left; the scene then waited for a speaker
who no longer existed. Each such line now has a presence check and is skipped when the student is absent. - Taris Hideout after the Bastila rescue. With Bastila already granted as an Archipelago item, her recruit moment skipped the whole vanilla script, including the move to the Hideout, so the screen faded to black and nothing happened.
The move is replayed now. The Hideout's escape-plan scene is also rewritten so it no longer needs Bastila or Carth on the roster. - Dantooine Matale Grounds raiders. The ambush at the raider camp did not start on entering the trigger (talking to a raider gave only a short conversation and left them neutral). The trigger now runs the original script directly.
- Droid PC and the Taris elevator guard. A droid carrying the Sith armor now gets the door unlocked as well as the papers flag (before, the guard said the papers were shown and the door stayed locked).
- Retired the first-design Progression System scripts and their pickup suppression; leftover files are removed on connect.
Known Issues:
- Ebon Hawk after the Leviathan escape. The conversation that lets the Hawk take off is started by a trigger that fires before Carth has appeared, so the game falls back to a sensor console: use it to start the scene.
Skipping the Dantooine council with the area randomizer can also keep Carth and Bastila off the Hawk. - Unknown World may never appear on the galaxy map if the Dantooine ruins star map is never found (an area randomizer run): the game counts five star map activations, Dantooine's included, before it opens the Unknown World.
- Hideout scene: a long black screen. The scene's trigger fires while the module is still loading, so the first attempt finds nobody to speak; after roughly 25 seconds the screen comes back, and the scene plays when you move.
- Switching to a new seed on the same install: quit and restart the client first. A grant still waiting in the client from the previous seed can hold up the new seed's companion and class grants for up to 10 minutes.
Door changes and extra enemies from the previous seed are also not removed by the patches themselves (a seed with vanilla doors or no extra enemies leaves the old ones in place): run/ap_restore_allin the client, then reconnect (or run/ap_patch_all). - The first launch on a new seed can load before the patches finish; relaunch once after the "Finished" message.
Hot Fixes (0.1.9.1):
A few fixes were made for a quick update see below.
If you previously downloaded 0.1.9 you only need to reinstall playerpackage into KotorClient folder and install it. No new apworld changes (compatible with any seed in 0.1.9)
- The “Defeat Malak” goal did not register for Dark side Ending. The ending script set the goal flag and went straight into the ending cutscene, so the client never saw it. The ending script now reports the goal itself before the cutscene starts, for the light and the dark endings.
- Credits grew every time the client restarted (credit_mode ap_gated or ap_limited). The client rebuilt its expected total from zero on each start and added it on top of the credits you already had. It now checks prior delivery logs.
- The Remove a Companion trap could remove several companions. The client waited for the game’s acknowledgement under the wrong name, so every send looked like a failure and each retry picked and removed another companion. It now waits for the right one, and a retry repeats the same companion. The trap also only picks a companion who is in the party right now, and not one who just received feats.
- Additional Feats are sent only when the target is really present. A companion’s feats now wait until the companion is in the party by the game’s own reports, with no companion-removal trap pending, and for two area changes. This stops feats being armed for temporary party members and never clearing.
- When the Remove a Companion trap takes a companion for good, their personal Ebon Hawk checks (for example HK-47’s, Carth’s, Canderous’s and Jagi’s challenge) are completed so the items on them are not stuck.
- If you take the Sith armor before the party invitation, “Taris: Invited to a Party” is completed.
- Davik’s estate: clicking Calo in the corner during the hangar scene broke the scene. His blowup dialog started out of order, the girders fell, and Davik’s lines then stuck. That Calo can no longer be talked to; the scene still plays his dialog itself. This applies to a scene you have not started yet.
- Updated installer for failures on running git to instal and attempt to instal or give manual instructions on failures.
- A vulkar base check was unreachable, now if you go to both reachable vulkar base locations you get the third check. The check will be removed in next patch this just temporary fix.
- Killing juhani will now also give you the recruitment check and her ebon hawk quest.
- Fix on mantale-sandale quest not progressing due to bug in party screen not firing during main quest during council meeting.