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DUSK Archipelago v0.4.8

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@FlapjackRetro FlapjackRetro released this 23 Oct 23:46
94d9510

New

  • CHECKS row on the level map (#53): hovering a level now shows how many of its checks you’ve found in this seed, e.g. 12 / 31, under KEYS. It turns green once they’re all done.

Fixes

  • Secret exits completed the wrong level (#52): leaving a level by a secret exit, or finishing a secret level, sometimes sent another level’s Level Complete check. That other level didn’t need to have been played. Affected:
    -- E3M4’s secret exit (sent E3M10)
    -- E2M4’s secret exit (sent E2M10)
    -- the exits of E1MS, E2MS and E3MS (sent E1M2, E2M4 and E3M4)
  • The win screen now credits the level you actually played.

Notes

  • Update the mod ZIP. Both changes are in the mod; dusk.apworld only changes version number.

DUSK Archipelago v0.4.7

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@FlapjackRetro FlapjackRetro released this 22 Oct 23:00
6d2a415

New

  • randomize_flashlights option (off by default): the Flashlight pickups in E2M4, E2M8 and E3M4 now stay normal Flashlights, so dark levels like E3M4 can be completed normally. Turn the option on, with randomize_powerups, to make them checks again.

Changes

More key logic:

  • E1M9 and E3M7 now have mapped key rules, so checks that don’t need keys are in logic without them.
  • E3M1’s Super Shotgun now needs the Blue and Red keys plus either the Mortar or the Riveter.

Notes

  • Update dusk.apworld. The mod ZIP only changes version number.
  • With default options, the three Flashlight checks are gone. If your YAML lists them by name (for example in exclude_locations), remove them or turn on randomize_flashlights.

DUSK Archipelago v0.4.5

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@FlapjackRetro FlapjackRetro released this 18 Oct 20:36
bc8723d

Changes

  • More key logic: these levels now have mapped key rules, so checks that don’t need keys are in logic without them:
    • E1M5
    • E1M6
    • E2M1 (fully mapped: everything except Level Complete needs no keys, and Level Complete needs only the Red Key)
    • E2M3
    • E2M4
    • E2M6
    • E2M7
    • E3M1
    • E3M2
  • Together with E1M8 from 0.4.3, these levels no longer need every key for every check. Checks that haven’t been mapped yet still need all of their level’s keys.
  • Item requirements: checks can now also need a specific item. E3M1’s Super Shotgun now requires the Mortar.
  • Unneeded keys are filler: keys that no check needs, currently E2M1’s Blue and Yellow keys, are now filler instead of progression. This takes effect once seeds can start with only E1M1 unlocked.
  • E2M10 supply room removed: a hidden supply room at the far east of E2M10 that couldn’t be reached in play is no longer part of the randomizer. That’s 28 fewer checks, most of them ammo. It covers Super Shotgun 1, Riveter 1, Hallowed Health 1 and the Serum of Blistering Heat. E2M10’s remaining Super Shotgun, Riveter and Hallowed Health lose their number suffix.

Notes

  • Update dusk.apworld. The mod ZIP only changes version number.
  • If your YAML lists E2M10 checks by name (for example in exclude_locations), check the renamed ones.

DUSK Archipelago v0.4.4

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@FlapjackRetro FlapjackRetro released this 18 Oct 15:38
5356a40

New

  • exorcist combat logic, for testing: every check outside E1M1 needs all 10 weapons: both Progressive Pistols, both Progressive Shotguns, Super Shotgun, Assault Rifle, Hunting Rifle, Crossbow, Mortar and Riveter (not the Sword). All 10 are therefore placed in E1M1, so you’re fully armed after the first level. It’s the first option in the YAML, but easy is still the default.

Notes

  • If E1M1 has fewer than 10 checks with your chosen categories, generation stops and asks you to enable more (e.g. randomize_secrets).
  • Update dusk.apworld. The mod ZIP only changes version number.

DUSK Archipelago v0.4.3

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@FlapjackRetro FlapjackRetro released this 17 Oct 22:10
ded90e5

Changes

  • Smarter key logic, starting with E1M8: checks in a level with keys no longer always need all of that level’s keys.
  • End of an episode goes back to the level select: after E1M10 or E2M10, Proceed on the story screen now takes you back to that episode’s map. Before, it played the next episode’s intro movie and dropped you straight into its first level. Return to Menu and the Episode 3 ending are unchanged.

Notes

Update both dusk.apworld (key logic) and the mod ZIP (episode-end change).

DUSK Archipelago v0.4.2

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@FlapjackRetro FlapjackRetro released this 17 Oct 19:57
5fc64e6

Changes

  • Combat logic reworked: the combat_logic option now has three settings, from easiest to hardest:
  • easy (new default): the logic expects the most guns, earliest. Episode 1 needs 1 gun from E1M3 and 2 from E1M6. Episode 2 needs 2 from E2M2 and 3 from E2M6. Episode 3 needs 3 from E3M2 and 4 from E3M6.
  • normal: one gun fewer at every step. Episode 1 needs 1 gun from E1M6. Episode 2 needs 1 from E2M2 and 2 from E2M6. Episode 3 needs 2 from E3M2 and 3 from E3M6.
  • unhinged: no combat logic. You may play a long time with only the sickles.
  • Each episode’s first level never needs a gun. Secret levels need as many as the end of their episode. The Sword doesn’t count as a gun.
  • E2M1 developer pickups removed: a hidden developer stash in E2M1 (16 extra blue keys and a sword) is no longer part of the randomizer. That’s 17 fewer checks. E2M1’s real blue key is now named E2M1 - Blue Key.
  • Linux, Steam Deck and macOS setup: the Setup Guide now has install instructions for each system, including Steam Deck with native Linux or Proton. These platforms haven’t been tested in game yet, so reports are welcome.

Fixes

  • Build: fixed a build error introduced in 0.4.1. It only affected people building the mod themselves.

Upgrading

  • Update both dusk.apworld and the mod ZIP.
  • YAML changes for combat_logic:
  • normal used to mean the strictest rules. That setting is now called easy, and normal now has the looser rules that used to be called lenient. If your YAML says combat_logic: normal and you want the old behaviour, change it to easy or remove the line.
  • lenient and none still work. They now mean normal and unhinged.
  • If your YAML refers to E2M1 - Blue Key 1 (for example in exclude_locations), rename it to E2M1 - Blue Key.

DUSK Archipelago v0.4.1

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@FlapjackRetro FlapjackRetro released this 17 Oct 14:14
35bda18

New

  • Version shown in-game (#29): the Archipelago connection window now shows the mod version in small print at the bottom. Please include it when reporting bugs.

Fixes

  • Connection window size: the window now sizes itself to fit its contents, so the status line, hints and version are never cut off.

Notes

Update both dusk.apworld and the mod ZIP. There are no gameplay or logic changes since 0.4.0.

DUSK Archipelago v0.4.0

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@FlapjackRetro FlapjackRetro released this 17 Oct 13:43
b025992

New

  • KEYS row on the level map: below SECRETS, each level’s stats now show its blue, yellow and red keys. They’re in colour once you’ve received them and dark until then. A level with no keys shows “NONE”.
  • Per-seed level stats (#15): best times, kills, secrets and awards on the map are now tracked separately for each seed. The same seed picks up where you left off, a new seed starts clean, and your normal DUSK stats aren’t touched.
  • PopTracker support: the mod tells the server which level or episode map you’re on, so the DUSK PopTracker pack can switch to the right map tab automatically.
  • Compressed connection (#24): the mod now uses the compressed websocket connection that Archipelago recommends. This removes the “client does not support compressed websocket connections” warning and cuts down on network traffic. If compression doesn’t work, it quietly falls back to a normal connection. You can turn it off with UseCompression in the config file.

Fixes

  • Level Complete checks (#8): finishing a level now reliably sends its Level Complete check from the win screen.
  • Item models: replacement models, including the Archipelago logo, now stand upright and spin on every pickup. Before, some lay flat and didn’t move, such as the Crossbow in E1M1.

Notes

Update both dusk.apworld and the mod ZIP.
The mod now requires exactly Archipelago.MultiClient.Net 6.7.1, which is already included in the ZIP.

DUSK Archipelago 0.3.0

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@FlapjackRetro FlapjackRetro released this 17 Oct 02:24
4c1400f

New

  • ARCHIPELAGO button on the main menu. It sits above Campaign. Pick a difficulty and you land on your first episode’s level map, showing only the levels you’ve unlocked.
  • Episode switcher on the level map. E1 / E2 / E3 buttons sit above Back to Main Menu. Your current episode is highlighted and episodes you haven’t unlocked are greyed out.
  • Level Select in the pause menu. It takes you back to the current episode’s map from inside a level.

Fixed

  • Weapon loadout picker (#9). It now ticks exactly the weapons you’ve received and can’t be toggled. MAX and Reset only change ammo for weapons you own.
  • Window mode (#10). DUSK no longer switches back to fullscreen after the intro or on every level load. The game’s own Fullscreen setting still works, and the KeepWindowMode config option turns this off.
  • Items for other games (#19). Pickups for other players now say who and which game they’re for, e.g. “Found Tower of Babel (E2M8) for Flapjack (DOOM 1993)”, so another game’s level items aren’t mistaken for DUSK’s.
  • Missing item models (#7). A Box of Mortar Grenades no longer shows the grey Archipelago logo in levels that don’t contain one; it shows as a mortar grenade until its own model has been seen. Keys borrow the same colour from another episode when needed.
  • Archipelago item models have depth (#6). The logo used for other games’ items is now a solid-looking slab instead of a flat image.

Install: extract DuskRando-v0.3.0.zip into your DUSK folder (over 0.2.0 is fine), and replace dusk.apworld in Archipelago’s custom_worlds folder. See the Setup Guide.

DUSK Archipelago 0.2.0

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@FlapjackRetro FlapjackRetro released this 15 Oct 20:11
57b024e

New

  • Pickups show what they hold. Your own DUSK items wear their in-game model, so a pickup holding a Riveter looks like a Riveter. Items for other players show an Archipelago logo: grey for filler, colour for useful, colour with a yellow arrow for progression. Models are learned from the levels you visit, so a weapon you haven’t seen in any level yet shows the logo instead.
  • The level-select map follows your Access items. Every level you can enter is shown, even if you’ve never beaten it, and locked levels are hidden.
  • In-game guidance. While you’re connected, the Archipelago window shows how to start: Campaign → New Episode to begin, Campaign → Level Select to move between unlocked levels. It warns you in Endless mode, which isn’t part of the randomizer.

Fixed

  • The APWorld now loads cleanly: no more “Invalid or missing manifest” warning in Archipelago, and it shows its real version instead of v0.0.0.

Install: extract DuskRando-v0.2.0.zip into your DUSK folder (over 0.1.0 is fine), and replace dusk.apworld in Archipelago’s custom_worlds folder. The Setup Guide covers it.

Note: generate a new seed with the 0.2.0 APWorld; games made with 0.1.0 may not work with this mod.