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New type of present: the Big Points present, which simply gives you a flat number of points (the exact number depends on your chosen rank options, but is roughly 'half an average promotion'). Add point_presents: yes to your YAML to enable.
⚠️ This functionality supersedes the old flat_promotions option, which has been removed. Point presents exist alongside Promotions.
auto_flat_promotions has been removed and replaced with auto_point_presents, which fulfils the same function.
One of the unused present sprites will be automatically patched in for you if needed.
Moles will not steal these presents if rank checks are enabled.
New priority check: drinking lemonade on level 0. Add lemonade_check: yes to your YAML to enable.
game_overs: drop_down has been altered to account for these checks: if you game over on level 1 before completing the lemonade check, you will be poofed back to the starting island instead of falling down.
The earthling_rando: nice_random setting has been redone based on the subjective dangerousness of each earthling, constrained by the apparent difficulty of each level in the vanilla game.
For now, dangerousness is based on my own subjective opinion. If you can, please rate the enemies via this Google form so I can update the data in a future release.
Fake mailboxes are now taken into account when considering the difficulty of levels.
The value of last_level is now factored in when deciding how many friendly earthlings to add.
This new method also fixes a rare bug that caused generation failure due to an extremely lopsided random earthling pool.
Smaller changes
Presentsanity may now add a small number of Promotions (and point presents, if enabled) in order to ensure gen success in smaller worlds.
Game overing with game_overs: drop_down will now gracefully poof you down to the level below instead of awkwardly making you fall there.
Items are no longer awarded while falling, or while in an elevator in any state. This addresses several issues with items failing to activate.
Many items have been deprioritized in various situations in order to make priority checks more rewarding.
Present wrapping is now preserved through save & reload.
Ranks and big items are now priority locations.
Renamed "A Buck" to just "Buck".
Small bugfixes
The 2 points for drinking the lemonade on level 0 have been added into logic (finally).
Sound rando now also randomizes the scream in the intro cutscene.
Fixed a bug that sometimes stopped presents from scooching up correctly with expanded inventory enabled.