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Releases: Its-Retro/Archipelago
Releases · Its-Retro/Archipelago
Release list
0.2.1
0.2.0
Goals reworked
- Added Defeat All 3 Bosses and All Trap Pieces goal modes.
- Trap Pieces are only progression items when the Trap Piece goal is enabled.
- Trap Pieces cannot be placed in Back to MFM.
- Improved late-game placement so boss access and final progression appear at more appropriate spheres.
New checks and objectives
- Added health-segment checks for Zen Tuo's Dragon, Guitar Ghoul, and Caveman.
- Added optional individual red-button checks.
- Added optional Temple gong checks.
- Added Kung Fu checks, selectable as either one check per fight or one per defeated enemy.
- Rebuilt SnackSanity around 123 stable boxes, excluding breakable, random, repeatable, and unsafe boxes.
- Improved RatSanity and SnackSanity persistence across level reloads.
- Physical checks are numbered by collection order within their area.
Items and traps
- Renamed Progressive Health Upgrade to Health Upgrade and classified it as useful.
- Added Full Heal, which can be banked and consumed when Scooby reaches one health.
- Added Ultimate Scare Trap, reducing Scooby to exactly one health.
- Added Reverse Controls Trap, lasting approximately ten seconds.
- Added UV Trap, which removes Scooby's active costume without removing ownership.
- Added safety restrictions preventing traps from activating during incompatible scripted sections.
- Added individual trap-weight settings.
Mubber
- Added optional Mubber retention between every area.
- Added server-backed Mubber saving and spending.
- Added configurable World 1-4 machine-price multipliers from
2xto10x. - Added Mubber Sync (Unstable) for sharing Mubber between participating SDU players.
- Improved pickup, spending, overflow, reconnect, and desync recovery.
Shared resources
- Added a collapsed Shared Resources (Experimental) option group.
- Added Health Sync (Unstable), sharing health, upgrades, healing, damage, and compatible traps between participating SDU players.
Logic and generation
- Expanded costume-aware logic for clues, ingredients, SnackSanity, RatSanity, costume machines, and level blockers.
- Added tested costume-free check limits for partially accessible levels.
- Costumes cannot be placed behind their own requirements or in the same sphere that unlocks them.
- Improved costume distribution so upgrades are less likely to cluster.
- Added entry-based VHS availability for ordinary levels.
- Sewers can be entered without Kung Fu, while its Kung Fu-dependent checks remain properly gated.
- Updated Water Park, Medieval Exhibit, Dinosaur Exhibit, Temple, and other partial-level rules.
- Updated Caveman logic to require Miniature Saturn, Metal Chain, Video Tape, and Camera Tripod.
- Improved boss-access and corresponding clue placement across solo and multigame seeds.
- Progression Balancing can move SDU progression while retaining accessibility rules.
Velma and clues
- Reworked received-clue synchronization across all three hubs.
- Fixed missing, phantom, duplicated, and incorrectly counted clues.
- Fixed new-clue stars and used-clue state.
- Velma enters mystery-solving mode when the complete required clue set is available.
- Added a Triangle-button failsafe for leaving an incomplete or broken mystery interaction.
- Fixed mystery-solved checks failing to report.
- Fixed forced Velma conversations after returning from completed levels.
- Fixed hub-specific clue counters affecting unrelated worlds.
Costumes and doors
- Fixed received costume coins not enabling their costume machines.
- Fixed golden costume coins requiring the corresponding silver coin to be collected physically.
- Physical costume coins remain available as checks after receiving costume access.
- Fixed Temple, Haunted House, broom-closet, sewer-board, and boss-door state restoration.
- Boss doors now use their boss-access items independently of mystery completion.
Travel and level routing
- Improved Mystery Machine hub travel and level-entry routing.
- Fixed completed hubs redirecting players into the next hub.
- Fixed physical level entrances redirecting to W5L0 or another hub.
- Completing or leaving a mission now returns Scooby to that mission's proper hub.
- Improved Back to MFM door routing.
- Fixed hub travel after bosses and mysteries were completed.
Client and gameplay stability
- Reworked DeathLink for base Scooby, costumes, forced-character sections, surfing, and the W3L5 plane sequence.
- Added
/deathlink,/scare,/ultimatescare,/uv, and/pinedebugtesting commands. - Fixed scare traps and Full Heal repeatedly cancelling each other.
- Fixed received food appearing as question marks or remaining infinitely usable.
- Improved ingredient pickup reporting and Porta-Kitchen recipe checks.
- Fixed snack packs reducing a count of 100 to 99.
- Fixed mission-clear, boss-health, clue, food, SnackSanity, RatSanity, silver-coin, and gold-coin reporting.
- Reduced client lockups, PINE connection errors, loading-screen crashes, and unsafe memory writes.