For installation instructions see the README.
- Swift Runner logic has been implemented for
mediumlogic. Currently, this affects 1 location rule and 20 connection rules. To be super clear, since this has gotten a little complicated now:- This is only a change if you play with
logic_difficulty: medium(or higher) andrandomize_skill_tree: true. Before, Swift Runner jumps were "itemless"; medium logic would just expect you to perform them without listing any items. Now the Swift Runner item is explicitly required by logic, and this item matters because the skill will no longer be auto-unlocked. - If you play with
logic_difficulty: vanilla, then nothing has changed. Swift Runner usage remains out of logic. Ifrandomize_skill_tree: true, then there is a Swift Runner item, but it's onlyuseful. - If you play with
logic_difficulty: medium(or higher) andrandomize_skill_tree: false, then nothing has changed. Swift Runner jumps are in logic, and the Swift Runner skill will continue to be auto-unlocked when you start the game.
- This is only a change if you play with
- The UT map pages for Grotto now show which portals are connected using colored lines and letters (thanks @Juanba )
- Skill rando tweaks:
- Fixed hints and descriptions showing the content of a not-yet-revealed skill tree node (the ones still showing a padlock icon) after that node's vanilla skill is received.
- In the randomized skill tree menu, the opacity of the AP logos in each randomized node has been reduced from 40% to 20%.
- Shop and skill auto-hinting is now asynchronous / non-blocking. In particular, this means you should no longer feel the game freeze the first time you open the skill tree in a new slot, although it will still take the AP server a few seconds to generate the hints.
vanillalogic:- "ED (Passages) - Left Exit" to "Under Root Node" is now directly in logic with Grapple, CL and AD, without going through "Top Of TCK Platform Tutorial Room" first
- "GoS (East): Spike Ball Hall Upper Left" logic has been changed from CL or AD to CL or (AD and LG), since I noticed just AD is not enough. This probably has no impact in practice since you either fall down from the root node which skips the jump where AD is not enough, or you arrive from below where CL is required anyway.
mediumlogic changes that aren't part of Swift Runner logic:- "ED (Living Area) - Opera Theater" to "East Building Rooftops" is now in logic with bow hover and CL
- "ED (Passages): Above Transporter" now allows bow hover, TCK and CL (among other combinations), because you can bow hover from the ledge at the end of the laser gauntlet instead of the box we usually use for this location
- "ED (Passages) - Left Exit" to "Under Root Node" is now directly in logic with bow hover or (grapple and CL and T-dash), without going through "Top Of TCK Platform Tutorial Room" first
- "OW - Root Node & Middle Exits" to "Shortcut Elevator" is now in logic with WC and T-Dash
- "OW - Shortcut Elevator" to "Robot" is now in logic with SR, CS-dash and LG
ledge_storagelogic:- "AM - Highest Light Spinner" now allows parry hovering to either "Above Root Node" or "Upper Right Exit" with either CL setup, or T-dash setup plus Wall Climb (since using WC does not remove LS)
- "Central Hall - Left" to "Center", i.e. going through CH Vents backwards, is now in logic with CL and LG by doing three triple jumps
- "ED (Passages): Above Transporter" now allows (grapple and (CL or AD)) as another way to carry LS high enough to wall slide to the chest
- "ED (Passages) - Left Exit" to "Under Root Node" is now directly in logic with parry hover and CL, without going through "Top Of TCK Platform Tutorial Room" first
- "ED (Sanctum) - Root Node" to "Outside Nobility Hall" with a triple jump
- Added
display_names to generation options that were missing them. If you've ever looked at a spoiler log and wondered why a few Nine Sols options were snake_case while most were Title Case, this is why.