Repository navigation
Releases: LiterallyMetaphorical/RE4R-AP-Wizard
Release list
v0.6.0-beta
RE4R Archipelago v0.6.0-beta
Merchant Trade support, including a reworked AP Check/refund economy, Mercenaries Mode support, launcher improvements to get ready for Separate Ways, dozens of bug fixes, and officially leaving Alpha (now in Beta)
This release needs a new seed. Rooms generated on 0.5.0 name locations this
build no longer has.
The Archipelago Merchant
General
- Various updates to the models, icons, names, and descriptions to make RE4R items look nicer, while still making it clear they are AP Checks.
Buy Tab Tweaks
- Checks now cost 2500 / 7500 / 15000 by tier
- Buying another Player (or Game) item will refund you 1 / 3 / 6 Spinel by tier
Trade Tab Support
- Spinels can now purchase AP Checks, with 3 per chapter (45 total)
- Spinel cost is determined by the tier price of the item
- The World now spawns in exactly enough Spinel to pay for all Checks (but not the Gems)
- Merchant Requests will still give you extra Spinel (84 in the campaign)
- Trade AP Checks will not refund you anything
- Velvet Blue is infinitely claimable, offering a quick return on cash at a slight loss of value
- Gems restock frequently, offering a longer-term investment opportunity for high ROI slottable Treasures
- The Merchants vanilla Trade stock joins the AP Pool, just like the Buy tab stock
The Mercenaries
A massive shoutout to @snowzzrra for this entire implementation; it’s a lot of fun and a great addition to RE4R AP!
- When setting up your seed in the Wizard, add Mercenaries in the new “Included Content” section
- Checks are earned by achieving Ranks in Mercenaries
- In the Wizard, customize “Ranks as Checks” with a slider and two markers for the lowest and highest Ranks to be included. Default: Rank C - Rank A, with all Stages & Characters; that’s 96 Checks.
- Start with one Stage and one Character
- Mercenaries AP by itself requires no BioRand patching
- Characters & Stages that are locked/unlocked by Archipelago respect the proper visuals
- The vanilla Stage Results have been overwritten with unlocked AP Checks instead
Gear & AP Pool
- Weapon Randomization is now a single three-way picker to prevent some patching failures
- Knives & Case Upgrades are now Progressive. Whenever you receive one, you’ll get the next upgrade in the path rather than a specific one.
- Handcannon, Chicago Sweeper, and Primal Knife are now ordinary items in every seed, and “Allow Bonus Weapons” is no longer required (No more tampering with saves, yay!)
- Guns in your Starting Arsenal now have a chance to spawn with supported attachments. If it's a scope-supported weapon, it has a 100% chance to spawn with one.
- Body Armour is now in the Pool
- Pesetas x5000 can now spawn in the Pool
Keys, Logic, & Generation
- Tweaks to Small Key logic to preserve the intended & expected behaviour
- Improvements to ensure Ashley can always receive and use her two Key items regardless of when they get grabbed
- Chapter 16 is now limited to Filler & Useful items only
- Various Logic corrections from playtest reports
- Various YAML changes to mitigate generation failures
- Unlocked Typewriters now accept names as well as IDs
- Generation failures will more frequently name the fix, instead of being useless & unhelpful
The Welcome Note
- The Welcome Note now exists, replacing the old tutorial
- It rests on a metal chest in front and to the right of Leon right as he spawns, and covers everything you might want to know about the RE4R AP mod
REFramework Archipelago Window
- You can now hide the “Multiworld Hints” overlay under “Guidance”
- Visual & organizational improvements
- The Checklist was reworked to support Mercenaries and (in the future) Separate Ways
- New “Customize” tab to… customize the window colours (no more white, grey, and black, yay!)
- Various new dev tools
Deliveries & Checks
- Inventory will now try rotating an object to see if it fits, before sending it to Storage if it doesn’t
- Checks will send, even if your inventory is full
- “Force Check” also clears the associated Marker
- Placeholder items for purchases of remote AP checks should now always be removed
- Item delivery was built for Ada in Separate Ways (still unreleased)
The Wizard
- Various bug fixes
- New “Included Content” section
- Included content dictates what YAML settings are shown
- The bundled REFramework build has been updated
- Improved BioRand failure errors
- Improved Bug Report Generation
- Improved detection of a “poisoned” BioRand cache
- Fixed patching issue on Hardcore/Professional difficulty seeds
v0.5.0-alpha
RE4R Archipelago v0.5.0-alpha
The merchant release. He sells multiworld checks now, his gear goes into the
pool, and you can start the run already holding a couple of guns.
This release needs a new seed. Rooms generated on 0.4.0 name locations this
build no longer has, and the launcher will refuse to patch rather than touch
your game. Regenerate and re-patch.
The Merchant
He sells Archipelago checks. On by default at three a chapter, forty-five a
seed, up to ninety. His shelf shows twenty at a time and the rest queue behind
them, moving up as you buy, so a check is never lost. Each row names what it
really is and who it belongs to, then reads SOLD OUT once bought.
Prices are fixed by tier, 5,000 filler / 7,000 useful / 9,000 progression, and
buying another player's item hands you back a gemstone worth exactly what you
paid. You need the money but you never lose it. Your own items are normal
spending.
Mixed / Local / Remote decides who the rows may hold. Mixed lets the
multiworld decide, Local keeps your own items on the shelf, Remote turns the
shop into a trading post where every row belongs to somebody else.
A third of the rows refuse filler, so the shelf is not a herb stand. Before
this, 84% of merchant rows held filler because 89% of the pool is filler and it
showed straight through. It is roughly 59% filler and 31% useful now.
Merchant Gear. On by default. His weapons, attachments, case sizes and
crafting recipes leave the buy tab and join the multiworld, the Deluxe and
Separate Ways guns included. Your next gun is a check somewhere out there,
possibly in another player's world. Gear never gates logic, so a seed can
always be finished with what the world hands you.
Staples restock at every chapter: herbs, first aid, resources, gunpowder
and grenades. Ammo deliberately does not, because you craft it and the pool
carries it now. Gunpowder is generous on purpose, since the shelf stopped
selling ammo on the promise that you would craft instead.
The spinel trade is randomized again. It had quietly been vanilla in
Archipelago runs, because the switch that turns off BioRand's shop reroll was
gating the trade rows too.
Starting Arsenal
Begin the run with two random pool weapons already in your case, ammo to match,
exactly like BioRand's own starting loadout. Each one leaves the pool, so nobody
finds a second copy. Type boxes trim what the draw may take. Set it to zero if
you would rather start with nothing.
Enemies
Enemy presets are dials rather than a lump: Crowd, Roster and
Vitality move independently, and they read from a data file so tuning them
is not a code change.
Familiar and Varied keep the designed threat map, so a gentle setting feels like
the room the designer built rather than the same game at lower volume. Spawns
reroll within their own class instead of reaching across for something the room
was never built for.
The room file carries spawn gates, so the multiworld can hold an enemy back
until you have the thing that answers it. Random regenerators wait for the
Biosensor Scope, because an enemy you cannot see the parasite on is a wall, not
a fight.
Guidance and quality of life
- Marker position editor. Stand where a marker should be, press a key, and
the correction is written out. Six markers were fixed this way already. - Marker detail is what you picked rather than a ceiling on it.
- A boat is always within reach after warping into the lake.
- Own pickups now read "You found your Green Herb in Fish Farm", with the area
coloured, matching the multiworld line's shape. - The Carrier typewriter is called the Merchant Hideout, which is what
players call it.
The launcher
- The settings editor is five groups instead of one dumping ground, and
every setting says its name once rather than carrying a title and a checkbox
repeating it. - Step 3 of Host a Multiworld IS Configure Your YAML, rendered inline,
rather than a page whose only purpose was to reach it. - Inert controls say so. The starting-weapon pickers grey out when your
settings file picks the guns, and the boss HP dials grey out while Random
Boss Health is off, which is why a boss set to 1 HP could fight exactly as
normal. - A Linux build, thanks to @snowzzrra.
Fixes
- Refund gems survive a reload. They were a per-session grant against
per-save state, so a reload could take back what you had been paid. - A DeathLink death waits until you leave the merchant. RE4R does not pause
for the shop, so a death taken at the shelf came back as a grey wash with no
way out but restarting the game. - The stand-in trinket leaves your case after buying a check. The old call
used a method signature that never bound and failed silently every time. - An old saved draft stops switching the merchant off. Absent and off were
the same value on load, so a draft written before these options existed forced
them false over defaults that say true. - The location mismatch error stops guessing which side is stale. It cannot
know, and it was saying the opposite of the truth. - Case upgrades resize the case again, bought checks actually hand you the item,
and calls into the engine can fail loudly instead of failing silently.
The pool
456 locations, down from 467.
Removed: spots that never spawn at runtime, hard-difficulty stone variants that
cannot exist on your save, drops whose existence depends on which weapon you
happen to own, and Leon's four cosmetic accessories, which are the only pool
entries with no drop data at all and could land somewhere that drew nothing.
Known issues
Some pickups grant the item and send nothing. Roughly one in twenty, and it
is silent. The tell: if an Archipelago-logo placeholder lands in your inventory,
that check did not send, because a placeholder is meant to vanish on pickup.
Nothing is permanently lost, and Force Check in the Something's Wrong tab
sends it.
This build carries a diagnostic that names the cause, so if it happens please
send re2_framework_log.txt grabbed without relaunching the game, since it
is overwritten every launch. One good report settles it.
Smaller things: merchant row icons can look stretched, per-check descriptions do
not display, the merchant backlog is only in the log, and a summoned boat may
face an odd direction at its pier.
Requires Resident Evil 4 Remake (2023) on Steam with the Separate Ways and
Treasure Map: Expansion DLCs. Hosting additionally needs Archipelago 0.6.7.
v0.4.0-alpha
RE4R AP Wizard v0.4.0-alpha
Ships apworld 0.7.0. Big round of fixes from playtest reports: items showing up wrong, checks going missing, and seeds that BK. BioRand’s “Random Events“ is now semi-supported too, as an experimental option. This Archipelago mod is very much still in alpha, and is prone to issues. I ask that if you run into issues of any kind, you report it in the Discord server.
You'll need a new room. The list of checks changed, so you will need to start a new seed
New
- Random Events (experimental, off by default). The BioRand "Random Events" feature is now selected in the YAML, and controlled by the Archipelago seed. Your seed knows what the events moved around, so nothing ends up somewhere you can't reach. The Hexagonal Emblem and Crystal Marble can swap places, and one event takes the emblem pickup away entirely (an enemy carries it instead). Switch it on in your player settings. Highly experimental, likely to break. Please report any bugs / logic issues.
- The welcome guide actually shows up. It's been in the mod for weeks and never once actually worked lol
Fixed: items sent to you
- Stacks come in at full size. A pickup that said "Rifle Ammo x5" gave you one round. Now it gives you five.
- Ammo stacks like it should. Items sent to you top up a stack you already have instead of starting a new one every time.
- Nothing lands half off the case. Bigger items got placed without checking if they fit. If there's no room, the item goes to Storage instead.
- A gun you already own turns into ammo. A second W-870, Red9, CQBR or LE 5 could merge with the one you were carrying and leave you an un-upgraded copy, wiping your upgrades.
- Key items follow you into Ashley's section, even if you load a save inside it
- Anything Ashley picks up for you sticks around. Your items went into her inventory and got thrown out with her section, so anything found or received there never made it to Leon - should be fixed now.
Fixed (mostly): Ghost Items
The most reported problem of this playtest: a marker sitting there with nothing to pick up. It turned out to be four different problems that all looked the same.
- Most of them were items you couldn't see. The drop was at least where the Marker said, but often shut inside a drawer, a crate, a birdcage, or up in an attic. Markers now tell you what a check is hidden in, i.e. "in drawer", "in swamp", or "on tree".
- Some of them genuinely weren't there. Five spots only appear depending on which gun you happen to be carrying when the area loads: the sunken chest out in the lake, and the gold bars in the Library, the Freezer and the Utilities. Nobody can predict that in a multiworld, so they could sit empty for your entire run. They aren't checks any more. The spots still hold ordinary loot, and everything around them is untouched.
- Two you could see but never actually grab. The Hive grenade sits inside a rock, and Krauser drops his own knife instead of the item placed there. Both gone from the list too.
- And some of them were just the Marker pointing at the wrong place. That one isn't solved. The Markers are still off position in a lot of spots, and it's what I'll keep working on, but at least now they tell you more.
The mod also records where every drop actually sits now. If you hit another ghost, that report tells us whether the item was really missing or the Marker was lying, instead of us guessing.
Fixed: checks going missing
- Checks stop vanishing where areas overlap. Some rooms overlap in the game's own map data, and grabbing something in one of those spots could lose the check with no warning.
Fixed: seeds that could get you stuck
- Small keys show up before the drawers that need them.
- Locked containers need their key now. Eleven of them could hold something you needed before you could open them: the wayshrines, the cubic device cases, the Audience Chamber hourglass, and the Dock cache with its three hexagon pieces.
- The lakeside stop stops eating the Boat Fuel. The cabin chest doesn't fill up until Chapter 4, and you can't get back there in Chapter 3, so nothing important gets left behind a shut door.
- The Hexagonal Emblem Added new region, “Manor Approach” to act as a gate for the Emblem. It should now spawn before you need it.
Changed: areas and chapters
- Chapter 3 is in the order you actually play it: Town Hall, Church Grounds, Quarry, Merchant Hideout, Dock, Fish Farm. The graveyard and church checks are listed under Chapter 3, where you find them.
- The village square is one Chapter 1 area instead of being split in two. The two treasures you need Ashley for stay in Chapter 5.
- Luis's house fills up in Chapter 4, and both its checks say so now.
- The manor attic herb is a Chapter 5 check, which is when you can boost Ashley up there.
- A few areas got their proper names back in the header and checklist, including a new Dock region before Fish Farm.
Changed: options
- Bear traps are off by default in every mode. The extra traps and trip wires aren't fun. The slider's still there if you want them.
- The enemy size option is called "Unusual Enemy Size Chance" now, in the Enemies tab under Size. It was always there and always on at 3%, just under a name nobody linked to enemy sizes. Set it to 0% for normal enemies.
- Allow Missable Locations now mentions that it covers small-key drawers too.
- Two lakeside spots you walk past in Chapter 1 but can't loot until Chapter 4 only hold filler when Minimize Backtracking is on.
Markers and guidance
- Markers tell you what a check is hidden in. Missing item reports turned out to be items you couldn't see: shut in a drawer, inside a crate, up in an attic. Markers name the container now, and add a short note about the spot when there's something worth saying.
- Joining someone else's game explains itself. Added some guidance and assist tools with those who have a friend hosting that need your YAML and APWORLD.
Launcher
- Dismissing the server port warning actually dismisses it. It came right back every time, including when you closed it with the X.
- A modded game gets called out before patching. Leftover mod files are the most common reason patching fails, and Steam's file check doesn't delete them.
- Slightly updated icon with transparency, still awaiting the commission for the proper good one.
Known issues
- Random Events is experimental and only touches the Village chapters.
- Ghost items are probably still a thing, report any you find in this version.
- Many Markers are still off-position from where the actual item sits.
v0.3.2-alpha
RE4R AP Wizard v0.3.2-alpha
This is the first publicly available build. Everything before it was closed testing with a handful of people, so this is the first time anyone can download it and play.
Resident Evil 4 Remake as an Archipelago multiworld. The full Leon campaign, chapters 1 to 16, 474 item locations, with other players' items appearing in your world as Archipelago-logo pickups.
It is an alpha, and it is going out specifically to be playtested. Bugs are likely, so save often. There are recovery tools built in and a bug-report button that gathers your details for you. Reports are the whole point of this release, so please send them.
Before you start
You need both DLC:
- Separate Ways, which supplies the model other players' items appear as.
- Treasure Map: Expansion, which sounds cosmetic and is not. It adds treasure spawns that 36 checks sit on. Without it those 36 never appear, and if the multiworld put a key item on one, nobody can finish the seed.
Everything else, REFramework and the world patcher included, comes with the Wizard and installs itself. Hosting a multiworld additionally needs Archipelago 0.6.7.
Install
- Download the zip (Windows) or tar.gz (Linux) below and extract it into a new empty folder. Do not extract over an older build.
- Run
RE4R.AP.Launcher.exe. - After it patches, fully quit and relaunch the game once so the in-game scripts load.
Leave Random Events off
It reshapes the world, with locked doors, removed ladders and walls, and relocated key items, and the logic is not yet equipped to handle any of it. A seed may become unfinishable. It is off by default, and turning it on asks you to confirm first, the full randomization preset included.
What changed since the closed test
If you were in the closed test, this is what moved since v0.2.2-alpha. If you are new, there is nothing here you need.
- **The Wizard was rebuilt to hopefully make the new player experience as smooth as possible
- The in-game window was reorganised. A new home tab, The Checklist, lists every typewriter with the checks remaining around it, and warps you to any you have found. A Guidance tab collects the Marker controls and how much detail they show. A short getting-started guide appears on your first seed, and can be switched off in your settings.
- The Wizard tells you when a newer release is out. It doesn't update itself yet, but it will point you at the new download instead.
- Linux is now at parity with Windows.
- Fixed. The APWorld logic has been updated to account for the Silver Token in the Village Square which is not accessible until Chapter 5, where you actually have Ashley with you, rather than Chapter 1
- Housekeeping. The project is MIT, the same license BioRand uses, and ships BioRand's notice alongside the build that carries its binary. The Wizard also has its own icon now (a placeholder while I await my art commission!)
Known issues
- An inbound DeathLink shows the game-over screen with no death animation.
- Some overlay counters can briefly disagree with the server. The server is
authoritative. - Missing item placements are still the rough edge we most want reports on. If
a check never appears, or a Marker points at nothing, please say so with a
screenshot.
Reporting
The Archipelago After Dark Discord, in the Resident Evil 4 discussion:
https://discord.gg/fqvNCCRsu4
The "Something's Wrong" tab in game copies a diagnostics summary to your
clipboard for the report.
v0.2.2-alpha
RE4R AP Launcher v0.2.22-alpha - Regions and Logic + BioRand Patching Fix
In v0.20.0 A type mismatch in the new Bindery stone handling inside the world patcher broke the BioRand patching step on setting up a new seed. Fixed and verified now on v0.2.2
The "foundation" release - barebones regions and logic (yes, there has been essentially no logic up to this point). A full playthrough went into mapping every check to a named area in the order you actually play the game, and real key-item logic now sits on top of that map.
The world is properly mapped now
- Every one of the 474 checks belongs to one of 97 named areas, which are now properly ordered as a foundation for logic.
- Section labels on the UI Overlay are corrected everywhere they were wrong (hopefully).
Real key-item logic
- Fifteen precise gates replace the old coarse chapter gates. The multiworld also now actually guarantees you can have each key item before the exact door that needs it, i.e. the Insignia Key before leaving the Chief's Manor, the three Lithographic Stones before the Bindery door, the animal Heads before the Library, and so on down the sheet.
- Seven key items that were never shuffled before are now included: Hexagonal Emblem, Crystal Marble, Blue Dial, Wooden Planks, Old Wayshrine Key, and the Apostate's + Blasphemer's Heads.
- The five formerly optional keys (Bloodied Sword, Bunch of Keys, Cubic Device, Dynamite, Halo Wheel) are now always shuffled, with proper logic.
- Locked drawers can hold important items again since the small-key logic is actually trustworthy (hopefully) now.
- Nine locations that could never be collected are out of the pool for good, and are the prime suspects behind the "invisible AP item" reports: two Blast Furnace gems the game can never spawn, two cut herbs the game never actually places, the four hardcore-difficulty stone variants, and the chapter 6 checkpoint gate trigger that was never really an item at all.
New options
- Shuffle Keycards (off by default): the Level 1/2/3 Keycards normally sit at their native facility spots (still checks). Turn this on to send them into the multiworld; logic guarantees each card before the first door that needs it.
- Minimize Backtracking + Side Areas (off by default): for players who want their checks along the main path. All three Hexagon pieces are guaranteed before leaving the Fish Farm so the lake altar solves in one boat pass, and the optional excursions (Forest Altar, the chapter 12 Throne Room revisit, the lake's egg-nest islet) only ever hold plain filler.
- The old Randomize Gated Keys playtest toggle is retired.
- The Allow Missable Locations option description no longer claims its logic is unimplemented (it has worked for a while, whoops).
In-game improvements since v0.1.2-alpha
- New Server tab in the in-game window: see and edit the room address without leaving the game.
- Picking up one of your own checks now shows our message, naming the actual item and the area, instead of the game's generic pickup toast.
- The Biosensor Scope now has logic and counts as progression: the multiworld guarantees you can have it before encountering a Regenerator (assuming no Enemy Randomization)
- The Bindery lithographic stones spawn the same way on every difficulty
- Three castle items that only appeared after a hidden revisit state (the Wine Cellar idol, the Mines beetle drawer, the Gallery egg) now exist from the start and can always be collected.
- Fixed a script error that could quietly take the item scanner down when the game handed back an engine list mid-load.
Compatibility
- Built and tested against Archipelago 0.6.7
- Rooms generated with older versions of RE4R.apworld will not patch with this launcher, by design. Organizers: copy the new RE4R.apworld into your Archipelago custom_worlds folder and generate fresh (Basically, just go through the launcher process again)
- Any rooms generated with the v0.2.0 apworld still patch fine with this launcher - the world version reads 0.6.1, but the location pool is identical. Everything in the v0.2.0-alpha notes applies unchanged.
We are very much still in alpha territory
The logic is built from one since full playthrough. It did however survive 36 verification generations across every option combination, but real players always find edge cases - if a seed feels wrong or a door will not open, report it on Discord.
v0.1.2-alpha
Closed playtest build. Mostly fixes for things testers ran into, plus a few options that were overdue.
Upgrading
- Extract into a fresh, empty folder. Do not copy over an old install. (You can even delete it)
- Re-patch your session from the launcher. The BioRand payload changed, so the first patch rebuilds its cache once (about a minute).
- Your existing room and saves keep working. You do not need to regenerate the multiworld.
- Location names got clearer for new seeds (area names are more accurate, and hanging treasures are marked). Rooms generated before this build keep the names they were made with, so a tracker may show the older wording.
Fixed
- Other players' item placements came back after a reload, and their map icons never cleared.
- Clicking Warp on a typewriter did nothing at all.
- Ashley's section could not receive anything from the multiworld. Items now wait until you are back as Leon, and Leon's key items are copied to Ashley so a door in her section can still be opened with a shuffled key. This is experimental and lightly tested; keep a save before her section.
- Scripted events tied to picking up a specific item stayed dead when the multiworld put something else there.
- Checks were lost when an item was collected while standing in a neighbouring area volume.
- The nearby-location list used for hints and Force Check now matches what the world markers show.
- Del Lago had been replaced with an orca. That is a community patch BioRand applies; it is now a setting and it is off by default.
- BioRand force applied around two dozen other patches with no way to see or turn them off, including early shop upgrades and an added flamethrower. Every one of them is now a visible option, all left on by default so nothing changes unless you change it.
- Setup Status no longer takes over as the first screen unless something is actually wrong/missing
- A repair pass could set scripted flags on a save that had not earned them, which in one case walled off a route with an invisible collision.
New
- If your room's port changes while you are playing, the game now says so and offers a window to type the new port, with a link to your room page. No need to alt-tab to the launcher.
- The Archipelago connection status shows at the main menu and during loads, not just in gameplay.
- Two new YAML options: progression balancing (defaults to 70, which suits RE4R's long gated chapters) and check guidance, which sets how much the in-game markers may reveal.
- A developer marker tier that shows each item location's code from the spoiler log (MUCH easier debugging)
Known issues
- Saving and reloading inside Ashley's section loses the copied key items. Re-enter the section from a Leon save if you need them.
- Anything the game hands to Ashley is discarded when her section ends. That is why deliveries wait for Leon rather than arriving immediately.
- Logic is still a coarse first pass built on eight milestone gates. Door requirements inside character-swap sections are not modeled yet, so keep a save before Ashley's section.
- Various issues with items not being discoverable near their markers have arisen with no leads yet
v0.1.1-alpha
Closed playtest build. Unzip and run RE4R.AP.Launcher.exe. After patching, fully quit and relaunch the game once so the in-game scripts load.
New
- Hanging treasure markers: shoot-to-drop treasures (birdcages, the chandelier, and the DLC "shoot down" gems) now tag as (hanging), so you know to shoot them down instead of hunting the ground.
- Marker availability dimming: a marker dims when its pickup's area is not loaded yet, so the markers you see are the ones you can actually grab from where you are.
- Missable and small-key progression handling in the apworld.
- Experimental Linux launcher (Avalonia). Untested on Proton, treat as experimental.
- Updated the AP multiworld item model (new mesh and material) with a proper inventory icon. (from @CriminalENT)
Fixes
- Received items now survive a save reload: after a rollback the client re-delivers only the items that save was missing.
- Silver Token no longer crashes the Key Items and Treasures tab (routed through the game's own pickup path). (from @snowzzrra)
- Fixed the infinite pistol ammo glitch. (from @snowzzrra)
- Hardened item injection against inventory UI crashes. (from @snowzzrra)
- Small-key drawer softlock fix.
Notes
- The apworld location logic is still a coarse first pass (milestone gates, no location-level logic). AP tracker names do not show (hanging) yet; that rides the next apworld rebuild. In-game markers work regardless.
- Stuck? Use the marker toggles and Debug tab, !hint / !release / !collect, or the warp menu.
Closed Playtest Build
First closed-playtest build. It covers the full Leon main campaign, Chapters 1 to 16, as a single Archipelago world. There are around 471 item locations, though the exact count depends on your options. The goal is completing the campaign.
Read this first: this build has had very little testing, the progression logic is only a coarse first pass (eight chapter-group milestones gated on their real key items, with no finer location-level logic yet), and bugs are close to guaranteed. Save often. The README lists the recovery tools built in for when something goes wrong.
Getting started: extract into a new empty folder, run RE4R.AP.Launcher.exe, and let Setup install any missing prerequisites. If you played an earlier internal build, re-patch to pick up this build's world patch.
Highlights
Multiworld items. Other players' items appear in the world as the Archipelago logo. Collecting one sends its location check and puts nothing in your inventory. Your own items appear and are collected normally.
Three randomization modes. AP item shuffle only, BioRand item re-roll on top, or BioRand item and enemy randomization. Options that would change the check set or risk a softlock are locked in Archipelago mode.
DeathLink. Send and receive, gated on the room's setting.
In-game overlay. Location markers over unchecked pickups, a scrollable message log, native-rail notifications, and a goal banner.
Getting unstuck. A Status-window toggle labels each marker with its item, a Debug tab can inject a received item by hand, and a standard Archipelago text client on the same slot can run !hint, !release, and !collect.
Reliability. Sent checks are saved and re-sent on reconnect. The patch pipeline stages exactly one world patch and protects its own setup cache.
Known issues
- Inbound DeathLink shows the game-over screen and reloads the last checkpoint. There is no death animation.
- Some hanging or elevated pickup markers appear below the item.
- Native-rail notifications show the item name. The full sender and source history needs the Archipelago client.
- Overlay counters can briefly disagree with the server, which is authoritative.
Next
Broaden toward an open playtest, add location-level logic to replace the coarse milestone gates, and keep polishing the overlay and guidance.