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DC1AP v0.6.0

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@Lizardman175 Lizardman175 released this 17 Aug 02:01
8d79d3e

Dark Cloud 1 AP Rando v0.6.0

General changes

  • Shopsanity
    • Adds 2 items to each shop within the boss goal setting. First item appears as Medusa Powder (300g), the second as Warp Powder (500g). These are dummied out vanilla items.
    • Gaffer's store replaces the attack/endurance+1 until the items are purchased while other stores just add new items
    • Jack's Store logically requires Ruby so you can get the better building completion rewards before being required to get his items
    • Rando's shop ironically is not randomized as he is missable
  • Fishsanity
    • Adds first catch of each fish as locations (Ocean fish and Garayans are extra options)
      • Fish logically require access to a shop with bait: Ruty (ocean fish), Brooke (desert fish & baron garayan), Wise Owl or Lana for the rest (Lana for Mardan)
        • Wise Owl now sells Carrots for catching Umadakara
      • Baron Garayan requires boss goal 4+ for Brooke's Shop, Mardan needs boss goal 3+ for Lana. Otherwise, they won't be locations.
      • UT will show glitched logic if the fish are accessible without a bait shop
    • Some bait may be added to the item pool with this setting (and are flagged Useful instead of Filler)
    • https://darkcloud.fandom.com/wiki/Fish#Dark_Cloud for help on fish/bait/locations (seems incorrect)
  • Floorsanity
    • Full clearing each normal dungeon floor becomes a check. Requires all 15 enemies killed at the same time, rather than a total kill count.
    • Character-limited floors are an extra option
  • Removed Dark Genie item/location; the boss kill is now tracked in data storage
  • Reworked location ID values (internal, but may affect poptracker. Check locations.py comment for details.)
  • Renamed "Yellow Drops entrance path chest" to "Yellow Drops path to Moon Sea chest 2"

Server Changes

  • Reworked item generation
    • Items are now randomly created rather than static based on vanilla chests
    • Slayer attachments are now useful instead of filler
    • Other items like Gold Bullion and Dran's Feather can now be in the item pool
    • Fishing rod added to the item pool
  • Dungeon checks now show glitched logic availability in UT if not enough HP/def boost items have been received
  • Option to add a set of gems to the item pool (provided enough locations exist)

Client Changes

  • Added a new "Connected and Ready!" message once the client has finished initialization tasks
  • DeathLink now buffers until the player is in a killable state
  • Alnet's House completion event is disabled to avoid double fishing rod
  • If connecting on a vanilla save, client now gives an error instead of releasing items
  • Rotated Norune Pond and Oasis to be more accessible for fishing
  • Added a few extra copies of parts like road and tree just for fun. Instead of 5, you'll get 6-8
  • Fixed a bug with autobuild that could give too many trees
  • Fixed a bug where the "x attachments remaining" message wasn't logging
  • Removed autobuilding of robot parts while in the factory; there is an obscure game crash that can happen that I haven't tracked down
  • Made Chief Bonka last item received for Chief's House so it is easier to access the building's chests
  • Added slot number to datastorage names

Known Issues

  • Shop sanity items don't always remove from shop inventory correctly after sending location
  • New ready message shows up during certain cutscenes