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Releases: PGMProductions/Muck-for-Archipelago
Releases · PGMProductions/Muck-for-Archipelago
Release list
Muck-for-archipelago 1.2.1
The "Sorry for the delay I was away for a few days then got sidetracked making Bad Apple in Shapez but I fixed a few issues and I'm putting that here even if there's more stuff I wanted to add but haven't yet" Update
- Added the default weapon option
- Fixed the restrictive start
- Fixed some generation problems
- Made the client look for the Muck.exe and added a world option to change the default path
- Fixed a few issues with the items/location ids
- Changed the logic for gold equipments and bows
- Changed the name for the deathlink option (deathlink -> Deathlink)
- Fixed issues that hapened when changing game too fast
Known Issues
- Victory doesn't get sent after finishing the game, when that happens you can either disconnect and reconnect (without closing the client), that should send it, or you can simply ask the host to /release you
Muck-for-archipelago 1.2.0
Minor Update
- added deathlink
- now tries to delete your previously given items after giving you a better one
- now keeps in memory items it should give the player but it can't because the player's inventory is full and notifies the player when that happens
Muck for Archipelago 1.1.0
The "added the fun" Update
- Made the client send the victory when you reach it
- Added all the tool/weapons/armors as locations and prevents the player from getting them through gameplay
- Added progressive tool/weapons/armors that give you the corresponding items
- Added options related to the randomisation of tool/weapons/armors
- Created a Thunderstore page for easier instalation of the mod
Muck-for-archipelago 1.0.2
Hotfix
- made the client ask for the location of the muck folder if it doesn't find it
Muck-for-archipelago 1.0.1
Hotfix
- fixed an issue where locations_checker or items_checker could suddently stop working
Only changed the apworld, for the mod, use the previous release
Muck for Archipelago 1.0.0
First Release
- added basic generation logic
- added locations/items for the in-game powerups
- added a victory condition (I wasn't able to test it)
- added a client
Known Issues
- Game sometimes load without any powerups, often when creating a world for the second time since launching the game