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Spyro: A Hero's Tail: v2.2.0 (Prerelease)
Pre-release
Pre-release
·
39 commits
to AHTMain
since this release
v2.2.0 (Prerelease): I Think I Like AHT Too Much...
Intended for use with game mod version 18 (see attachments).
v2.2 contains way more than originally planned for it. It transitioned from "the next few things on my mind" to "do everything I can before I feel OK with putting it down for a bit". The to-do list still isn't totally empty, so there may still be a v2.3 in the relatively near future, but I don't anticipate any more big updates as there really aren't many other moderate-to-big sized features left to add at this point.
Changelog
Hotfix 3 + A Few Additions (~10:45pm EDT Sept. 24th)
- PAL game mod version bumped to 18.1 to fix a bug that would allow you to still charge briefly if you press its button, even if you haven't been sent charge yet.
- An OptionError is now triggered if you try to generate a seed that has no goal and have
auto_correctionsnot set tofix_major. - Fix a bug with goaling that could lead to incorrect go mode reporting, and potentially harmed the quality of the intended playthrough.
- Fixed the Red fight not having any logical requirement to handle the critters that spawn in phase 2.
- Condensed
minigames_goalandminigames_goal_countintominigames_goal, which is now redesigned to do all that work in one option. This improves the individual customization of each type of minigame goal a bit, and saves some space in the YAML. - Made a variety of misc. tweaks and improvements to the YAML and logging system that aren't worth noting individually.
Hotfix 2 (~2:30am EDT Sept. 20th)
- Fixed a secondary issue relating to costs for boss lairs/light gem doors/gadgets not getting appropriately randomized/shuffled. If you have hotfix 1, only the .apworld file needs to be updated for this fix (game mod and YAML are unchanged).
Hotfix 1 (~7:30am EDT Sept. 19th)
- Updated game mod from v17 -> v18, which contains a fix for a PAL-exclusive game-breaking bug in Gloomy Glacier (collectibles were not being tracked). Even if using NTSC, you need to update your mod to v18 to avoid the client giving a warning about incompatibility.
- Fixed a few bugs with the in-game notifications, mainly affecting "sent <item> to <player>" messages.
- Fixed a small typo that resulted in randomized costs for boss lairs/light gem doors/gadgets not actually being randomized.
- Refactored the client's in-game map icon updating code to be more robust and easier to maintain.
- Removed leftover text from the YAML referencing a scrapped feature idea.
Multiple New or Redesigned/Expanded Features
- The PAL GC version of the game is now supported by the game mod! Shoutouts to @BrinchEbsen for tons of work on the game mod in this update.
- Logging system redesigned to be a single choice of level of detail. Warning messages from YAML issues are now always logged.
- The randomized shop system has been moderately redesigned to take more advantage of the gem logic system introduced in v2.0.
gem_logicis nowshop_logicand comes in 2 forms:orderedworks identically togem_logic = true.unorderedis a replacement forgem_logic = falsewhich completely removes the situation of having all shop items in logic in sphere 1.unorderedwill instead expect you to buy shop items in order as you gain access to enough gems to do them, but will not restrict you from buying them in another order if desired.
- Also,
shop_item_countlets you customize how many shop items you have, now separated fromkey_rings.
- The goal system has been expanded to allow for customization of how many AHT checks you must do for each, instead of all-or-nothing. AHT is now capable of a much wider variety of seeds, and is better suited for shorter goal syncs now. 2 new types of goals were added, as well (talking to elders, and minigames).
/check_goalwas redesigned to better suit this redesign. auto_correctionsexpanded tofix_minorandfix_major. Minor fixes are things that are relatively inconsequential, major have a more notable impact on the seed.- Added support for 4 traps (Spam Call, Reverse Controls, Gem Tax, and Damage Sparx)! The first 2 have a customizable length of time they last, and you can customize how much of the junk pool will be traps vs. filler.
Other Things
- Refactored/organized significant chunks of the codebase to be more smartly designed, particularly the item creation process.
- Client commands have slightly better error checking now. Also added
/costsas a convenience command that outputs various costs separately from/list_options. - Made an updated logic spreadsheet which lists every region and location access rule. May or may not be useful to the average person, but it's here for those interested in the internal logic rules (also pinned in the thread).
- Map icons now render as red = unreachable, yellow = reachable, green = checked.
- Every location was renamed to be less verbose, and they have a new ID mapping system which makes some features way easier to code.
- Partially undid the custom sorting of locations in the tracker page. Locations are now sorted first in order of vanilla game levels, then alphabetically by logical region, then alphabetically by location.
- "Generics" filler category is now called "Shinies". Same thing, they do nothing, just treat them like little shiny trinkets.
- Added "Sent to " notifications in-game. None of us have any idea why they weren't there already, either...also added a small Easter egg when you receive a specific type of item from yourself :slight_smile:
- Did you know there's some barrels and crates in Stormy Beach you can headbash? I didn't...their gems (270 total) are added to the gem logic system now.
hint_boss_rewardsnow hints all boss locations, not just the breath rewards.- Added location groups for Light Gem doors and gadgets.
- Fixed an inconsequential logic bug in Magma Falls Bottom.