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Grunnchipelago 1.1.1
Logic fixes, all reported or found while chasing a player report. If you're on 1.1.0, grab this one: two of the four ways out of the garden didn't work in logic.
Fixed
The fisherman's cabin was reachable from the back yard. Ending: Dog showed up in logic with nothing but the Bridge Key, which is what got reported. The dog, the fisherman, the worm and the bone polaroid all sit under BehindHouse in the game's own scene hierarchy, but they're actually out in the Windy Path, so I had a free connection there that shouldn't exist. Leaving the yard means cutting the hedge, same as always. This also pulled Obtain Worm, Obtain AbandonedKey, the bone polaroid and the ferry back to where they belong.
Two passages only worked one way. Removing that shortcut exposed them: the repaired church door (Pillar Space) and the burnt bramble into the park both let you walk back out in game, but the logic only knew how to go in. So going Garden Key -> church -> Doorknob -> outside, or Garden Key -> church -> Paddle -> park -> Lighter -> outside, did nothing as far as the generator was concerned. Both are proper two-way passages now.
The park's 20% bar was too strict. Getting to the hay bale (and the merchant behind it) asked for mowing and watering. There's a load of litter in the park you pick up bare-handed, so any single tool is enough to clear it (the Coin works too, through the rain). Same fix the garden's 30% got a while back.
All four routes out of the garden are covered again: shears or magic sword, plank or old plank, Garden Key + Doorknob, Garden Key + Paddle + Lighter. The Bridge Key on its own gets you nowhere, as intended.
Install
Same as before. Unzip Grunnchipelago-client-1.1.1.zip into Grunn/BepInEx/plugins/, drop grunn.apworld in Archipelago/custom_worlds/ if you're the one generating.
Existing 1.1.0 seeds still work, but they were rolled with the old logic, regenerate if you want the fixes.
Setup guides (EN/FR) and the full option list are in the repo.