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Grunnchipelago 1.1.5

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@Serial-Developer Serial-Developer released this 18 Sep 00:10
· 6 commits to master since this release

Logic fixes from both open issues - thanks to nanocryk for issue #1 and to MichelFenouil for issue #2, who played a full vanilla run to pin every one of these down.

Every fix here makes the logic stricter: 1.1.4 told you that checks were available when they were not. If you have a 1.1.4 seed running, regenerating is the safe call.

The gnome doors are not a way out of the garden

Holding the Watering Can and the Hammer, the logic told you to leave the starting garden through the gnome doors. Smashing the garden gnome is only half of it: the doors appear after going in and out of the gas station, which is itself outside the garden - so that passage can never be the way out. The Gnome Idol rule had this right all along; the region edges did not.

Fixing it turned up a second bug behind it. Rules that ask "can I reach this other region?" have to be registered with the generator, or it evaluates them while the map is still being built and leaves the connection blocked for good. That was quietly affecting the hedge maze too: the blue-coin route to it, through the church rain, never opened at all. Both work now.

Five things are buried in molehills, and you need the trowel to dig them up

The game hides a pickup inside a molehill by simply switching the pickup off until the hill is gone. Nothing marks it in the scene data, so from the outside those checks looked like items lying on the ground. Five of them, and only one was in the logic:

  • Gulden #9, in the churchyard
  • the dead goldfish, in the park - this one also gated the magic pond, the live goldfish and the fishbowl deed, a whole chain that hung off a free-looking check
  • the kid's trumpet, in the gnome forest, which in turn gates the school band
  • the lighter on the road (see below)
  • the magic sword in the park - this one is not a real source, see the last section

The lighter has three places, and two of them are not free

There are exactly three: one lying in the park, one in a molehill by the bins on the road, and one at the gas station for 5 gulden. The logic treated all three as free, which meant it believed you could get a lighter simply by walking out of the garden. The park one really is free; the other two now ask for the trowel and for the money.

This one matters more than it looks - the lighter is what opens the park, and the park is what opens the hay-bale shop.

The gas station office key

Two things were missing. The key sits behind the counter, which you cannot get behind while the shop is open and the attendant is standing there - the only way to it is to break in once the station has shut, which takes the hammer and means reaching day 2. And the other source, the kid's shop, is a purchase: 2 gulden, which the logic was not asking for.

If you play with Lock Player Hut on, day 2 needs the hut key, because the only bed is in there. That is the combination that produced the original report.

Four polaroids you could not actually reach yet

  • Flower Door is inside the church's big hall, behind the door the Church Key opens
  • Gnome Forest Door appears with the gnome door itself, so it needs the hammer and a trip through the gas station
  • Back Garden Fence is hung on the magpie, which only shows up once the garden is at 30 %
  • Dead Gardener is the severed hand seen through the hut window, so it needs to have been inside the hut

The tent polaroid does not exist

It is the fourth polaroid in the game's list that the shipped game never actually gives you, after Demon, Void Skeleton and Garden Gnomes. It had survived three passes because everything short of an actual sighting said it was alive - the object is in the scene, and a check count added up. Nobody has ever collected it. It is no longer a location, so nothing can be lost on it.

Its id stays reserved, as always, so old seeds keep resolving.

Install

Unzip Grunnchipelago-client-1.1.5.zip into Grunn/BepInEx/plugins/, and drop grunn.apworld in Archipelago/custom_worlds/ if you're generating.

Setup guides (EN/FR) and the full option list are in the repo.