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Librarian-AP v1.1.2

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@Str8UpWHITE64 Str8UpWHITE64 released this 23 Jul 23:11
· 1 commit to master since this release

Librarian-AP v1.1.2

Client-only hotfix on the 1.1.0 line. Fixes save recognition after a crash, and stops a New Game
from inheriting the previous run's progress.

This is a game-files update only

Keep your existing apworld and seed. Nothing on the generation side changed — you do not need
to regenerate. Just update the game files:

Extract the zip and drop Librarian/ into your Steam install (overwrite). See INSTALL.txt.
The title screen bottom-right should read LibAP v1.1.2.

What's fixed

Your save is recognised after a crash. The mod identifies your run by the library's layout. It
used to read where every book currently sat, so a crash that shifted books could make your run fail
its own check and refuse to load. It now reads where each book belongs, which a crash doesn't
change — so once you're on 1.1.2, a crash can no longer lock you out.

New Game no longer inherits the last run's progress. If you had played before, starting a New
Game could pick up the previous save still in memory — granting skills that never arrived in game
and sending level-up checks for rows you hadn't completed. A New Game now starts clean.

Normal players — nothing to do

Update the game files and press Continue as usual. Your run verifies at load exactly as before,
and quietly upgrades to the new system in the background. No steps, no regeneration.

If your run is stuck failing to load (post-crash)

A run that crashed before this update may still be rejected on the first load. One-time recovery:

  1. Update to 1.1.2 and try Continue once (expected to still fail — that's fine).
  2. Open %LOCALAPPDATA%\Librarian\Saved\LibrarianAP_slots.txt.
  3. Find the line for your run and delete everything after the comma, keeping the number before
    it. For example …=21,3459109785 becomes …=21. Save the file.
  4. Reconnect and Continue into that save.

Your run is adopted on load and recorded under the new system — and it won't happen again.

(Only the one line for that run changes; leave the rest of the file alone. During that single
recovery load the mod trusts whatever save you open, so make sure it's the right one.)

If something breaks

Send crash_trace.log (header should read mod=1.1.2), the last ~200 lines of UE4SS.log, and one
line on what you were doing.