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Releases: Str8UpWHITE64/TS2Redux-AP
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TS2Redux-AP v1.1.0
TimeSplitters 2 Redux Archipelago Edition 1.1.0
The game is renamed to TimeSplitters 2 Redux so it can sit next to the new GameCube world. Update both files, and replace the old apworld (below).
| Asset | What it carries |
|---|---|
TS2Redux-AP-1.1.0.zip |
the client, connecting under the new name |
ts2redux.apworld |
the world, under the new name (it was timesplitters2.apworld) |
Breaking: the game name and the apworld file changed
Install ts2redux.apworld, and get rid of the old timesplitters2.apworld: delete it, or, if you also play the GameCube version, install its timesplitters2.apworld over it (the GameCube world now uses that file name). Left in place, the old file stops Archipelago from starting next to the GameCube world (TimeSplitters 2 already registered).
Your YAML needs the new name, and a seed generated before 1.1.0 can only be played with the 1.0.2 files.
# before
game: TimeSplitters 2
TimeSplitters 2:
# after
game: TimeSplitters 2 Redux
TimeSplitters 2 Redux:TS2Redux-AP v1.0.2
TimeSplitters 2 Archipelago Edition 1.0.2
Arcade and Challenge can now be picked separately. Update both files.
| Asset | What it carries |
|---|---|
TS2Redux-AP-1.0.2.zip |
the goal-counter fix |
timesplitters2.apworld |
the new option, the goal rules, the Time Crystal floor |
Breaking: your YAML needs a regeneration
game_mode is now game_modes, a list. arcade_goal_percentage is now trophy_goal_percentage.
# before
game_mode: both
arcade_goal_percentage: 90
# after
game_modes: [Story, Arcade, Challenge]
trophy_goal_percentage: 90TS2Redux-AP v1.0.1
TimeSplitters 2 - Archipelago Edition 1.0.1
Bug-fix release from the first round of player reports. Update both files, the fixes are split
across the client and the world.
| Asset | What it carries |
|---|---|
TS2Redux-AP-1.0.1.zip |
mine refill, DeathLink throttle |
timesplitters2.apworld |
go-mode fix, the new option |
Fixes
Mines and TNT are no longer single-use. TNT stacks to one charge, so when it was your gated
explosive you got a single detonation for the whole mission unless the level handed you another. That
made objectives expecting several blasts unwinnable. Placeable mines (Proximity, Remote, Timed, TNT)
now refill while you hold them, so Siberia's Timed Mine and Chicago's TNT work as the logic assumes.
Go-mode no longer fires early. Winning only checked the Space Station unlock and your Time
Crystals, but you can't clear the mission without its weapons. UT showed go-mode while the
Space Station checks stayed dark, waiting on the Plasma Autorifle (and the Minigun on Hard). The win
condition now includes clearing Space Station on your goal difficulty, so both light up together.
New option
Arcade DeathLink Threshold (0–50, default 10). Arcade and Challenge are deathmatches, so sending
every death there flooded the multiworld. Deaths in those modes now add up across matches for the
session and send one death each time the count is reached. 1 sends every death, 0 never sends.
Story is unchanged and still sends every death immediately. Incoming deaths still apply in every mode,
and a death you were given never counts toward the threshold.
Existing seeds
The mine and go-mode fixes apply to seeds you're already playing — just update the files. The new
option needs a freshly generated seed to configure; an older seed uses the default of 10.
TS2Redux-AP v1.0.0
TimeSplitters 2 — Archipelago Edition 1.0.0
The first release of the TimeSplitters 2 Archipelago world.
TimeSplitters 2 ships complete but hidden inside Homefront: The Revolution, and the
TS2 Redux mod re-enables it. This turns that into a full
Archipelago game: arcade, challenges, story, objectives, and every weapon in the game.
Checks — 362 locations
| Source | Count | Detail |
|---|---|---|
| Arcade & Challenge trophies | 264 | 66 events × Bronze / Silver / Gold / Platinum |
| Story difficulties | 30 | 10 missions × Easy / Normal / Hard |
| Mission objectives | 68 | individual objectives within each story mission |
The 66 trophy events are 45 Arcade matches + 21 Challenges. Trophies are cumulative, so a single Gold
clear fires Bronze, Silver and Gold at once. Your options decide which of the 362 are active in a
given seed — a Gold-tier, Normal-difficulty seed uses fewer — but every location id is pre-allocated
and stable, so changing options never renumbers an existing seed.
Items — 125 in the catalog
- 76 unit unlocks — one per arcade match, challenge, and story mission. Receiving one unlocks that
unit in the menu and enables its tier/difficulty checks. Everything starts locked except a small
random set of starters. - 36 weapons — every gun is an item, including the akimbo dual-wields and the objective tools
(ElectroTool, Digital Camera, Gun Powder, Crossbow). - Time Crystal — progression; gates the final mission.
- Health / Armor / Ammo Packs — one-time full refills, applied on your next mission entry.
- 8 traps — Invisible Enemies, Big Head, Small Head, Big Hands, Fat Enemies, Rotating Heads,
Cardboard Enemies, Slow Death. Each switches on a TS2 cheat for a few seconds during a story
mission, and never during Arcade or Challenge, so a trap can't cost you a trophy. - Banana — filler.
Goals
Both (default) and Story only — clear Space Station on your Max Story Difficulty. The final
mission stays locked until you've received enough Time Crystals, which are scattered across the
multiworld like any other item.
Arcade only — there's no Space Station to clear, so the goal is instead completing a percentage of
the Arcade and Challenge checks (Arcade Goal Percentage, default 90%).
Weapons as items
Two independent options, both story-missions-only:
- Weapon Gating — you can only use weapons you've received. Un-received guns give nothing from
floor pickups, and your mission loadout is stripped to what you own. Logic guarantees you're armed
for any mission it expects you to complete, and Hard additionally requires a second gun. - Weapon Shuffle — remaps what each weapon is: floor pickups, your starting loadout, and enemy
weapons. Three scopes —completely_random,same_class(guns stay in their class), and
within_level(each level reshuffles only its own pickups, so it can never strand a mission).
Other options
Max Story Difficulty · Max Trophy Tier · Time Crystals Required / Extra · Starting Unlocks Per
Category · Health / Armor / Ammo Pack counts · Trap Count · DeathLink
Install
Players
- Own Homefront: The Revolution on Steam (app 223100).
- Install TS2 Redux v0.2.7 with its
own installer — leave every selection at its default, add nothing extra. Launch once to confirm
it works on its own. - From
TS2Redux-AP-1.0.0.zipbelow: putScotch.dllin<game>\Bin64\TS2Redux\, and
AP_client.cfgin the game root. Sethost/slot/password.
Those two files are the entire download — nothing from TS2 Redux is replaced, and uninstalling is
deleting them. For host, a plain host:port is enough; the client works out encrypted vs
unencrypted on its own.
Hosts / seed-rollers — drop timesplitters2.apworld into Archipelago's custom_worlds/
(Archipelago 0.6.x), add a TimeSplitters 2 YAML, and generate.
Notes
- Universal Tracker is supported. Seeds must be generated with this release — earlier pre-release
seeds don't carry the data the tracker needs and will show incorrect logic. - The randomizer is developed and tested against the default TS2 Redux v0.2.7 component set. If
something looks wrong, the[mods] loaded:line inAP_capture.txtshows what actually loaded.
Credits
Derivative of TS2 Redux (GPL-3.0) by the Redux Tech Team
— DevilDwarf, Fanoto, RyanUKAus, Scotch, Skibbles, and Yossarian The Assyrian. Built on
Archipelago. Licensed GPL-3.0.
Contains no TimeSplitters 2 or Homefront game assets, code, or data, and does not let anyone play the
game without owning it.