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@TheRealSolidusSnake TheRealSolidusSnake released this 09 Aug 17:17
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This is a "pre-release" of Version 3 that people can test while I'm MIA again.
Any bugs you all find please report to the thread, and I'll try to get them fixed up when I get back from my trip 馃槂

RE2Randomizer features ported over:

Enemy kills can be checks/locations
Same as RE2, this adds a lot of checks (and more backtracking) to the randomizer 馃槂

Double Weapons / Local Weapons
Same as RE2, always nice to have more weaponry in the world (although you won't receive duplicates, still)

In-game GUI tooltips when paused/in menu and a more revamped GUI system overall <- Mod menu is a lot more pleasant to look at

Safes when checked now behave closer to RE2, they'll open automatically, the item will poof and the map will clear!

You can no longer toggle Deathlink on difficulties you have not beaten Vanilla
It's a design choice that I appreciated from RE2, so now we force players to "git gudder" before they can turn it on.
I don't want players bringing Inferno Deathlink to a multiworld if they've never beaten the game on Inferno before.

RE3Randomizer specific changes

Added "Invisible Enemies", which is just as awful as it sounds and can include Nemesis if desired 馃槄

Added "Speedy Enemy Mode", which is just as awful as it sounds and can include Nemesis if desired 馃槄

Added "Enemy Behavior", which is just as awful as it sounds and can include Nemesis if desired 馃槄
SHOCKEEEEEEEEEEERRRRRR - (you're Shocker, btw (Shocking, I know))

Client no longer requires EMV-Engine/Console, which makes it much lighter space/resource wise and hopefully less jarring for the end user.
Should also be feature parity between Non/RTX versions, now.
This means that every version of RE3Remake should now be completely playable with the randomizer (I don't own the others to test)

Files can be checks/locations, they only add junk into the item pool however.
Note: If you happened to pick-up any of the files inside the subway station prior to making the save you made to play the randomizer, you'll want to start fresh and make a new save without having done that.

Added an In-Game Tracker, you can see the locations around you that you've missed
You'll find the toggle inside of the Archipelago Mod Window above the button to re-receive items :)

Revamped inventory system one more time, so items no longer have to be placed into the item box
While making Version 2 last year, I found the actual player fields for Carlos/Jill so I could award items how RE2 does but I had already dumped a ton of time into Version 2 and didn't want to stall the release any further.
Note: Items that don't belong to the character being played should go into their respective item box, 2-slot items and weapons still always go to the item box regardless.

Fixed a major bug with the Lock Pick/Battery Pack
Thanks to everyone who reported this.
Previously, if you received the Lock Pick/Battery Pack and then saved/quit/died before seeing the Lock Pick/Battery Pack cutscene, it could disappear from your inventory. It should now persist through save + quit/load/death.

Electronic Gadget in the R.P.D. is now in the item pool
This means Carlos may finally have to take a break at the police station and eat some donuts.
Note: The Electronic Gadget on the Shower Room Wall will look like it enters your inventory, it will disappear afterward immediately.
This is to prevent the game from killing the interact to place the bomb afterwards. This was the only solution I could find in my efforts to randomize this location. I'll continue to look into solutions for the Safety Deposit Key and Battery.

Jewels and the STARS ID Card are now always local
This prevents players from accidentally disposing of them too early and missing locations later on
You'll always get the Jewels before having to go to the RPD and the ID Card is a requirement to go into the Reception Room from the Main hall in the RPD, so you're guaranteed to get it before it's needed as well (as long as you didn't accidentally skip it somewhere in your own game, which shouldn't be happening anymore :) )
You can still go to the Clock Puzzle when you get to the Subway Station with Carlos and even put the Jewels into the puzzle after that point to so long as you don't accidentally "dispose" of them

Added two new Traps
(Jill only, unfortunately, because Carlos can't vomit)
(I thought of something funny to do as a trap for Carlos, maybe when Version 3 gets officially released)

Hospital Defense Skip is real(ish)!
You can now sit completely still during that section and it will play out normally
Note: You'll still need to place the Detonator in the 2nd phase of the Defense section to trigger the transfer to Jill.

And a bunch of smaller bug fixes, including:

Locker 109 is no longer static due to an item_object issue.

Supply Case now correctly give Flame Rounds instead of Acid Rounds.

Locations/Enemies properly sending the first time around.
This was a bug in my code in the apworld that went overlooked because I suspected the client was the problem.

Locations/Enemies now have GUIDs attached to them, so you can no longer grab stuff "out of order" accidentally

Thanks to Fuzzy for the RE2 ported code and this fix as well

What others contributed

RopeyRed - Enemy Kills/Files on all difficulties (Standard only this release, however)
Grenier - Stripped Scenario/Character out of the client/apworld so it no longer appends (JA), we only append difficulty if it's not a "Standard" location.