Releases: TheZockerBrain069/Layer8Problem-AP
Release list
Layer8Problem-AP v0.9.2
- Remove the problematic emojis from all AP location names
- add an automatic UTF-8/emoji guard
Layer8Problem-AP v0.9.1
Hotfix release
What was broken
The apworld declared required_client_version = (0, 9, 0). That field is not
our mod version — it is the minimum Archipelago version a client must run,
and the WebHost validates it against real AP releases. AP 0.9.0 does not exist
(the current line is 0.6.x), so uploading the seed returned
Internal Server Error.
Added
poptracker pack
Layer8Problem-AP v0.9.0
What is new
Two extra location pools — 30 item finds and 99 sidequest chains — bringing
a slot from 61 to 190 checks. The client picks them up through
engine.addToArchive and engine.resolveTerminal.
Layer8Problem-AP v0.8.0
What changed in the apworld
create_items no longer truncated the pool after precollecting — that cut
the last two entries (3rd copies of Progressive Negative Affection (Gabi)),
leaving Gabi - Rival and Gabi - Nemesis unfillable. The pool is now
progression-first and the overflow is taken off the normal-item tail and
precollected. Regenerate any v0.7.0 seeds.
Layer8Problem-AP v0.7.0
What changed and why
The three Survived <Day> checks looked like three locations but only
one is ever reachable per player, because the in-game day-lock (added
in v0.4.x) forces the slot to the difficulty encoded in starting_day.
In practice that meant each slot had 61 reachable locations of 63. In
a MultiWorld the generator sometimes placed another player's progression
item on the two unreachable days → seed unsolvable.
v0.7.0 fixes this by only registering the day that matches the slot's
starting_day. The pool shrinks by 2 items, which are given as starting
inventory (filler only) so no progression / useful item is dropped.
Numbers
| v0.6.x | v0.7.0 | |
|---|---|---|
| Achievements | 24 | 24 |
| Days (registered) | 3 | 1 |
| Positive Affection | 18 | 18 |
| Negative Affection | 18 | 18 |
| Total locations / slot | 63 | 61 |
| Guaranteed item pool | 63 | 61 (+ 2 filler precollected) |
Layer8Problem-AP v0.6.0
DeathLink consolidation, language switch restored, day cleanup.
Breaking (YAML)
- Removed
deathlink_termination,deathlink_warning,deathlink_steam,
deathlink_rage_quit, anddeathlink_filter. The single master
deathlink: true / falsenow enables all four causes (termination,
final warning, letting off steam, rage quit) with no filter. - Removed
Survived TuesdayandSurvived Thursdaylocations. The game
has only three playable days: Monday (hard), Wednesday (normal),
Friday (easy). Location offsets 103 / 104 are reserved and must not
be reused.
Client
- Restored the DE / EN language toggle on the AP connect screen.
It was supposed to live there since v0.3.x but went missing along the way. - Removed the DeathLink checkbox from the connect screen. The YAML is the
single source of truth — the client always advertises the DeathLink tag
on Connect and gates send / receive onslot_data.deathlink. daysSurvivedhook clamped to 3 (Mon / Wed / Fri).- Removed the dead
item_<id>location check in the inventory wrapper that
never resolved to a real location ID.
apworld
Options.pyreduced togoal,starting_day,deathlink.Locations.pyDAY_NAMESis nowSurvived Monday / Wednesday / Friday.required_client_versionbumped to (0, 6, 0).fill_slot_datano longer emits per-cause / filter keys.
Layer8Problem-AP v0.5.1
Fixed after v0.5.0 package
- Removed the missing
ap_base.pyimport path that prevented APWorld registration and YAML template generation. - Restored the working v0.4.0 in-game overlay client instead of the stub client.
- Fixed
ap_data.jsso it contains a valid numericAP_BASEand parses as JavaScript.
Layer8Problem-AP v0.5.0
Added
- Negative Affection tiers — Enemy / Rival / Nemesis location check per character
(6 characters × 3 tiers = 18 new locations). - Progressive Negative Affection items (6 characters × 3 copies = 18 new items),
IDsAP_BASE + 1207..1212. Negative-tier locations are gated symmetrically to the
positive tiers (Enemy = 1 item, Rival = 2, Nemesis = 3). death_link_filteroption (all/only_fired/off) exposed inslot_data.
Lets a slot opt out of specific death causes without disabling DeathLink itself.- DeathLink hardening
- Dedicated hooks for all 4 causes:
onFired,onQuit,onBurnout,onDayFail. - Each outbound death carries a UUID +
sourceslot name. - Echo guard: own UUIDs and Bounces where
source === ownSlotNameare dropped. - Receive queue: deaths arriving during day-transition screens are
buffered and applied on the next frame, or discarded if older than 10s. slot_data.death_link_filter(all/only_fired/off) controls
which causes are sent.- Toast feedback for both outgoing and incoming DeathLinks.
- Dedicated hooks for all 4 causes:
Changed
- Item pool 45 → 63, Locations 47 → 65, Fillers stay at 2.
slot_data.versionis now"0.5.0".
Breaking changes
- None. v0.4.0 seeds remain compatible; all new IDs are additive.
- Reserved ID
AP_BASE + 1206(formerly Progressive Difficulty, removed in v0.4.0)
stays unused.
Layer8Problem-AP v0.4.0
Added
- Per-character Progressive Affection items:
Progressive Affection (Kevin),
(Chantal),(Egon),(Elster),(Markus),(Gabi). Three copies of each
are placed in the pool. The character's tier locations are now gated:- 1 copy unlocks
<Character> - Friend - 2 copies unlock
<Character> - Ally - 3 copies unlock
<Character> - Bestie
- 1 copy unlocks
- Goal-aware completion logic in
set_rules(). The world now honors the
YAMLgoaloption for completion:legendary_set(default): collect all 9 legendary items.all_achievements: all 24 achievement locations reachable.
- Filler-only items (
Donut,Bubble Wrap,Stress Ball) now have stable
reserved IDs in the rangeAP_BASE + 1300...
Changed
- Progressive item ID layout reassigned:
Progressive Affection (Kevin..Gabi)->AP_BASE + 1200..1205Progressive Difficulty->AP_BASE + 1206
- Item pool composition is now exact (no filler padding under default settings):
- 9 legendary + 18 normal + 2 Progressive Difficulty + 18 Progressive
Affection (6 chars x 3) = 47, matching the 47 locations.
- 9 legendary + 18 normal + 2 Progressive Difficulty + 18 Progressive
Removed
- Generic
Progressive Affectionitem (replaced by the six per-character
variants above). Donut,Bubble Wrap,Stress Ballremoved from the guaranteed
NORMAL_ITEMSpool. They still appear via the filler pool.- Progressive Difficulty item removed. The in-game day = difficulty, and
there are only three days. Stacking a difficulty item never matched the
game model. The starting day is now fixed per slot via the new
starting_dayYAML option in the .apworld. survive_weekgoal removed. With three playable days, "survive N days"
doesn't fit. Onlylegendary_set(default) andall_achievementsremain.- 0.3.x and 0.4.0-draft seeds are not compatible. Regenerate.
Breaking
- Seed incompatibility: old 0.3.x seeds will not roll on 0.4.0 and vice
versa. Generator and client must be updated together. - Client must map six new item names (
Progressive Affection (<Char>))
and remove the genericProgressive Affectionmapping. - Affection tier locations are now gated. Even
Friendrequires at least
one Progressive Affection copy. Existing playthroughs / logic reports
generated against 0.3.x will differ.
Reserved for v0.5.0
- Negative affection tiers (e.g.
Disliked,Hated) - will expand both the
location and item pools, opening room for additional normal items.
Layer8Problem-AP v0.3.5
-
Sorted out more German
-
Bug fix for the reload: boot()