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Releases: TheZockerBrain069/Layer8Problem-AP

Layer8Problem-AP v0.9.2

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@TheZockerBrain069 TheZockerBrain069 released this 08 Aug 04:55
c0d49e8

- Remove the problematic emojis from all AP location names

- add an automatic UTF-8/emoji guard

Layer8Problem-AP v0.9.1

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@TheZockerBrain069 TheZockerBrain069 released this 07 Aug 01:35
c05a65d

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

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@TheZockerBrain069 TheZockerBrain069 released this 27 Jul 23:30
e0b21a3

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

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@TheZockerBrain069 TheZockerBrain069 released this 26 Jul 20:34
6962225

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

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@TheZockerBrain069 TheZockerBrain069 released this 08 Jul 13:29
7671a2c

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

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@TheZockerBrain069 TheZockerBrain069 released this 24 Jun 01:08
18305c7

DeathLink consolidation, language switch restored, day cleanup.

Breaking (YAML)

  • Removed deathlink_termination, deathlink_warning, deathlink_steam,
    deathlink_rage_quit, and deathlink_filter. The single master
    deathlink: true / false now enables all four causes (termination,
    final warning, letting off steam, rage quit) with no filter.
  • Removed Survived Tuesday and Survived Thursday locations. 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 on slot_data.deathlink.
  • daysSurvived hook 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.py reduced to goal, starting_day, deathlink.
  • Locations.py DAY_NAMES is now Survived Monday / Wednesday / Friday.
  • required_client_version bumped to (0, 6, 0).
  • fill_slot_data no longer emits per-cause / filter keys.

Layer8Problem-AP v0.5.1

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@TheZockerBrain069 TheZockerBrain069 released this 20 Jun 04:29
2792726

Fixed after v0.5.0 package

  • Removed the missing ap_base.py import 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.js so it contains a valid numeric AP_BASE and parses as JavaScript.

Layer8Problem-AP v0.5.0

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@TheZockerBrain069 TheZockerBrain069 released this 18 Jun 02:35
9bb2272

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),
    IDs AP_BASE + 1207..1212. Negative-tier locations are gated symmetrically to the
    positive tiers (Enemy = 1 item, Rival = 2, Nemesis = 3).
  • death_link_filter option (all / only_fired / off) exposed in slot_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 + source slot name.
    • Echo guard: own UUIDs and Bounces where source === ownSlotName are 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.

Changed

  • Item pool 45 → 63, Locations 47 → 65, Fillers stay at 2.
  • slot_data.version is 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

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@TheZockerBrain069 TheZockerBrain069 released this 17 Jun 03:13
7c41e33

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
  • Goal-aware completion logic in set_rules(). The world now honors the
    YAML goal option 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 range AP_BASE + 1300...

Changed

  • Progressive item ID layout reassigned:
    • Progressive Affection (Kevin..Gabi) -> AP_BASE + 1200..1205
    • Progressive 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.

Removed

  • Generic Progressive Affection item (replaced by the six per-character
    variants above).
  • Donut, Bubble Wrap, Stress Ball removed from the guaranteed
    NORMAL_ITEMS pool. 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_day YAML option in the .apworld.
  • survive_week goal removed. With three playable days, "survive N days"
    doesn't fit. Only legendary_set (default) and all_achievements remain.
  • 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 generic Progressive Affection mapping.
  • Affection tier locations are now gated. Even Friend requires 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

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@TheZockerBrain069 TheZockerBrain069 released this 12 Jun 02:42
976c70a
  • Sorted out more German

  • Bug fix for the reload: boot()