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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...
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.