Releases: TwinklePillar/Spark3-Archipelago
Releases · TwinklePillar/Spark3-Archipelago
Release list
v0.11.2-beta
Changelog
- Fix the chat not working (oopsies)
- Added a button prompt on the save select screen
- Overhauled how the connection info screen looks
Compatible with v0.11.0-beta
v0.11.1-beta
Changelog
- Fix Requirements goal/location getting sent 60 times
- Added options for chat delays and the ability to filter non-sent and non-receive messages
- Added a background for the chat
- Removed the ability for the required explore percentage to require shuffled medals
- Massively increase the amount of Freedom Medals in the pool in preparation for future sanities
Compatible with v0.11.0-beta
v0.11.0-beta
Changelog
- Added Reverse Trap, reverses player controls
- Added Slow Trap, slows down the game
- Zoom Trap is now timed instead of active until restarting or hitting a checkpoint
- Added downdash buttons. Turn them on in the YAML and Down Dash on them for a check
- Added a new progression mode: Open World
- Added an option to pick which stages you start with
- Added an option to pick which stages the Guaranteed Completions and the Level Item start stage choose from
- Car Boost Pads has been merged into Abyss Boosters
- The stage item timer and shop discounts can now be configured
- Progression options now always gate the goal stage
- New Goal: Defeat Freom
- New Goal: Complete all the requirements and automatically goal
- Added an option for goal stages to contain locations (including completion location for inactive goals)
Logic changes
- Airstrip Madness no longer requires nothing to get into the airplane on Normal
- Hyperath Fleet Yellow Exploration Medal now requires Dash on Normal (oops)
- Doublemoon Villa is no longer in logic with just Charged Dash or Sfarx on Normal
- Floria Plant Blue Exploration Medal now requires Charged Dash, Energy Dash, or Dash on Normal
v0.10.1-beta
Changelog
- Added a Guaranteed Completions option to tell the world to put X guaranteed completable stages in Gate 0
- New Progression Mode: Levels can now be items in the multiworld
- Trap Link option in the client
- Fixed the tracker arrow not disappearing when collecting an explore medal tracked by a command
Compatible with v0.10.0-beta
v0.10.0-beta
Changelog
- Gimmick Rando: Gimmicks in stages can be items in the item pool
- Revisited the logic for every stage, making characters and certain shop abilities logically relevant
- Score Sanity is fully logically implemented
- Checkpoint Sanity: Checkpoints in stages can be locations
- Options to help with Combat's progressiveness
- Optional Bosses: Makes defeating the bosses no longer required to unlock the next gate
- Local Early: Combat is guaranteed to be early sphere in your own game
- Start: Start with Combat, self-explanatory
- Added option to not randomize combat moves
- Combined Combat and Perfect Combo. Combat is now progressive and further items give a configurable amount of combo
- Made the Score Multiplier item progressive and configurable in the client
- Progressive Timestop: Progressively slows down the in-game timer (configurable in the client)
- Progressive Energy: Progressively regenerates energy when on the ground (configurable in the client)
- Added multiple traps
- Spring Trap: Spawns a spring in the opposite direction of the player
- Zoom Trap: Moves the camera slightly in front of Spark (purely visual)
- Bald Trap: Removes Spark's hat for 30 seconds (purely visual)
- Gravity Trap: Increases gravity for 15 seconds
- Damage Trap: Damages Spark
- Added a toggle for energy-using items to be relevant in logic or not
- Added a toggle for characters to be relevant in logic or not
- Added an option in the tracker for energy bubbles and capsules
- Locations are now in Title Case
- You can now hold LB/RB in the database to quickly increment/decrement range items
- You can now hold the Left Stick or Dpad in the database to quickly scroll
- New Command:
.whatgate <stage name>, shows what gate a stage is in - Added tracker arrow above vehicles
Bug Fixes
- Added option in client settings to avoid potential softlock with collectathon coins
- Fixed Radar Scout incorrectly showing an available dash
- Fixed being able to double jump with only Dash
- Fixed Universal Tracker not taking into account Coin Hunt
- Fixed connection errors disappearing too quickly
- Fixed explore medals only sending on initial collection
- Fixed generation logs getting clogged with debug prints
Known Issue: Restrictive Start if both Ability Rando and Gimmick Rando are on and no sanities are on
Known Issue: The idea to make the current logic into hard logic was made rather late into development
v0.7.1-alpha
Changelog
- Added Death Link option in client settings
- Slightly modified the tracker arrow
- Added arrows above batteries
- Fixed tracker arrow pointing towards collected explore medals
- Fixed progression arrows not always being affected by settings
- Fixed lag when checking a location on a non-localhost server
- Fixed messages forever ascending
- Fixed messages not disappearing when game is paused
- Fixed connection error messages not appearing in-game (and they no longer appear in server chat)
Compatible with v0.7.0-alpha worlds
ok next major release will be beta
v0.7.0-alpha
Changelog
- Added a tiny bit of foreshadowing in the YAML
- Begin work on redoing logic
- Parry is now randomized
- Added an in-game settings menu and inventory. Go into the database on the pause screen to access it
- Lab Mode abilities/gimmicks can be configured via the settings menu
- Moved some options from the YAML to the new settings menu
- Added arrows above checks denoting progressiveness (can be disabled)
- Added a tracking arrow above the player that can be configured in the settings
- Added in-game commands that can be put into any text client
.whereis <check>- Points the tracking arrow to the named check.whereindex <index> <sanity>- Points the tracking arrow to the object that corresponds to the given sanity and index
- Added some keybinds when in lab mode
- Keypad-0: Max out energy
- Keypad-1: Cycle through characters
- Keypad-2: Spawn a copter
- Internal reorganization
The next release after this one should hopefully be the start of the beta phase
Known Issue: Batteries can't be tracked and do not have colored arrows
v0.6.0-alpha
Changelog
- Endless Dive can now have checks, with each floor being shuffled around
- Enemy rando: Whenever an enemy spawns, it's replaced with a random enemy
- Battery Sanity: The 13 batteries across the car stages can now be checks
- Added an option for Fark and Sfarx locking Utopia Shelter
- Explore Medals can now be used to gate Utopia Shelter
- Speed and Score medals can now be used to lock gates
- The stages on the world map have been reorganized
- AP messages show up in game now
- Reorganized the YAML
v0.5.1-alpha
Bug fixes that totally haven't been sitting in the tree for a couple days
Compatible with v0.5.0-alpha
- Fixed energy bubble item
- Flint now spawns on top of you
- Fixed potential softlock in coin stages
- Fixed logic error with Suborbital Scramble Grey Exploration Medal
- Fixed stages unlocking like in vanilla
v0.5.0-alpha
Changelog
- Shop moves are automatically added to the dpad (requires stage restart)
- Shop moves can now be equipped without the respective shop pages
- You now start with Radar Scout
- Coin Hunt: Shuffle the collectathon coins and receive a check when you get enough
- You can now require a certain percentage of level completions to unlock the next gate
- Items that require being in a stage will now wait until you get into a stage, with a 2 second delay between each item
- Extra Lives item for Utopia Shelter
- Flint Trap, spawns Flint on top of you
- Added permanent Perfect Combo and Score Multiplier items