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v0.10.0-beta

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@TwinklePillar TwinklePillar released this 05 Jul 01:44
· 18 commits to main since this release

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