v0.10.0-beta
·
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