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v0.3.1 - A Little To The Left Archipelago
Fixes from droha's first full 79-puzzle playthrough of 0.3.0, plus an audit of
every puzzle type in the game.
Seeds from 0.3.0 will not work with this build. The item table changed.
Which file do you need?
| File | Who needs it |
|---|---|
ALTTLArchipelago-0.3.1.zip |
every player of this game |
A Little to the Left.yaml |
every player of this game |
alttl.apworld |
only whoever GENERATES the multiworld |
The mod and the apworld carry the same version and are meant to be used
together. A mismatch is not detected at runtime, so do not mix versions.
Installing
- BepInEx 6 for Unity IL2CPP, x64 - the bleeding-edge builds, not BepInEx
5. Extract into the game folder, launch once, and quit. That first run
generates the interop assemblies the mod needs, and takes longer than usual. - Extract
ALTTLArchipelago-0.3.1.zipinto the same game folder. The files
land inBepInEx/plugins/ALTTLArchipelago/. - Launch. The main menu gains an Archipelago entry - open it, enter the
address, port and your slot name, and press Connect.
Hosting: put alttl.apworld in your Archipelago installation's
custom_worlds/ folder. Requires Archipelago 0.6.7 or later.
Full detail, including uninstalling and troubleshooting, is in
docs/installation.md.
The main campaign is playable
57 of the game's 69 base puzzles could never appear in a seed. Not at any
settings. pool.py built its source weights from generators and archives only,
and the slot filler assigns by source - so a source with no weight is a source
that never appears. A campaign puzzle had exactly one door, the
mechanic-coverage reserve, and only the twelve that teach a gap ability fit
through it.
The default split is now 80 generator / 10 archive / 10 campaign, all
changeable in the yaml with the new base_weight. This adds 112 locations that
already existed in the table, so no location id moves.
The audit, and three of my own claims retracted
droha, after the third playtest patched by hand: "go through every single
puzzle type, every iteration, figure out which puzzles have dependencies on
abilities and which ones have mini solutions."
The level table had been built from a runtime sweep that boots a puzzle and
looks once, which is blind to anything a level reveals as you solve it. It is
now read from what the game DECLARES - PhasedLevel.phases,
TupperwareNesting.GetPhaseControllers(), RadialDanceParty.dances,
Drawer.UnlockOnSolvedControllers, LevelObject.dependenciesPlacedFirst.
- Radial Dance Party has ten controllers, not zero. It reveals its rings
one at a time. It had been listed as having no puzzle content twice, across
two investigations. - TupperwareNesting has six, not two.
- Every phase pays now, not just the first.
- The daily pool is 36 levels, not 6. The sweep that produced 6 was run
with the mod still loaded, which forces those flags false.
111 levels, 435 locations.
Fixed from the playthrough
- A clicked card launched the wrong layout. Play was right; every card
click was wrong. The seed prefix fell back to the active level interface,
which is null by the time a card click arrives, so generator puzzles built
themselves from no seed. Invisible on hand-made levels, which is most of
them. - The next-level arrow now goes somewhere doable, rather than to the next
card whether or not your abilities can do anything there. - A run can no longer land on the Daily Tidy page. 36 levels could route
there. - One controller's ability lock no longer dims another's objects. Five
levels share objects between controllers, and the last one processed won. - Solution progress survives a reconnect. Ordinals were rebuilt in memory
and lost on quit, so a solved puzzle came back showing work to do. - Answered prompts stay answered across seeds. Every new seed looked like a
fresh install and asked again. - The level select veils cards you cannot play yet, colour-codes the
overview strip, says whether the run is connected, and stops popping its
decorations in a second late.
Items
Level Background and Menu Background are now one item, Background Change
Trap. It recolours the puzzle backdrop, the pause screen and - new - the
level select track. It is called a trap because the colour is chosen by how
many you hold rather than by what is on screen, so pieces can end up hard to
pick out against their own background.
This is the change that moves the item ids.
Known limits
- An ability lock cannot gate a group whose solution is reached by moving
another group's objects. TupperwareTower's tower check fires without
Stacking, and its two mechanism controllers are marked permanently
unearnable rather than pretending otherwise. - Two levels carry no puzzle controller at all, so their checks are free.
Full detail in
CHANGELOG.md.