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v0.3.2 - A Little To The Left Archipelago

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@drohack drohack released this 15 Sep 01:54
· 47 commits to main since this release

droha's 79-puzzle playtest, and the backlog it produced. An audit of the win
condition, the cat trap, the level select, and the harness that tests all of
it.

Seeds from 0.3.1 will not work with this build. Location ids moved.

Which file do you need?

File Who needs it
ALTTLArchipelago-0.3.2.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

  1. 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.
  2. Extract ALTTLArchipelago-0.3.2.zip into the same game folder. The files
    land in BepInEx/plugins/ALTTLArchipelago/.
  3. 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 credits have to be played, not just unlocked

The goal used to fire the instant the Credits ITEM arrived. droha: "i beat the
level that had the credits unlock... That instant it said i completed the
game. i didn't have to go out and play the credits at all."

The run now ends when you play the credits, with no fallback. The card also
gets a completion row and a divider before it, so it reads as the end of the
track instead of an unidentifiable greyed hand-print.

The cat trap no longer freezes the game

The trap could land inside a level transition and take the game down with it.
It holds itself while a level is loading now and spends on the next safe tick,
so a trap that arrives mid-load costs you the knock-over, not the session.

The background trap also stopped repainting every tick.

Which mechanics you hold, at a glance

The level select carries all twelve abilities as a strip - dim is one you have
not found, lit is one you hold - using the game's own art rather than anything
drawn for the mod. Beside it, a counter saying how far along the goal you are.

The credits can be gated on STARS

A new goal option. Star the levels rather than merely beating them, with its
own levels_to_star count. A Skip still grants every location on the slot, so
a skipped level counts as starred - skip_count is a shortcut to a star goal
at full strength, deliberately.

Packs are all the same size

The free opening was pinned while the packs widened past it, so a default run
opened 4 cards and then handed out 6 at a time. Every block matches now, bar
the remainder. puzzle_count 79 to 70, pack_size 4 to 5.

Every mechanic is in the run

The coverage reserve protected only the four mechanics no generator can make.
True at full length, false on a short run - at 20 puzzles, Rotating was absent
from four seeds in eight. It takes one of every mechanic first now.

It is also capped at half the run, which 0.3.2 needed: uncapped, an 8-puzzle
seed gave every slot to a different mechanic and deadlocked at 2 of 8, waiting
on abilities it could never reach.

Also

  • Fridge (Something Eggstra) advertised four locations and only ever paid
    two. It has one, the Solution. 435 locations to 432.
  • The Furniture ability is now called Drawer.
  • The level select stopped saying "Chapter N".
  • Toasts stopped throwing messages away, and the connection pane's mouse no
    longer sticks.
  • Settings are shared between the campaign and a run, and the window opens at
    the size you chose.
  • The keyboard stopped driving the game from other windows.
  • Pannables is scenery and is no longer reported as a table mismatch.

Everything, with the measurements behind it:
CHANGELOG.md.

What was tested

The release gate cleans the install to vanilla, installs these exact assets,
generates a seed and plays it through: 23 of 23 checks, 8 of 8 puzzles
beaten
, goal reported and acknowledged by the server. Plus 271 Core unit
tests and 111 apworld tests.

Two of those eight puzzles were finished with Skip items rather than solved,
because the harness cannot drive a phased level's real drag path. The gate now
asserts which levels those may be and that none of them was still
ability-gated at the time, so a Skip can never quietly cover for a gating bug.