v0.1.10 - Founders opens up, and ERN upgrades stop arriving dead
Matched pair: install the plugin zip AND regenerate with this cw4.apworld. This release changes how an option reaches the plugin, so an old plugin with a new seed would read one ERN setting wrongly.
Requires Archipelago 0.6.7 or newer.
Founders: a Terp crosses the chasm, not just a Platform
The enemy builds a land bridge to the starting island. The only thing wrong with it is that it is too bumpy to place weapons on - and a Terp fixes that. Every Founders rule that meant "you have to leave the starting island" now accepts either route: the nullify targets, the three totems across the chasm, and the custom objective.
The item cache dropped its Platform requirement entirely. It already needs a Terp to dig the item up, so once a Terp does the crossing that requirement can never fail - anyone who can dig it out can get to it.
A Terp route does not pay for the greenar chain a Platform needs, which the logic table shows as Factory or Terp.
ERN upgrades: half as many, and no weaker
45 percent of ERN upgrade items were arriving before the ERN Portal that makes them work. The portal gates nothing in logic, so it is placed at random and lands around the middle of a run. Measured over 40 seeds: 21.6 dead-on-arrival items per seed out of 48, worst seed 47.
ern_upgrade_copies4 -> 2, so 48 items become 24- the freed slots go to the energy upgrades:
energy_storage_copiesandbase_generation_copies8 -> 20 each, turning 16 items into 40 - pool size unchanged; dead-on-arrival falls to 10.3 per seed, worst case 23
The ERN maxima did not move. The copy count now behaves like the energy one - the per-copy step is the maximum divided by the count, so two copies is two bigger steps rather than half the power: 200 percent efficiency in steps of 50, 400 percent rate in steps of 150.
That part is a fix, not a rebalance. The plugin used to divide by a hardcoded 4 because the pool's copy count was never sent to it, so lowering the option silently lowered the ceiling instead of coarsening the steps. The count now travels in slot data.
Seeds generated before this release are unaffected - they send no such key and the plugin falls back to 4, which is what they were built with.
Also
- The ERN Portal is, and always was, in every seed. Confirmed after a report of never seeing one: one copy per seed, never retired, never precollected. A playthrough that misses it had it behind a check that was not done.
- Fixed: generation errors in CI. The suite could fail with
FillError: No more spots to place 25 itemson roughly 1 seed in 1,000. No seed was ever unfillable and no released seed was affected - the tests were generating down a path no player uses. Measured 0 failures in 16,000 seeds on the shipped path against 3 in 3,000 on the test-only one.
Install
See docs/installation.md. If the game starts and nothing has changed, check whether the BepInEx console closes just before the game window appears - that is Steam replacing the process the mod loaded into, and a steam_appid.txt file fixes it.