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v0.1.5 - a smaller mod to install

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@drohack drohack released this 04 Sep 03:55
· 59 commits to main since this release

Use the mod, apworld and yaml from THIS release together.

No gameplay changes. Every logic, tracker and generation fix from v0.1.3 is
here unchanged; this release makes the download smaller and the documentation
honest.

The mod is 30 percent smaller. A file-command channel and two measurement
probes - 2,651 of 8,792 lines - existed only for the test harnesses in this
repo. They were switched off at runtime, so they never did anything in a normal
game, but they were still compiled into what you installed. They now live in a
separate plugin that ships in no release, and the DebugCommands config key is
gone with it. Nothing you see in game changes.

The yaml options documentation was wrong. docs/installation.md described
7 of the 24 options and named four that do not exist - energy_storage_step,
energy_storage_decay, base_generation_start and base_generation_ramp, all
replaced by max/copies pairs some releases ago. Copying that table gave you
options the generator silently ignores. All 24 are now documented with their
ranges and defaults, and the four that are accepted but do nothing say so.

The changelog also gained the v0.1.3 and v0.1.4 sections it never got.

What to download

File Who needs it Where it goes
CW4Archipelago-v0.1.5.zip every player unzip into your Creeper World 4 folder (needs BepInEx 6 IL2CPP)
cw4.apworld whoever GENERATES the multiworld your Archipelago custom_worlds/ folder
Creeper.World.4.yaml every player your Archipelago Players/ folder - edit name: first

GitHub rewrites the spaces in the yaml's filename. Save it as
Creeper World 4.yaml; the spaces are Archipelago's own convention.

Compatibility

The mod and the apworld share a version number and must match. Use v0.1.5 with
v0.1.5. A v0.1.1 or older seed disagrees with a current mod about what the
items are called.

Requires Archipelago 0.6.7 or newer.

Known issues

  • No full playthrough of a generated seed has been done yet. Everything is
    verified in slices - 130 unit tests, 225 world tests, four in-game batteries
    and hands-on checks - but trap frequency, energy-item pacing and how early
    the casual tier lands are unproven over a whole campaign.
  • Emitter Overdrive exists as an effect but is not generated: it does nothing
    on missions without emitters.
  • SPAN Experiments (26 missions) are not included.
  • Windows only, tested against the current Steam build.

Install guide: docs/installation.md
Problems: open an issue