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v0.1.6 - offline play, and disconnects that behave

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@drohack drohack released this 04 Sep 14:34
· 55 commits to main since this release

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

No logic or generation changes. This release is about what happens when the
server is not there - four bugs, all of which lost or duplicated your progress
without saying anything.

Keep playing when the server goes down. The game now starts on the slot you
played last, using its local cache, and the missions you have unlocked stay
playable. Checks you make are queued and sent when you next connect. Before
this, an unreachable server meant every mission locked and nothing playable at
all - even though a complete copy of your slot was already on disk.

Reconnecting keeps trying. It backs off 5, 10, 20, 40 then 60 seconds, and
stops only when you disconnect on purpose. It used to give up after three tries
in 30 seconds, so a host restart left you offline until you noticed. A wrong
slot name or password is now reported instead of retried, since retrying cannot
change the answer.

Fixed

  • Beating the finale while disconnected never counted. Your goal was saved
    correctly and then thrown away on the next connect, so the server never heard
    about it.
  • Every trap fired again each time you connected or launched the game.
    Connecting re-sends your whole item history, and the marker that stops those
    replaying was missing from the save file. At the default 50 percent trap
    share that is dozens of traps at once.
  • Checks could leak between multiworlds. If you joined a different seed
    under the same player name, checks you had earned in the previous one were
    sent to the new one as though you had earned them there.
  • DISCONNECT did not stay disconnected - the mod reconnected a few seconds
    later on its own.

Your progress is never rolled back and your save is never reverted. That is
Archipelago's own rule for clients, not a choice: checks made offline must reach
the server, so they are queued and pushed. Each multiworld is cached separately
by seed, so rehosting the same seed on a new port keeps everything, while a
freshly generated seed starts clean. Details and the citations behind each rule:
docs/design/2026-09-04-offline-and-disconnects.md

What to download

File Who needs it Where it goes
CW4Archipelago-v0.1.6.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 v0.1.6 with
v0.1.6. Requires Archipelago 0.6.7 or newer.

Seeds generated with v0.1.5 remain compatible: no item or location names
changed, and nothing about generation changed.

Known issues

  • No full playthrough of a generated seed has been done yet. Everything is
    verified in slices - 139 unit tests, 225 world tests, five in-game batteries
    and hands-on checks - but trap frequency, energy-item pacing and how early the
    casual tier lands are still 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