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v0.1.7 - checks that actually arrive

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@drohack drohack released this 06 Sep 00:45
· 50 commits to main since this release

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

Six fixes, all found by playing. Two of them were losing checks silently, which
is the worst way for a randomizer to be wrong: nothing errors, you just quietly
do not get your items.

Nullify checks never worked

Not on a fresh mission, not on a loaded save, not in any previous version. Every
nullify target you destroyed should have been a check and none of them were.

The mod watched the game's list of nullifiable structures and waited for it to
shrink. That list never shrinks - a nullified structure is not destroyed or
removed, it is marked suppressed and stays exactly where it was. Progress is
counted from that mark now.

If you have an existing save with nullify targets already destroyed, loading
it sends the checks you are owed.
Nothing is lost.

Also fixed

  • Completing a mission did not send its counted checks. A safety net was
    meant to send every required objective when you win, in case the live count
    missed something - but it looked up the wrong name for nullify, totems and
    caches ("Home - Nullify" instead of "Home - Nullify 1"), so it silently
    skipped all three and only ever worked for Reclaim and Custom.
  • Granted ERNs spawned inside the terrain. They were placed beside the rift
    lab at the LAB's height rather than the ground's, so anywhere the ground rises
    they ended up buried.
  • The connect button said DISCONNECT while it was failing to connect,
    offering to end something that had never started. It now reads CONNECT, CANCEL
    while connecting or retrying, and DISCONNECT only when actually connected -
    and CANCEL stops the retries, which previously you could only escape by
    quitting the game.
  • Pressing CONNECT could do nothing at all. A retry already in flight made
    the button ignore the click for up to 40 seconds. It never ignores it now, and
    a slow attempt can no longer reconnect you after you pressed DISCONNECT.
  • The objective dump in the log reported no locations for every counted
    objective - the same wrong-name bug, making the diagnostic lie in exactly the
    case it exists to explain.

Nothing about generation changed and no item or location names changed, so a
v0.1.6 seed keeps working and does not need regenerating.

What to download

File Who needs it Where it goes
CW4Archipelago-v0.1.7.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 v0.1.7 with
v0.1.7. Requires Archipelago 0.6.7 or newer.

Known issues

  • No full playthrough of a generated seed has been completed yet. The
    furthest so far is roughly four and a half missions with everything unlocking
    correctly. Everything else is verified in slices - 154 unit tests, 225 world
    tests, six in-game batteries - but trap frequency, energy-item pacing and how
    early the casual tier lands are still unproven over a whole campaign.
  • Winning a mission is not the same as taking its optional checks. A mission can
    be beaten with objectives left undone, and those stay on the map as available
    checks - that is intended, not a bug.
  • 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