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v0.1.8 - checks that belong to the right structure

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@drohack drohack released this 08 Sep 16:24
· 36 commits to main since this release

Checks now belong to the structure you completed, not to how many you have completed.

Nullify the hard enemy first and you used to get Nullify 1 - the Nth thing finished simply sent the Nth check, across 203 of the 236 locations. Each structure is now identified by its position on the map, so Nullify 3 is always the same enemy, Totem 2 always the same totem, and Cache 1 always the same cache.

This matters beyond tidiness, because different instances carry different requirements - and those were landing on whichever structure happened to be finished in that slot. Re-derived from the map:

  • Sequence's 14 nullify targets split four ways: two top-left emitters need only a weapon, five under the dark tower need the beacon, four bottom-right are tower-reachable, three top-right take the beacon or a mover. The easy pair turn out to be instances 6 and 11 - in the middle - which the old "the first N are easy" table could never express.
  • Sequence's two caches are no longer both treated as buried: only the right-hand one needs the Terp.
  • Shattered's mover requirement is pinned to the actual top-left totem beside the nullify targets - the bug where that totem read as reachable without a Porter or Platform.
  • Farsite's free cache is pinned to the one nearest the rift lab.
  • Wallis needs a Cannon specifically - Mortar-and-Sniper is not a beatable seed there any more - and its Miner is now "reachable but not promised". Its old "first 2/4 enemies" tier is withdrawn.

Caches needed one extra step: collecting one destroys it, and units carry no id, so the mod now ships the map positions of all 20 and works out which is missing. Even a save from before this update identifies its caches correctly.

Also fixed

  • An unreachable server stopped being retried after about four attempts, silently. Start the game before your server is up and you would sit disconnected forever with nothing in the log to explain it. Three causes: leaked connections, thread-pool contention, and a single hung connect ending the chain. Verified to nine attempts over seven minutes.
  • A location checked by someone else did not repaint the map - an admin /send_location, a !collect, or another client on your slot only showed up after a reconnect.
  • The message log opened part-way up instead of on the newest line.
  • Not My Mars needs a Pylon, Porter or Platform to move liftic to the totems and reach the enemies. Platforms and beacons run on liftic, so both now require the refinery and factory.

Breaking: the traps are renamed

Every trap now ends in Trap, and Creeper Surge is now Rift Breach Trap - a surge sounds like emitters ramping up, and what it does is drop a slab of creeper next to the rift lab. There are no aliases: a seed generated before this sends the old name and its traps will silently do nothing. Regenerate to keep traps working. Item ids did not move, and yaml keys are unchanged - trap_weight_creeper_surge still sets the Rift Breach weight, so existing yamls stay valid.

Install

Requires Archipelago 0.6.7 or newer.

  • CW4Archipelago-v0.1.8.zip - unzip into your Creeper World 4 folder
  • cw4.apworld - for whoever generates the multiworld
  • Creeper World 4.yaml - a ready-to-use options file

See docs/installation.md for the full setup.