Matched pair: install the plugin zip AND regenerate with this cw4.apworld. The plugin and the apworld share a version number and must match.
Requires Archipelago 0.6.7 or newer.
This release is backwards compatible. The new content is off by default, and with it off the item placements are byte-identical to v0.1.x - so a seed you would have generated before generates exactly the same now.
The SPAN Experiments: 26 new maps, untested but playable
Creeper World 4 ships 26 SPAN Experiment maps alongside the 20-mission campaign. With span_missions: true in your yaml, those 26 join the pool the seed draws from: the level select still holds 20 planets and the goal is still Founders, but the other 19 slots are now drawn from the 19 remaining campaign missions and the 26 SPAN maps together.
Be clear about what "untested" means here, because it is narrower than it sounds. Tested end to end: the maps load, their objectives register, their checks send, locked slots stay locked, and the finale counts SPAN completions. Not tested: whether any individual SPAN map is beatable with the items the logic thinks it needs. Nobody has finished one inside a seed yet.
The campaign's requirements came from playing the missions. The SPAN requirements were derived - objective counts and totem resources read out of the game, mover requirements computed from the terrain - and the detectors were validated against the campaign before being trusted here. Derived is not played, and three things no measurement can see:
- creep advance, so a route that exists on an empty map may be gone by the time you need it
- reach that is not about terrain (one campaign map is a single unbroken landmass and still needs a Pylon)
- environmental hazards (one campaign map rains creeper, so a Shield is a reach requirement there)
Logic therefore over-requires rather than under-requires. The realistic failure mode is a map that is harder than it needs to be, not one that cannot be finished.
If you play them, please tell us what they needed
This is the whole reason the option ships. Open a SPAN map report - four questions, no copying, blanks welcome. A blank is information; a guess is not.
The single most useful thing you can report: could you take any objective holding no items at all, with just a rift lab and towers? That is what lets a seed start.
Also in this release
- Build and release audit. Sixteen defects in the build, version and release path, three of which could reach a player. The shipped apworld no longer carries its own test suite (41 percent of the download), and the mod now tells you when it does not match the seed it connected to.
- Founders: a Terp crosses the chasm, not just a Platform, and ERN upgrades: half as many, and no weaker - both from v0.1.10, included here for anyone upgrading from earlier.
Downloads
| File | What it is | Where it goes |
|---|---|---|
CW4Archipelago-v0.2.0.zip |
The game mod | Unzip into your Creeper World 4 folder, next to CW4.exe. Needs BepInEx 6.0.0-pre.2, IL2CPP, win-x64 installed first. |
cw4.apworld |
The Archipelago world | Your Archipelago installation's custom_worlds/ folder (create it if missing). |
Creeper World 4.yaml |
Your options file | Archipelago's Players/ folder. Edit name: before generating. |
Full install walkthrough: docs/installation.md.
Known issues
- No full playthrough of a SPAN seed yet. See above - that is what this release is asking for.
- SPAN logic is conservative by design. A SPAN map may demand more than it strictly needs.
Feedback
GitHub issues. For a SPAN map specifically, the report form asks exactly the four things the logic cannot measure.