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Releases: ssrando/ssrando

2.2.0

05 Feb 23:46
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Additions

  • Adds starting statue rando (by YourAverageLink)
    • If enabled, the starting statue for each region is randomized. It can be any statue except Inside the Volcano or
      Inside Fire Sanctuary (as those statues would leave the player stuck, unable to access the rest of Eldin).
    • The default starting statue will NOT be activated in this case, so this can change logic for some early areas!

Changes

  • Makes clear hints instead of cryptic hints the default
  • Adds useful items in no logic

Bugfixes

  • Fixes various logic inaccuracies
  • Fixes AC lilipad rupee not being marked as a rupee check
  • Fixes too long fi hints

2.1.1

03 Oct 10:54
f389925
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Bugfixes

  • Fixes bug preventing the use of the Dungeon Entrance Rando (DER) option

2.1.0

03 Oct 00:24
a58a416
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⚠️ WARNING ⚠️

  • The Dungeon Entrance Rando (DER) option does not work on this version. Please update to version 2.1.1!

Additions

  • Ancient Cistern - Rupee under Lilypad is now a randomized check in the room after the gutters
  • Adds a startflag to have the log leading to Faron Woods already pushed
  • Adds the Strong Dowsing All Dungeons hint distribution

Changes

  • Update Dungeon Entrance Rando (DER) option names to better reflect what they do
  • Minor updates to logic

Bugfixes

  • Changed the way startflags are stored to prevent lack of flag space errors
  • Fixes a naming issue with the Boss Keysanity Fi Hints hint distribution that prevented it from being used

2.0.1

28 Sep 04:44
5afe553
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Additions

  • New progress dialog tip about swordless movement (CovenEsme)
  • New Boss Key-sanity hint distribution for racing (YourAverageLink)

Changes

  • The seed hash is now shown in the progress window while randomizing (lepelog)
  • Renamed several options and checks for added clarity (CovenEsme with input from many others)

Bug Fixes

  • Fixed a typo in hint text (CovenEsme)
  • Fixed several logic issues with tricks (CovenEsme)
  • Fixed an unpatched dungeon exit from Sandship (CovenEsme)
  • Fixed LMF appearing as unbeaten in Fi help menu (lepelog)

Full Changelog: v2.0.0...v2.0.1

2.0.0

05 Sep 22:50
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Options

  • Added Tadtonesanity (by CovenEsme)
    • Added 17 "Group of Tadtones" items to the item pool
      • You can hand in all 17 to the Water Dragon to get an item
      • You can check how many tadtone groups you have by talking to Fi
    • Added 17 checks in Flooded Faron Woods
      • Collecting each vanilla group of tadtones in Flooded Faron Woods will give you an item
  • Added option to start at a random location (by CovenEsme)
    • Has 4 main options: Vanilla, Bird Statues, Any Surface Region, Any
      • Vanilla: You will spawn in Link's bedroom
      • Bird Statues: You will spawn at a random Bird Statue or Link's bedroom
      • Any Surface Region: You will spawn at an entrance on a surface region (Faron, Eldin, Lanayru) or Link's bedroom
      • Any: You will spawn at any entrance
    • Fi now has an option to let you return to this starting point! She'll warp you back whenever you like :p
    • Added an additional option that limits the possible starting locations
      • When enabled, you will only start at a location in a region unlocked by the tablets you start with
  • Added an option to reduce the number of Peatrice conversations needed before she calls you "Darling" (by CovenEsme)
  • Added cosmetic options to choose model packs to patch player and loftwing models with (by Muzugalium)
  • Added the ability to randomize dusk relics in silent realms (by Peppernicus, Zeldex, & YourAverageLink)
  • Up to 10 relics (chosen by a new option) per silent realm can be randomized to have new items

Changes

  • Getting an item underwater gives the item immediately (instead of having to stand on solid ground)
  • Added Fi hints (by YourAverageLink)
    • Fi hints are a new field in hint distribution files. The number indicated on the field is how many gossip stone hints will be placed in the Fi menu
      • Fi hints take priority over gossip stone hints; that is, they will be placed on Fi first, then on gossip stones if needed
      • You may now set the hints per stone count of gossip stones to 0
      • Fi's hints may be seen in her menu, by selecting Information -> Hints
        • The information menu is also where Play Time now resides
  • Moved Golo to layer 0 in Lanayru Caves
  • Add an option for a custom hint distribution (by cjs07)
  • The Sand Sea boat moves faster (by YourAverageLink)
    • Its base speed is 1.5x faster. Sprinting now multiplies its speed by 3 instead of 2, for a total change of 2.25x from before.
  • Removed Fi text trigger surrounding the Hook Beetle Fight check
  • The shortcut log from the Sealed Grounds Spiral to Behind the Temple is now always pushed down
  • The progress text shown at the bottom of save files now shows information about your progress towards the end of the seed (rather than the vanilla game) (by CovenEsme)
  • Added more structured and granular custom model support (by Muzu- with big help from CovenEsme, FrasseFreak, and Dman25)
    • Added cosmetics tab to UI
    • Added models folder for custom model packs
    • Created a standard folder structure for custom model packs (see README in models folder for more info)
    • Added the ability to choose a model pack to patch over the player model and loftwing models individually
    • Created a metadata structure to allow custom model makers to define the following:
      • Colour groups for texture masking
      • Allowing tunic swap (if set to false, the option on the UI is disabled and grayed out)
      • Adding a model author name and comment that will be displayed on the UI when the model pack is selected
    • Added the default player and loftwing models as model pack options
  • Added masked texture recolor support (by Muzu- with big help from CovenEsme, FrasseFreak, and Dman25)
    • Added color options for each defined color group are displayed on the left side:
      • Color button allows the user to manually select a color
      • Randomize button picks a random color for corresponding group
      • Reset color button returns the color group back to default (this uses the original texture colors)
    • Added a preview of the model is displayed on the right side (if one is provided)
      • The preview updates to show how the currently selected colors look on the model
    • Added a randomize all colors button that selects a random color for all defined color groups
    • Added a reset all colors button that restores all defined color groups back to default
    • Added native support for default player and loftwing models
    • Created structure to allow custom models to define masks, color groups, and previews (see README in models folder for more info)
    • You may save and load color presets (by YourAverageLink)
      • Link comes with 9 default color presets - Red Tunic, Blue Tunic, Purple Tunic, Dark Link, Pipit's Tunic / Mallara, Impa / Groose, Hero of the Wild, Hero of the Wind, and Ravio
      • The Loftwing comes with 7 default color presets - Zelda's Loftwing, the Wing Ceremony Loftwing, Groose's Loftwing, Cawlin's Loftwing, Strich's Loftwing, Orielle's Loftwing, and the Knights' Loftwing
      • At any point, you may save a new color preset (works just like settings presets), and then load them at a later point.
      • Model creators may provide their own default presets by adding a default_presets.json file to the model type folder
      • The Import/Export button opens up a dialog box containing the metadata for your currently selected color. This may be copied and sent to someone else, who can paste in the same dialog box and import the color
  • Added Scrapper as an item (by CovenEsme)
    • Scrapper is no longer given at the start of the game and instead appears as an item
    • To account for this, Scrapper has also been made into a possible starting item
    • In order to get Owlan's Crystals, Dodoh's Crystals, Fun Fun Island Minigame, Kina's Crystals, Sparrot's Crystals, and Song from Levias you must have obtained the Scrapper item
  • Added "Repair Gondo's Junk" check (equivalent to repairing Scrapper in vanilla) (by CovenEsme)
    • Requires 1 Ancient Flower in return for a check
  • Switch the randomizer to output an iso instead of a wbfs using a different library
  • Upon completing a silent realm, the trial gate will remain open. (This is to prevent softlocks with dusk relic shuffle)
  • Items inside silent realms (other than dusk relics) will glow and have beams above them; their color is distinct from the tears
    • In Faron, items are yellow
    • In Eldin, items are blue
    • In Lanayru, items are green
    • In Skyloft, items are red

Bugfixes

  • Ensure the tadtones jingle music isn't randomized or manually replaced to prevent a softlock
  • Fix bug where Fledge wouldn't correctly spawn for the Archery minigame when starting with the bow
  • Fix issues where hearts wouldn't spawn from digspots, pots, and some enemies even when the "Spawn Hearts" option was enabled

1.4.1

02 Jun 12:14
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Bugfixes

  • Fix Sealed Grounds crashing after receiving the fire dragon item after obtaining the other dragon items

1.4.0

10 May 18:01
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1.4.0

The list of changes is very long, please refer to the changelog: https://github.com/ssrando/ssrando/blob/v1.4.0/CHANGELOG.md

v1.3.2

26 Sep 02:53
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Changes

  • Added Boss Key (BK) hints as a new hint type (by Muzugalium). BK hints are currently unused in any released hint distributions
    • A BK hint will point to the precise location of the boss key of a required dungeon

Bugfixes

  • Fixed a crash when the arc-replacements folder was missing

Version 1.3.1

21 Sep 16:16
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Fix stuff broken in the previous version

Version 1.3.0

18 Sep 20:08
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Options

  • Added bomb throw tricks for Beedle's Shop and Skyview (by NULL)
  • Added option to randomize Triforces (by YourAverageLink)
    • Skip Skykeep has been split into two new triforce-related options: Triforce Required & Triforce Shuffle
    • When Triforce Required is enabled, the door to Hylia's Realm will only open if the player has the full Triforce; a confirmation textbox will appear in Hylia's Realm if the Triforce is complete.
      • Disabling Triforce Required acts similarly to the old Skip Sky Keep option; Sky Keep is an unrequired dungeon, and the horde door is always open.
      • Enabling Triforce Required and setting Triforce Shuffle to Vanilla acts like the old Skip Sky Keep OFF option.
    • Triforces act similarly to dungeon keys; they can be vanilla, restricted to Sky Keep, or anywhere.
      • When set to be placed anywhere, Sky Keep counts as an unrequired dungeon (empty if EUD is on).
    • To prevent kicking players out of Sky Keep for having a complete triforce, the game no longer forces you out of Sky Keep once you pick up the third Triforce.
    • The locations originally containing the Triforces are now randomizable checks.
  • Added option to randomize objects such as tears and light fruits in trials (by cjs07)

Changes

  • Added Lanayru Gorge as accessible (by Peppernicus)
    • 3 new checks in Gorge
    • 1 new goddess cube
    • 1 new Hint stone
    • Life tree fruit now gets randomized
  • Allow calling Fi underwater and without a sword
  • Force english regardless of system language
  • Write hints as json in json spoiler log
  • Added option to fight multiple Demises at the end of the game
  • Added option to allow custom music (by Battlecats59)
  • Added even more cutscene skips, plus text patches for clarity (by YourAverageLink)
    • New Hint System (by cjs07)
    • Removed all counter options for hints
    • Added Hint Distributions
      • Distributions can specufy the follwing new parameters
        • Maximum hints SotS dungeons
        • Maximum hinted barren dungeons
      • Distributions additionally can do the following
        • Add items to the hintable pool
        • Remove items from the hintable pool
        • Add locations to the always/sometimes pools
        • Remove locations from the always/sometimes pools
    • Reworked the interaction between Goddess Cubes and hints (by YourAverageLink)
      • Goddess chests are now linked to the region their associated cube is in for the purpose of hints
        • For example, a SotS hint that would have previously pointed to the goddess chest next to Isle of Songs would say Mogma Turf is SotS not Thunderhead
        • Additionally, an option has been added for whether or not cube SotS hints should look different (above example would say Eldin Volcano has a SotS cube)
        • Barren region calculation now factors in the goddess cubes in the region; a region with no progress items but a cube that unlocks a progress item is NOT barren
    • Added option to choose between specific locations for item hints or just the general region (by YourAverageLink)
      • Note that the default setting is DISABLED, however previous versions of the randomizer always used the precise locations for item hints (ENABLED).
      • When this option is disabled (which uses general regions), it will follow the same logic for Goddess Cubes
        • Example: Sword in the Goddess Chest next to Isle of Songs -> Progressive Sword can be found in Mogma Turf
    • New hint types
      • Junk
      • Random
      • Sometimes
      • Goal (by YourAverageLink)
        • Goal hints are a new hint type that may be specified in a hint distribution. They act similar to SotS hints, but they specify a required dungeon boss locked by an item in that region
          • Example: Gust Bellows on Sparring Hall Chest with LMF as a required dungeon = Knight Academy is on the path to Molderach
        • Goal hints inherit the dungeon sots limit and use the same limit.
          • Example: If one goal hint is placed for a dungeon, the sots dungeon limit is 2, and goal hints are ordered before sots in the distribution, only up to one dungeon sots hint may be placed.
        • The fixed count specified in a hint distribution is multiplied by the required dungeon count. For example, a fixed of 1 and 3 required dungeons means 3 goal hints will be placed
        • The order of dungeon boss goals for goal hints is randomized once at the start, and then chosen in sequence to try to ensure one exists for each goal, if possible.
          • Example: If there are 3 required dungeons and 1 fixed goal hint (3 after multiplication by dungeon count, with 0 weight), there will be one goal hint for each of the three goals.
          • Exception: If there are no applicable goal-satisfying items left for a goal (can happen if already always/sometimes hinted, or with low-requirement dungeons like Skyview), the hint will be placed for the next goal in the chain (potentially causing a second goal hint for one of the goals)
      • Some of these hint types existed in prior versions, but users had no control over them
  • Changed item hints, that point to a specific location, to use the same hint format as location hints
  • Temple of Time is always in post LMF finish state
  • Beating Skyview (even if it's in a different dungeon) rescues Machi
  • Beating Ancient Cistern (even if it's in a different dungeon) removes the void in the Great Tree
  • Added "Main Node" option to Open LMF (by YourAverageLink)
    • When enabled, the fire, water, and lightning nodes will start out as active, but the player still needs to activate the main node (which requires an explosive to reveal the timeshift stone) to raise LMF.
  • Barren areas are now less likely to receive random location hints
  • arc-replacements will now also replace arcs in stages

Bugfixes

  • always copy layer 0, this fixes various bugs, where changes from previous randomizations were not reverted
  • fix gorko sometimes asking to draw bombs even when you don't have them