Be notified of new releases
Create your free GitHub account today to subscribe to this repository for new releases and build software alongside 28 million developers.Sign up
-Added OriDERandoDecoder.dll to decrypt tournament seeds. Place this in the same directory as Assembly-CSharp.dll
-When activating a skill tree, seed progress is now shown automatically
-Sein now follows Ori when using Alt+R
-Added RandomizerSettings.txt (created automatically on launch). Currently, the only setting is choosing the deadzone for controller bashing (a number between 0 and 1, higher = more deadzone). Alt+L after changing this setting will make it take effect.
Seed generator changes:
-Clues mode is now the default selection on the web seed generator
-Inputting "daily" (no quotes, case insensitive) into the seed field will now use the current day to seed the generator
-Inputting "vanilla" (no quotes, case insensitive) into the seed field will return a seed with everything in its vanilla location
To update to v2.5, please delete RandomizerRebindings.txt in steamapps/common/Ori DE. A new default file be created on launch. Note: to experiment with new binds, reloading the seed will also reload your binds (you don't have to restart the game).
-Reworked the rebinding system to support multiple binds, combination binds, and actions as well as keys
-Added a double bash bind - when the bind specified is held at the end of a bash, a double bash will occur
-Set the default fill method to "balanced"
-Fixed bugs with sync starting and sending data
-Fixed a bug where the clue auto-display would overwrite "show last pickup"
-Trying to enter the final escape without visiting all trees in force trees mode will now display a hint
-Added support for sync seeds -- see http://orirandocoopserver.appspot.com/ (thanks Eiko)
-In clues mode, a message will now appear every time a clue is unlocked
-Options for creating synced seeds have been added
-Seed files and spoilers are now downloaded separately
-An option has been added to select between different fill algorithms: "classic" and "balanced". Balanced fill has less of a tendency to place progression in newly-accessible one-off locations than the classic fill.
-2 extra mapstones are now in the drop pool. Mapstone 8 is now considered to require 9 mapstones to access, and mapstone 9 is considered to require 11.
-Rocket jumping to the cell left of ginso (the "stomp cell") has been moved from cdash to cdash-farming
-A new path category, "speed-lure", has been added. This contains the more difficult enemy manipulations used in the speedrun -- sorrow bash and the frog break into swamp. The presets containing "speed-lure" are expert, master, and glitched.
-Clean water visual effects are now activated by having clean water (thanks to Kirefel!)
-Raised the Alt+R position slightly to reduce the chances of falling into blackroot on a slow load
-Alt+R now returns the forlorn orb to the start of the dungeon
-Alt+P now displays mapstone progress and total pickup progress
-Reloading a seed now shows the version number
-Removed a case where duplicating bonus pickups could cause an overflow
-Reduced the chance for a teleportation effect to appear in chaos mode; as a result, the approximate chance of finishing the game while holding right has increased from 30% to 50%
-Changed the default bind for chaos mode to Alt+K
-Added a new command, "Color Shift" (default: Alt+C) when toggled on, this performs a random color change every time a pickup is acquired
Note: due to the new command, the expected format of steamapps/common/Ori DE/RandomizerRebinding.txt has changed. To update, delete this file. Launching the randomizer will create a new default version, which you can edit binds in once again.
-The 100 exp under the drain in swamp is now considered accessible without full swamp access
-The 100 exp in the water at the valley entrance now has a chance of being Bash
-The 100 exp on the valley entry tree is now accessible with only Wall Jump
-Accessing "Raziel No" with only Climb has been removed from standard and added to expert
-Entering swamp using Bash to manipulate the frog (as per the All Skills route) is now in standard
-Some items on the left side of Gumo's Hideout are now considered accessible without vertical movement if you have access from the blackroot connection
-Charge Jump can now substitute for one of Glide/Double Jump for accessing Horu
-Navigating Horu with Bash+Grenade has been added to expert
-Entering valley in expert now requires only one of Stomp or Bash
-Entering sorrow by charge jumping along the spikes is now in expert
-Expert mode no longer requires doublebashing
-New alternative mode for easing the key hunt (as do shards and limitkeys)
-For each 3 skill trees activated, a random (based on seed) key will have its location revealed by Alt+P
-Locations displayed are based on the area the item counts towards for % completion - for example, the room of the death gauntlet next to glades is treated as grove, and the 2 orbs in the upper left part of valley are treated as sorrow.
-The damage of spirit flame upgrade has been reduced from +2 to +1
-The frequency of mega health and mega energy has been reduced from 5 to 3
-Added teleporter activation items for Forlorn, Grotto, Sorrow, Grove, Swamp, and Valley
-A web-based version of the seed generator is now available at https://sigmasin.github.io/OriDERandomizer
-Spoilers now have more clear formatting
-Spoilers report the seed difficulty rating, based on paths required and how deep skills are located
-Alt+R uses a lower position
-Alt+R can no longer warp displace
-Alt+R will now always reset misty
-Hint messages are now color-coded:
Blue: water vein, clean water
Yellow: gumon seal, wind
Red: sunstone, warmth
-Pickup location statistics are available here: https://goo.gl/qvYhEU
-Alt+R is now disabled when inputlocked or carrying an object
-The mini-iceless jump used in any% to get through swamp has been removed from normal and added to extended
-Entering the grenade tree room with only doublejump or grenade+bash has been added to extended
-A logic path, "extreme", has been added. This includes multiple damage boosts across spikes, use of triple jump, and use of ultra defense to damage boost
-The preset previously called "normal" (normal, speed, lure, dboost-light) has been renamed to "standard"
-The preset previously called "extended" (normal, speed, lure, dboost, dboost-light, cdash, dbash, extended, extended-damage) has been renamed to "expert"
-A preset has been added: "master" (normal, speed, lure, dboost, dboost-light, dboost-hard, cdash, dbash, extended, extended-damage, lure-hard, extreme)
-An argument "--prefer-path-difficulty (easy,hard)" has been added. With this set, the generator will lean towards placing skills and keys at more convenient locations (on easy) or more inconvenient locations (on hard)
-The first line of a seed file will now store more information about the arguments used to create it
-Grenade power upgrade radius reduced
-Charge flame efficiency and grenade power upgrade have been merged into "Explosion Power Upgrade". This also increases the damage of charge flame.
-Spirit flame damage/targets upgrades are now combined
-Health efficiency and energy efficiency have been removed
-Shards mode has been changed to require 3/5 shards rather than 2/3.
-By default, the pickups from map stones are now progressive, meaning that the item you get from a map stone is not tied to the location of the map stone, but rather the total number of fragments you have returned. This obsoletes the strategy of saving before placing a fragment and reloading if the item is not useful. The seed generator now has a flag "--non-progressive-mapstones" which will make map stones behave as they did in 1.1
-Experience values are now randomized during seed generation, and tend to scale up as more areas become accessible. The seed generator now has a flag "--exp-pool" to set the total experience available
-A new flag, "--force-trees" has been added. With this flag set, Ori will be unable to enter the final escape until all skill trees have been visited.
-Door warping to get the experience orb at the bottom of Horu is now in extended logic
-The health efficiency and energy efficiency abilities from the utility tree now affect regeneration
-The randomizer will now auto-generate a file, "RandomizerBindings.txt", which can be used to reassign randomizer functions
-A command has been added to show current skill tree and shard progress - default Alt+P
-Fixed some path bugs and key-lock situations
-Charge dash is no longer expected in Glades or Blackroot after finding dash early in extended mode
-Shards can no longer appear inside their own dungeons
-The Sunstone now requires 2/3 shards instead of 3/5
-The Gumon Seal is now included in shards mode
-Limitkeys now includes the Gumon Seal in its restrictions
-If Misty Woods is not in its initial state, Alt+R will change it into the first revisit state. As a result, the 1st, 3rd, and 4th keystones in Misty are now in the drop pool again. The 2nd keystone becomes inaccessible if you Alt+R out of Misty before collecting it, thus, it will always just be a 100 exp orb.