Most work in this update was behind-the-scenes preparing for future stuff, which will be common for a while.
github.com/appleforyou/...
Most work in this update was behind-the-scenes preparing for future stuff, which will be common for a while.
github.com/appleforyou/...
www.youtube.com/watch?v=kgve...
- Misty Forest Road stuff also applies to the hills in Oblivion Ridge.
- Divekicking off enemies like the Imp is never required below Do Your Worst difficulty.
www.youtube.com/watch?v=kgve...
- Misty Forest Road stuff also applies to the hills in Oblivion Ridge.
- Divekicking off enemies like the Imp is never required below Do Your Worst difficulty.
www.youtube.com/watch?v=F3jw...
Not all of this can be required to progress (depends on your preset) but of course it's useful/fun if you can do it.
I'll post some things not covered here tomorrow.
www.youtube.com/watch?v=F3jw...
Not all of this can be required to progress (depends on your preset) but of course it's useful/fun if you can do it.
I'll post some things not covered here tomorrow.
What's in it:
- First draft of enemy randomizer
- Update to Trick Sleeve
- New hint cat location option
Details here:
github.com/appleforyou/...
What's in it:
- First draft of enemy randomizer
- Update to Trick Sleeve
- New hint cat location option
Details here:
github.com/appleforyou/...
Focused on documenting all castle enemies first, which is at least 1/3 of the game.
Used the castle list to do trial and error on the actual randomization system, trying to rule out many causes of unfun results.
Now that I have a workable system, also did 3 other zones.
Focused on documenting all castle enemies first, which is at least 1/3 of the game.
Used the castle list to do trial and error on the actual randomization system, trying to rule out many causes of unfun results.
Now that I have a workable system, also did 3 other zones.
For one, I'd like to remove these spots with an unavoidable hard-to-kill enemy charging at you. But fixing it will require cataloguing every enemy location. Please bear with me.
For one, I'd like to remove these spots with an unavoidable hard-to-kill enemy charging at you. But fixing it will require cataloguing every enemy location. Please bear with me.
I knew this from Arthroverta, but some don't. Example, Skeleton Frisky supposedly crashed the game when placed in the air, but now doesn't. Mimic is still unfightable in the air though...
I knew this from Arthroverta, but some don't. Example, Skeleton Frisky supposedly crashed the game when placed in the air, but now doesn't. Mimic is still unfightable in the air though...
It removes 1 of the new Arthroverta locations. It's not -that- big of a deal, but I overlooked something simple that can make the room annoying to clear with Arthroverta in it depending on the seed, so if you want to be safe, you can get v0.3.4b.
It removes 1 of the new Arthroverta locations. It's not -that- big of a deal, but I overlooked something simple that can make the room annoying to clear with Arthroverta in it depending on the seed, so if you want to be safe, you can get v0.3.4b.
- If your glyph page has Volaticus, you can superjump like Albus.
- If you're on page A, your backdash becomes a forward dash. B and C have backdashes like normal.
- If your glyph page has Volaticus, you can superjump like Albus.
- If you're on page A, your backdash becomes a forward dash. B and C have backdashes like normal.
Main points:
- Fix a bug in Arthroverta's Revenge which could have made a seed unwinnable if the stars aligned
- Add a sneak preview option, Trick Sleeve, which adds a new random mechanic to the Sleeve relic, and makes the old function default.
Details:
github.com/appleforyou/...
Main points:
- Fix a bug in Arthroverta's Revenge which could have made a seed unwinnable if the stars aligned
- Add a sneak preview option, Trick Sleeve, which adds a new random mechanic to the Sleeve relic, and makes the old function default.
Details:
github.com/appleforyou/...
OoE is a rare CV game with swappable loadouts, and I'm about to start using that for custom effects. I think there's a lot of unique space to work with here.
OoE is a rare CV game with swappable loadouts, and I'm about to start using that for custom effects. I think there's a lot of unique space to work with here.
The next major addition on the list is Enemy Randomizer, but it's possible the next update might be something else. I plan to put a lot of thought into how I do enemy rando, and I have some plans, but I want to present something that I'm satisfied with when it's ready.
The next major addition on the list is Enemy Randomizer, but it's possible the next update might be something else. I plan to put a lot of thought into how I do enemy rando, and I have some plans, but I want to present something that I'm satisfied with when it's ready.
At least if you luck into items for all 3~4 of a specific villager's quests, I recommend turning them in.
At least if you luck into items for all 3~4 of a specific villager's quests, I recommend turning them in.
-Quest reward items randomized
-Added enemy info display + extra function for Book of Spirits
-New hint cat options
-Adjustments to wooden chest rando/Do Your Worst difficulty
-Misc. bugfixes
github.com/appleforyou/...
-Quest reward items randomized
-Added enemy info display + extra function for Book of Spirits
-New hint cat options
-Adjustments to wooden chest rando/Do Your Worst difficulty
-Misc. bugfixes
github.com/appleforyou/...
It's not a major issue so I'll wait for next update to remove it, but it will have no text in your glyph menu.
More details here: github.com/appleforyou/...
It's not a major issue so I'll wait for next update to remove it, but it will have no text in your glyph menu.
More details here: github.com/appleforyou/...
I think making Book of Spirits reveal enemy drops while you have it might be a cool idea, so I just added the tech.
I think making Book of Spirits reveal enemy drops while you have it might be a cool idea, so I just added the tech.
Includes a basic shop randomizer, adjustments to wooden chest randomizer and hint transformations, and more workarounds against problems with backup files.
Reminder that settings will be reset.
github.com/appleforyou/...
Includes a basic shop randomizer, adjustments to wooden chest randomizer and hint transformations, and more workarounds against problems with backup files.
Reminder that settings will be reset.
github.com/appleforyou/...
- Shop randomizer (basic form, will add upgrades in future updates like having a way to "purchase" glyphs which is impossible directly)
- Quest randomizer
- Enemy randomizer (Will probably include 2 different "styles" of enemy randomizer)
- Shop randomizer (basic form, will add upgrades in future updates like having a way to "purchase" glyphs which is impossible directly)
- Quest randomizer
- Enemy randomizer (Will probably include 2 different "styles" of enemy randomizer)
github.com/appleforyou/...
github.com/appleforyou/...
Progression speed was pretty fast on this one, but I knew from a hint cat that the last piece of Dominus was in Training Hall and I had no double jump, which I'd have to search the world for... But then Barlowe had that Dominus dupe.
Progression speed was pretty fast on this one, but I knew from a hint cat that the last piece of Dominus was in Training Hall and I had no double jump, which I'd have to search the world for... But then Barlowe had that Dominus dupe.
github.com/appleforyou/...
github.com/appleforyou/...
I think I can aim for a first release on Christmas, but I don't know how late in the day it will be.
I think I can aim for a first release on Christmas, but I don't know how late in the day it will be.
That leaves relatively few things left. I'm still not sure how long the version checking will take to implement.
That leaves relatively few things left. I'm still not sure how long the version checking will take to implement.