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Releases: Ixrec/OuterWildsArchipelagoRandomizer

v0.3.11

23 Dec 23:17
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For installation instructions see the README.

  • Updated the Archipelago.MultiClient.Net and OWML libraries to their latest versions. The main reason this matters to players (and was worth another release so soon) is that today's MultiClient update preemptively fixes a bug that would have been exposed by Archipelago's upcoming "Hint Status/Priority" feature.
  • Universal Tracker now works on dlc_only: true slots. Apparently no one ever tried UT on a dlc_only slot until today.
  • Ship Log: WHS 2-3 in-game tracker descriptions now mention that you must take the projection stone specifically to Brittle Hollow's north pole in order to view and translate its text. In 0.3.10, this note was mistakenly added to Sun Station locations instead of WHS locations.

v0.3.10

23 Dec 05:32
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For installation instructions see the README.

  • Reverted the Vessel coordinates prompt reimplementation from 0.3.9, after feedback made it clear it was only making things worse, and the issues with this prompt are too user/machine-specific for me to debug.
  • As an alternative, the in-game tracker will now (after you get the Coordinates AP item) show the actual coordinates in both the AP Inventory's "Eye of the Universe Coordinates" entry and the AP Checklist's "Mission" entry.
    • This ensures you'll always be able to view your coordinates in-game, even if you never visit the Probe Tracking Module and the usual Vessel prompt breaks for you.
    • Recall that as of 0.3.9, the in-game tracker supports the Suit Log mod, so these new coordinate displays can also be accessed outside the ship.
  • "Chert's Grove Shard Plaque" now has a custom in-game tracker thumbnail, since the stock ship log image of the grove shard was too misleading.
  • For non-BH spawns: prevented randomize_warp_platforms: true from connecting Sun Station to Brittle Hollow or White Hole Station, because that could lead to logic expecting you to reach the Sun Station through a "warp path" passing through Ash Twin towers that aren't exposed until too late in the loop.
  • Ship Log: Sun Station 2-3 in-game tracker descriptions now mention that you must take the projection stone specifically to Brittle Hollow's north pole in order to view and translate its text

v0.3.9

06 Dec 17:41
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For installation instructions see the README.

  • Suit Log integration for the In-Game Tracker (implemented by @Pikrass)
  • Worked around the Vessel's "Eye Coordinates" prompt failing to show up for many players by reimplementing it in mod code. The reimplemented prompt will simply be visible whenever the coordinates input pillar is raised (and you're still in the Vessel zone), not just in a specific area in front of the pillar.
  • death_link: all now includes all of the dreamworld wake-ups that the base game does not consider "deaths", namely: submerging your lantern, getting your lantern extinguished by enemies, getting woken up by alarms, and having the green campfire you're using get extinguished by the flood
  • Old Settlement text will now correctly require Translator (Brittle Hollow) even after it falls into the black hole, similar to the Tower of Quantum Knowledge
  • Logic fixes and changes:
    • "Scan Escape Pod 3 Signal" now logically requires Signalscope and Distress Beacon Frequency, even when story mod logic allows you to reach EP3 without the scope. This prevents unbeatable seeds.
    • By popular demand, HN1 Lava Core logic has been reworked so locations outside the Entrance Station now logically require the Signalscope and Lava Core Signals Frequency
    • The Endless Canyon Mural can now be logically reached with Projection Range Patch instead of Dream Totem Patch, using the invisible bridge on the far right
    • Simplified the logic for reaching Cliffside Home, since Secluded Structure already logically requires Ghost Matter Wavelength
  • In-Game Tracker tweaks:
    • Corrected descriptions for FQ: Scan Rim's Second Radio Signal and DW: Shrouded Woodlands Bridge
    • AP Inventory handles split_translator better: The "Translator" entry now shows [-] and [X] when you have some or all of the translators, and any hints displayed in this entry now specify which translator the hint is for.
    • Story Mod Frequencies entry is no longer shown when 0 story mods are enabled
  • In-Game Hint fixes:
    • Fixed asking for hints breaking if the region has exactly 1 location left unchecked.
    • Unbreak hints for item/location names with the "<" character by simply deleting that character. After extensive testing, there seems to be no way to get Outer Wilds' dialogue text display to show a "<" without interpreting it as markdown (unlike normal Unity text such as the in-game console), so deleting it is the only way to show the rest of the hint.

v0.3.8

15 Nov 17:04
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For installation instructions see the README.

  • Unbreak the Randomize Ghost Matter setting. It simply wasn't randomizing anything due to a bug introduced all the way back in 0.3.3, but now it's working again.
  • Fix in-game hints showing AP location ids instead of location names.
  • Story mod logic fixes:
    • Fixed HN2 finale logic having the same Access Code twice instead of two different Access Codes (thanks Dan Park)
    • Fixed Shrouded Woodlands Archives not being logically reachable from The Outsider's connection to Endless Canyon (thanks Kinrah)
    • Fixed The Outsider's connection to Endless Canyon logically requiring SLM even though it's in the Dreamworld
    • Fixed Cinder Isles Symbol Room being logically reachable from The Outsider when it isn't reachable in-game (most of the Dreamworld is, but you can't fly back to the Stranger afterward in the same loop) by logically requiring that you have one of the Painting Codes (thanks Kinrah)
  • Tracker descriptions for the first Lingering Chime locations now include directions for reaching it.
  • Tracker descriptions for the first Cinder Isles Symbol Room locations now explain that it requires one of the vanilla DLC entrances to Dreamworld, not the one added by a story mod.

Someday we'll make it a whole week without finding more bugs.

v0.3.7.1

11 Nov 01:23
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For installation instructions see the README.

  • Fix inability to connect to some AP slots caused by insufficiently safe operations in 0.3.7's more thorough tracker initialization logic.

By sheer bad luck this didn't happen on either of the slots I was testing 0.3.7 with.

v0.3.7

10 Nov 22:01
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For installation instructions see the README.

  • Added "Projection Range Patch" to the logic for the Dream Raft Loop -> Endless Canyon connection, fixing some unbeatable seeds (thanks Hopop for catching this)
  • Fixed spawn: random_non_vanilla never choosing stranger (if DLC enabled) or never choosing giants_deep (if DLC disabled) (thanks Kinrah for noticing this)
  • Fixed sporadic generation errors and incorrect Universal Tracker output involving some of the DLC and Outsider logic (thanks DanPark and Baby Groot for independently catching this)
  • Fixed incorrect and incomplete in-game tracker logic display involving some of the DLC and Outsider logic (thanks Baby Groot for catching this)
  • Added "Raft Docks Patch" as an alternative to "Dream Totem Patch" in the logic for reaching the Starlit Cove 4 location and the CI Symbol Room region (thanks Hopop and Baby Groot for suggesting this)
  • Fixed hints for one slot incorrectly being used on another slot (thanks Hopop for catching this)
  • Fixed New Horizons effectively giving you the Quantum Moon Signal item when you weren't supposed to have it yet
  • The .apworld's logic deserialization code now uses Archipelago's restricted_loads utility for slightly better security (thanks Eijebong for raising this concern and suggesting this solution)
  • The visual effects of the Scout passing through ghost matter (the "Hazard" UI indicator, the green splash and trail) will now be brought back after you get the Ghost Matter Wavelength item (thanks Dagoth Xil for requesting this)
  • More typo fixes in tracker descriptions (thanks @Zannick)
  • Filled in the missing persistent conditions for split translator, the DSR frequency and story mod progression items. (these conditions are intended to help speedrunners use autosplitters for the randomizer; thanks to the speedrunning server for noticing these omissions)
  • The in-game hints now use a proper timeout when informing the AP server of the new hint

v0.3.6.1

01 Nov 21:04
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For installation instructions see the README.

  • Fixed the "GD: See the Coordinates" location never getting checked on a randomize_coordinates: false slot

This fix is getting an urgent release all by itself because it's a never-before-discovered game-breaking bug for an ongoing Archipelago event in the Outer Wilds speedrunning server. Apparently speedrunners are the only ones who turn off randomize_coordinates.

v0.3.6

27 Oct 14:24
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For installation instructions see the README.

  • Fixed goal logic display for Song of Six failing to show all the regions for getting to either Solanum or Prisoner
  • Added a "Translators" item name group, primarily for split_translator: true slots
  • Added "Ignoring everywhere you've already been, ..." to the in-game hint text. The hints always worked this way, but before there was no way for players to know this other than being told on Discord.
  • Fixed logic for AC: Missing Fuel Geode to require visiting LC first, and updated its tracker description
  • Changed tracker descriptions for HN2's Magister's Room locations to mention waiting for low gravity if you're low on boost, like the Lamp Book location descriptions do

v0.3.5

19 Oct 14:29
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For installation instructions see the README.

  • Fixed a semi-random generation failure when randomize_warp_platforms and enable_ac_mod were both true
  • Fixed inconsistent/glitchy behavior with Scout Launcher modes in the Spaceship
    • It turns out the 0.2.5 change to make the Scout Launcher wake up in "Photo Mode" affected the ship's launcher as well as the player's handheld launcher. On its own, this created an inconsistency where the ship would only have photo mode until you get the scout and then only have launch mode afterward, as well as bugs where the mode-switching UI prompt would show up when the buttons don't work or not show up when it arguably should. These have now been fixed.
    • In other words: "Ship Photo Mode" has been promoted from a bug / happy accident into an intended quality-of-life feature.

v0.3.4

16 Oct 17:37
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For installation instructions see the README.

  • Hearth's Neighbor 2 and Fret's Quest story mods
    • HN2 adds 4 items and 18 locations (+30 logsanity)
    • FQ adds 1 item and 18 locations (+38 logsanity)
  • Preparing for the transition to "maintenance mode":
  • Split the randomize_orbits option into randomize_orbits (now just lanes and angles) and a new randomize_rotations option (default true), so players who dislike the Twins' unpredictable sand pillar or ATP becoming an obstacle course can now keep rotations vanilla without losing the rest of random orbits.
  • Fixes:
    • Unbroke tracker logic display for DLC regions
    • Fixed loading mod saves generated by older mod versions

This is the last major feature/content update for this randomizer I have planned for the forseeable future. I now consider this project feature complete, and in "maintenance mode". In other words, I still plan on responding to bug reports and helping anyone interested in contributing features or new story mods themselves, but I won't be implementing new features myself.