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v0.3.9

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@Ixrec Ixrec released this 06 Dec 17:41
· 6 commits to main since this release

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.