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Releases: Electro1512/MetroidAPrime

v0.4.8

27 Nov 15:24
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This is the same as v0.4.7 but it has an additional file ending with 3.12.zip that adds support for Archipelago 5.1
Full Changelog: v0.4.7...v0.4.8

v0.4.7

27 Nov 15:05
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Bug Fixes

  • Resolves several regressions introduced in v0.4.6
    Full Changelog: v0.4.6...v0.4.7

v0.4.6

21 Nov 16:00
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v0.4.6 Pre-release
Pre-release

Bug Fixes πŸ›

  • Fixed issues that would cause default start + blast shield rando to not properly gen
  • Added a wave beam requirement for passing through Mine Security Station

Changes / Improvements

  • Removed the "Exclude Items" option
  • Updated to have multiple python version support.

Requested Feedback

Most of the changes in here are under the hood improvements as I continue to prep this for PR. I overhauled the item pool generation code to make it a bit easier to maintain. I'd love if people could do some test runs and let me know if they see any bugs around items getting placed in the pool, or not getting placed. I've got some solid test coverage so I'm confident that most things are working but I am wondering if there are some obscure edge cases I didn't account for.

Additionally, I changed the build to start shipping 1 zip per python version. There may be a better way to do this, but if anyone is on the RC for 5.1 I'd love to know if using the 3.12 bundle works for you. If you are on 5.0 then using the 3.11 bundle should work.

Full Changelog: v0.4.5...v0.4.6

v0.4.5

27 Oct 21:55
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#v0.4.5 πŸŸ’πŸŸ‘πŸ”΄

Improvements

This update includes a large amount of small changes to generation logic that will make failures MUCH less common when generating worlds with blast shield randomization enabled. Give it a test and let me know if you notice a difference πŸ™

Bug Fixes πŸ›

  • Life Grove Tunnel will now correctly expect bombs to traverse it
  • Quarantine monitor will no longer try to spawn you with the ice beam if you have random starting beam enabled

Full Changelog: v0.4.4...v0.4.5

v0.4.4

11 Oct 22:37
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v0.4.4 🐜

  • Fix issue with great tree hall and blast shield rando
  • Add beam pirates into combat logic for elite research, MQB, and Ore Processing
  • Fix issue where burn dome didn't correctly expect morph ball when coming from burn dome access with BK prevention disabled and start room set as burn dome access
  • Fix issue where ampersands in player names and item names would cause unexpected hint behavior (replaced with [and])
  • Update Metroid Prime.yaml by @Armaggedunn in #21

New Contributors

Full Changelog: v0.4.3...v0.4.4

v0.4.3

28 Sep 18:50
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v0.4.3 🐞

  • Update beam combos to expect the appropriate number of missile expansions for doors (3 for wavebuster/flamethrower and 2 for ice spreader)

Full Changelog: v0.4.2...v0.4.3

v0.4.2

24 Sep 15:50
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v0.4.2 🧹

Bug Fixes πŸ›

  • Remove locked door option in the path leading from main quarry to elite research as it can prevent access to locations
  • Gully now has the correct item requirements
  • Fix tower chamber no space jump trick name
  • Fix missing door color rando for Elevator A to Elite Control Access
  • Fix missing door color rando for great tree hall to life grove tunnel
  • Fix issue where having non varia heat damage set to false would still expect you to get varia suit for heated rooms
  • Fix issue with sub regions not respecting blast shields (Gully -> Alcove, Plaza Walkway <--> Ruins Entryway)
  • Fix objective string for jpn version
  • Update all doors that receive a blast shield to be blue underneath since destroying the blast shield will open the door one time.

Full Changelog: v0.4.1...v0.4.2

v0.4.1

12 Sep 02:07
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v0.4.1

Bug Fixes 🐞

  • Removed Main Plaza <--> Plaza Access door from blast shield rando since it was running into issues
  • Added logic to the client to handle this if patching a game that was already generated and has this door causing problems

v0.4.0

08 Sep 15:53
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v0.4.0

New Features

Blast Shield Randomization πŸ›‘οΈ

Several new options have been added to give you even more ways to create chaos out of the once perfectly balanced with no glitches/exploits experience that is Metroid Prime πŸŽ‰

  • blast_shield_randomization: Determine if/how blast shields are randomized. Note that this will have a difficult time generating in solo worlds with no tricks enabled.

    • None: No blast shields will be randomized
    • Replace Existing: Each existing Missile Blast Shield will be replaced with a different Blast Shield type
    • Mix it up: Each Region will remove all existing blast shields and instead add a specified number to new doors
  • blast_shield_available_types: Which blast shield types are available for randomization.

    • All: All blast shield types are available, including beam combos, bomb, power bomb, charge beam, and super missiles
    • No beam combos: Flamethrower, Wavebuster, and Ice Spreader will not be included as blast shield types (Super Missiles will still be included)
  • blast_shield_frequency: If using 'Mix it up' for blast shield randomization,, how many blast shields should be added per region? These are added using a percentage of total possible placements so exact numbers will vary by region. Higher numbers will have more difficulty genning in solo worlds with less tricks.

    • Low: 10% (1-2 doors)
    • Medium: 30% (3-4)
    • High: 50% (~6)
    • A whole lotta blast shields: 100% (This may have a hard time generating in solo worlds but I know several of you want an option like this anyways 🀣)

Note: Blast shield randomization can have a harder time generating in solo worlds that don't have tricks enabled due to the lack of possible starting checks, especially when elevator randomization or start room randomization is enabled. It will eventually generate a seed, but also may be a good time to familiarize yourself with some of the more simple tricks if you want πŸ”₯

Locked Doors πŸ”’

Looking for ways to have the randomizer force you to go through less traversed paths in the game? Look no further!

  • locked_door_count: If greater than 0, locked doors will be placed in the game (maximum of 1 per level). These will only be placed in spots that will not prevent progression but may force alternate paths

There is a maximum of 3 here, with a total of 1 per area (Multiple in a given area can lead to unbeatable seeds). Magmoor caverns does not currently have any locked door options due to its nature as a linear hub

Changes/Improvements πŸ› οΈ

  • Updated to the latest randomprime (patch notes)
  • Progressive Beams are now saved locally (Thx @UltiNaruto!)
  • Starting site will now be landing site even if elevator rando is enabled or shuffle scan when the player has either enabled tricks or enabled mix it up blast shield rando (more starting checks are available)
  • Removed the option to disable showing the suit color index on the pause menu. It will now automatically disable it if you are using a non US version
  • Objective text will now be set correctly at the temple security station for PAL (Thx UltiNaruto for the strg id πŸ™)

Bug Fixes 🐞

  • Added Power Beam as a requirement for Training Chamber due to ghosts
  • Removed Warrior Shrine as starting room option when bk prevention is disabled (starting w/o varia suit makes for a bad time)
  • Fixed a few warnings that would pop up relating to syntax and extra items
  • Fixed bad door color mappings for door rando
    • Frozen Pike
    • Magmoor Workstation Transport Tunnel C
    • Frigate Crash Site to Frigate Access Tunnel

v0.3.3

24 Aug 03:37
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v0.3.3 🧼

Bug Fixes 🐞

  • Fix issue where Flaaghra power bomb option was set to true in config regardless of game setting
  • Fix issue where suit cosmetics would be reset back to power suit when receiving suits in a specific order
  • Fix incorrect door color mapping for west tower entrance
  • Fix bk prevention items causing unexpected quantities of progression items to be in the seed
  • Fix issue with starting in certain rooms and being insta bk'd due to start beam rando + door color rando
  • Update Thermal/XRay Requirements to allow for less strict logic by @Exempt-Medic in #18

Full Changelog: v0.3.2...v0.3.3