Releases: Electro1512/MetroidAPrime
v0.1.4
v0.1.4 π¨
- Updated powerbomb logic for flaaghra to require minimum of 4
- Added hud color options
- Added suit color options
Full Changelog: v0.1.3...v0.1.4
v0.1.3
v0.1.3
Improvements π
- Implemented other regions and revisions support of Metroid Prime by @UltiNaruto in #4
- Artifact hints will now be pre collected on the Archipelago Client in addition to scannable at the temple site if you have the option enabled. No more pen and paper required for remembering all those π
- Starting inventory will now be given correctly without requiring the player to connect to the server
- If you start with a beam other than the power beam, it will now be selected automatically
- Power bombs can now be included in logic for reaching + defeating Flaaghra
Tricks
- watery hall no sjb
- control tower no plasma
- magma pool debris jump (gravity + sjb)
- tower chamber via double bomb jump
Fixes π
- Fix missing morph ball requirement for reaching lava lake item when coming from triclops pit
- Add missing sjb requirement for tower of light
- Fix an issue where the missile launcher could be added twice to the itempool
- Remove sjb requirement for dynamo spider track
- Fix generation issue where it'd create too many missiles if launcher is included as a start item
- Fix missing req in hall of elders to reflecting pool
New Contributors
- @UltiNaruto made their first contribution in #4
Full Changelog: v0.1.2...v0.1.3
v0.1.2
- Fixed a bug w/ Chapel of Elders requirements
- Fixed a logic issue with Frigate Crash Site to Deck Gamma where frigate requirements were being short circuited
Full Changelog: v0.1.1...v0.1.2
v0.1.1
v0.1.1 π
- Fix an issue where selecting ridley as the boss option would cause generation issues
- Added missing region rule of
can_spider
to the transport access door in phendrana drifts to reach frozen pike - Update trick difficulties for twin fires tunnel, frigate, and alcove escape
Full Changelog: v0.1.0...v0.1.1
v0.1.0
New Features π
Logic 2.0 β‘
Room by room, each location and door now have their requirements mapped. This has enabled the rest of the features for this release as well as several to come! In addition to new features, this will also give the randomizer more flexibility with how it constructs its spheres and where it can place items.
Tricks πΉ
There is a new option in the yaml (which has been reformatted recently) trick_difficulty
. This has 4 different options for you to choose from: No Tricks - Easy - Medium - Hard. Selecting a difficulty will also include the previous difficulties as well (Hard will also include tricks flagged as Medium and Easy for logic generation and use them if necessary).
This will allow the randomizer to include certain classes of Tricks in its logic, if you so desire. The structure for tricks in the game is meant to be extensible in response to feedback from the community so please don't hesitate to share your thoughts on assigned difficulty as well as additional tricks that can be added!
Here is a list of all the tricks initially included.
Start Room Randomization π
You can now specify whether you want to randomize your starting room or not. There are 13 initial rooms that are supported. They have been categorized as "Safe" and "Buckle Up". Buckle Up rooms will require a significant combat challenge in order to progress. Fun for the aspiring Masochist, maybe not quite as fun for your friends stuck in BK. Use at your own risk π€·
---- Safe -----
Arboretum
Burn Dome Access
Ruined Fountain
Save Station 1
Save Station 2
Tower Chamber
Warrior Shrine
Save Station B
Arbor Chamber
Transport to Chozo Ruins East
------ Buckle Up -----
East Tower
Quarantine Monitor
Sunchamber Lobby
Starting Inventory Randomization
In order to support any room that is not in between the landing site and the hive mecha as a starting room, each starting room has at least one possible loadout it will randomly select for you as well as potentially one or two locations with a forced item. This will make sure that each starting location is beatable and also prevent you from starting in BK mode.
Feedback π’
- We originally wanted to include elevator randomization with this release but ultimately decided to ship this iteration first so that we can prove the idea out and stabilize it before building on top of it further.
- We'd love to hear your thoughts around Tricks (as mentioned earlier) as well as start room balance and additional ideas for other rooms/loadouts you would like to see!
- While there was a lot of QA on the revamp of the logic, the scope of it is large enough that there will likely be some cases that were not accounted for, please do not hesitate to ping us if you stumble across any instances where the logic doesn't make sense!
What's next π
After stabilizing this release, we'll be getting to work in earnest on elevator randomization. This shouldn't be a ton of work but we want to make sure that it is compatible with start room randomization, so that will take a little bit of time to fine tune.
Further out beyond that, looking experiment with door lock randomization and also taking another spin at simplifying the apworld install process
Huge thanks again to everyone that has helped with this and played it/shared thoughts, you all are awesome! β€οΈ
Full Changelog: v0.0.8...v0.1.0
v0.0.8
- Make multiple dolphin instances a warning instead of an error, add better exception handling around it
Full Changelog: v0.0.7...v0.0.8
v0.0.7
v0.0.7 π§Ή
Fixes and Improvements π
- The option for removing the hive mecha boss now works as expected
- Added an option for playing with the fusion suit
- Resolved an issue where deathlink would erroneously send multiple times
- Made deathlink default to
false
in the template yaml - Ridley will no longer make a Guest Appearance when
bosses
option is set toprime
ornone
- Added an item group
Artifact
for easier plando manipulation (if you have others you want to see here, let us know!) - Required Artifact Count will now change the minimum number required to activate the portal rather than pre collecting a set amount
- Staggered Suit Damage can now correctly use the
additive
option - Improved logging/connection state when multiple instances of dolphin are causing the client to be unable to connect
- Added a client command
/sync
that will let you check the current status of the connection with dolphin
π§ You will need to copy the latest lib
folder in order for this to work since it contains a new version of randomprime π§
Once again, huge thanks to everyone who has helped test and give feedback to this point!! π
Full Changelog: v0.0.6...v0.0.7
v0.0.6
Minor fix for artifact hint bug
Full Changelog: v0.0.5...v0.0.6
V0.0.5
v0.0.5 π£π
New Features π
- Missile Launcher and Main Power Bomb: This will add the relevant item into the item pool (and logic), requiring you to acquire it before being able to use any of its associated expansions.
- Non Varia Heat Damage: Enabling this will require you to have the Varia Suit in order to venture into super heated rooms without taking damage. (Previous behavior allowed for any suit beyond the power suit to give you this upgrade)
- Staggered Suit Damage and Remove Hive Mecha: these options have also been added in case you want to further tweak your experience with the game
- Artifact Hints: Artifact scans in the temple will now give information about where that artifact can be found in the multiworld (this can be disabled if you like)
Setup Changes ποΈ
- When updating you can now just copy the entire
lib
folder out of the downloaded release into your archipelago folder. This has a nestedworlds
folder and will place everything where it needs to go. The setup instructions have been modified to reflect this. (Thanks to everyone for their feedback on this π)
Fixes and Improvements π
- Item scans & Pickups will now correctly show the associated player's name
- Fixed some typos with some of the HUD messages (learned how to correctly spell "capacity" π )
- Improved detection of goal completion, when playing at faster speeds it would sometime miss the trigger
Full Changelog: v0.0.4...v0.0.5
v0.0.4
NOTE
You will need to copy a new dependency ppc_asm
out of the lib
folder and into Archipelago's lib
folder for this to work
Improvements / Tweaks π:
- You will now receive an In-Game notification when an item is sent to you (feedback welcome)
- Xray Visor added as requirement for Triclops pit
- If you associate Dolphin with ISO files it will now automatically open the game when you click the
.apmp1
file - You can now open the Metroid Prime Client through the Archipelago Launcher
Bug Fixes π:
- Power bomb expansions should now be received without issue
- Fixed an error where the client would erroneously claim a different game was loaded
- The
apmp1
file will no longer attempt to patch the ISO every time it is run and will instead skip it if it detects the ISO in the same current directory.
Full Changelog: v0.0.3...v0.0.4