General Changes/Bug Fixes:
- The Seed and Rando
.gci files have been combined into a single file.
-- This means that there is no longer a randomizer<version>.region.gci file.
-- This also means that you can only have one seed loaded at a time. - Barnes no longer requires buying the bomb bag check before selling bombs or buying water bombs/bomblings.
- Midna no longer blocks you from going north in PoT even if you haven't obtained any sols.
- The seed name is now displayed on file selection screen
- A functional Web Patcher has been added to the generator which allows you to patch your ISO on the website instead of downloading the .gci files and going that route if you so choose.
-- You do not need to use the REL Loader if you patched your ISO on the website. - Enabling "Unlock Map Regions" now fills out cave minimaps.
- Boss events have been added to sphere playthrough in the spoiler log to allow for better tracking of logic.
- Fixed an issue that caused Epona to be randomly floating in Faron Spring.
- Required Dungeons listing is more detailed and checks for seed completion instead of only checking for HC access.
- Fixed an issue that caused duplicate Beths and Malos to appear outside Link's house
- Fixed an issue that caused duplicate Colins and Ludas to appear in the Elde Inn
- Fixed an issue where having a foolish item in malo mart would sometimes cause a crash upon entry.
- Added a sign in the Kakariko Sanctuary basement near the Owl Statue that explains the Sky Cannon functionality.
- Added a numerical indicator to the item wheel to show how many Sky Characters the player has obtained.
- Patched the shoe shiner in Castle Town so that they are always outside
- Patched the Snowpeak Poe Among trees so that all SP poes are available all the time.
- Removed the rocks blocking FT during the prologue.
- Fixed an issue where saving Talo before doing sword tutorial causes Ordon Spring state to not properly update
- Fixed an issue where entering the Elde Inn for the first time through the door caused a bunch of invisible walls to spawn
- Added a patch so that save warping in City always places you in the entrance room (no, you didn't get Adam Glitch)
Functionality Changes:
- CitS west bridge is no longer broken and requires the Spinner to extend it.
-- Argorok will no longer break the bridge once it is extended.
-- The Double Clawshots can still be used to access the West Wing. - The prologue has been modified in the following ways:
-- Epona no longer needs to be retrieved to start the prologue. - Twilight fog only force transforms you if you have Shadow Crystal
- Hidden village is always in the "saved" state by default. Once the Wooden Statue is shown to Ilia, the state is updated to start Hugo Archery.
- Removed the ability to Quick Transform while magnetized to prevent a vanilla softlock.
- Camp Keys are treated similar to the Gate Keys instead of like dungeon keys
- Modified the save warping functionality so that save warping in the overworld takes you to the last valid spawn you entered from.
- Midna is now always available, even if the prologue hasn't been completed.
- Modified Eldin map region unlock boundaries to allow for more dynamic logic in random spawn/ER
-- For Example, going east outside of castle town doesn't automatically unlock the Eldin map. You will need to either access Eldin via Kak Gorge or blow up the rocks north of the bridge.
Backend Changes/Optimizations:
- Consolidated logical rooms into single files
-- For example, instead of having a folder called "Forest Temple" with 10 different.jsonfiles in it, now there is just one.jsonfile namedForest Temple.jsoncthat has all of the room definitions in it. - Improve placement logic for barren regions.
-- Barren regions can have their regional items placed in them.
-- This also applies to excluded checks
--- Example: If GM is barren/fully excluded, the generator will not place important items in the dungeon, but can still place GM small keys or GM Key Shards in the dungeon. - Cleaned up rando code by moving static REL patches to the generator.
- Various generator optimizations + a new requirements caching framework has drastically reduced seed generation time.
- Previously Keysy had to be logically accounted for in regards to checks and room logic, however, this is no longer the case as the generator now properly assumes key logic with the setting enabled.
- Updated Generator to better handle larger item IDs for playthrough usage
-- Purely Generator side for now. Allows for event items and the like and will be helpful for stuff like hint signs in the graph later on. - Overhauled logic detail to include stuff like twilights, direct access, and more. The goal is to get away from logical assumptions and rely more on explicitly defined logic.
-- Example: If a check requires Lanayru twilight to be completed, we want to explicitly check for access to the rooms needed to clear it instead of assuming that the player has access because they may not once ER is fully established. - Moved glitched logic to
WorldFolder so that there are less files and everything is cleaner from a requirements perspective.
New Features/Settings:
- Added option to invert camera controls
- Added ability to manage equipped items as Wolf
- Portals have been added to the list of starting items
- Added an option to randomize Sound Effects
-- This will be a continuous work in progress as TP has thousands of sound effects.
-- Currently equipment, player, and game sound effects have been randomized. Various NPCs and environmental sounds will need more research. - The Gorons in Castle Town have been added to the list of checks shuffled in shopsanity.
- Coro has been patched and now gives two checks for talking to him for the first time:
-- Lantern
-- Gate Key - Shad has been patched and is now present in the Kakariko Sanctuary Basement and will now give you a check if you show him the Skybook.
- A loading zone has been added to the left ledge in CiTS so the player can leave dungeon without needing to Clawshot the cannon.
-- A sign has also been added near the Sky Cannon to assist in explaining. - Midna has gotten a major overhaul and now tells you the required dungeons, can give a hint, and allows the player to change the Time of Day without the need of the Shadow Crystal.
-- An option has also been added to return the player to the start of a dungeon or to their spawn point. - Added a number of cosmetic and coloring options:
-- Master Sword Blade Color
-- Master Sword Handle Color
-- Boomerang Color
-- Wooden Sword Color
-- Spinner Color
-- Iron Boots Color
-- Light Sword Glow Color (can also be rainbow)
-- Wolf Link Color
-- Epona Color
-- Rainbow Lantern
-- Rainbow Midna Hair - Added more options for the HC Barrier (Poe Souls and Heart count)
- Added a slider to the options for the HC Barrier so that players can choose the number of items required to satisfy the goal.
-- Because of this, the "All Dungeons" option was changed to "Dungeons". (Note: if the requirement is set to "Dungeons" and Hyrule Castle's Entrance is not randomized, then all dungeons are listed as required, regardless of the number of dungeons chosen.) - Added a dropdown for players to choose requirements for the HC Big Key. When the setting is set to anything other than "None" the HC Big Key is vanilla and the gate in front of the chest will not open until the conditions are met. (Note: if the requirement is set to "Dungeons" then all dungeons are listed as required, regardless of the number of dungeons chosen.)
-- None
-- Fused Shadows
-- Mirror Shards
-- Dungeons
-- Poes
-- Hearts - Add an option to lower the southeast HC chandelier.
- Added an option to activate all magnets in GM
- Added an dropdown so players can choose what sword level is required to access ToT.
- Added a new option called: "Sacred Grove Does Not Require Skull Kid". This is similar to the "Open Grove" setting from before.
-- Note: The Sacred Grove Portal is not linked to Skull Kid or the pedestal anymore, if the player wants to start with the portal active, they need to start with the item. - Added an option to shuffle Ilia quest line.
-- This allows you to choose where you would like to start in the quest.
-- Only the item you select is randomized, the rest of the quest is vanilla, with the exception of the Horse Call Check, which is now randomized and tied to NPC Items.
-- If you have multiple Ilia quest items, use dpad right to cycle through them in the item wheel menu. - Added an option to skip the first Malo Mart donation to fix the bridge.
- Added a slider so that the player can choose second goron donation price
- Changed the "Increase Wallet Capacity" checkbox into a dropdown that adds more options for wallet sizes:
-- Reduced: 99, 500, 1000
-- Vanilla: 300, 600, 1000
-- HD: 500, 1000, 2000
-- Large: 1000, 5000, 9999 - Added an option to automatically fill wallets. This means that the player starts with a full wallet and any wallet upgrades they get will automatically fill their wallet
New Features/Settings (cont.):
- Added an option for random starting location
-- You cannot spawn in a boss room, inside Hyrule Castle, or right outside Hyrule Castle.
-- The sewers sequence is automatically skipped if random spawn is enabled
-- Prologue is automatically skipped if random spawn is enabled. - Added options for Mirror Chamber <-> Stallord Entrance availability:
-- Open: The entrance operates as normal
-- Barrier: A barrier is placed in front of the entrance on the MC side and can only be dispelled by defeating Stallord.
-- Closed: A barrier is placed in front of the entrance on the MC side and cannot be dispelled. Also, defeating Stallord will take you back to the entrance of AG. The Mirror Chamber room is isolated from the world graph and can only be accessible via either the MC Portal or the PoT entrance.
-- This gives the player access to Mirror Chamber: 1) Without requiring the completion of Arbiters. and 2) allowing the player to choose whether or not MC give access to Arbiters. - Added an option to shuffle Freestanding Rupees
- Added an option to shuffle Hidden Rupees
-- More rupees will be added over time, these are just the easy ones that already have flags tied to them or ones that we were easily able to give flags to. - Added options to shuffle Dungeon Entrances
-- Off: No dungeons are shuffled
-- Dungeons: Dungeons are shuffled amongst each other (i.e enter FT from faron woods and you may end up in Arbiters)
-- Dungeons and Hyrule: Similar to the "Dungeons" setting, but Hyrule Castle is added to the entrance pool and can be shuffled. With this setting, the "Hyrule Castle Requirements" setting has been renamed to "Hyrule Barrier Requirements" to more accurately represent the restriction.
-- MDH is automatically skipped if Dungeons are shuffled - Added an option to unpair shuffled entrances
-- If enabled, shuffled entrances that are "paired together" (i.e left and right doors) go to different places.
-- Example: If enabled, entering SPR left door can take you to FT, but entering SPR via the right door may take you to ToT - Added an option to decouple shuffled entrances
-- If enabled then shuffled entrances are no longer assumed to be two-way.
-- Example: If enabled, going from Faron -> FT puts you in Arbiters, but then turning around and going back may put you in Death Mountain - Added a drop down to the generator that contains pre-set settings strings with descriptions.
-- You may also save your own custom settings string presets - Added an option to allow the Light Sword to always glow
- Added options for hint importance, which causes the generator to do more calculations to know when a major item is useful or not.
- Added an option to exclude plandomized checks from the hint pool
- Added an option called "Adjust Hints for Completionists"
-- When enabled, all shuffled non-junk items will show up as "something good" and will also block barren for regions. Hints no longer indicate importance. - Hints have been updated to ensure one copy of each always hint is available before the hinted check is accessible.
- Hints have been updated so that if agitha is required, Castle Town will not be listed as barren.
- For a detailed overview of the hint changes in 1.3, click here