diff --git a/input-locations.json b/input-locations.json index 24e813e1..3b01bee7 100644 --- a/input-locations.json +++ b/input-locations.json @@ -1 +1,4 @@ -[{ "url": "https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/download/0.7.0-pre.3/CCMultiworldRandomizer-0.7.0-pre.3.ccmod", "source": "" }] +[ + { "url": "https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/download/0.7.0-pre.3/CCMultiworldRandomizer-0.7.0-pre.3.ccmod", "source": "" }, + { "url": "https://github.com/buanjautista/cc-open-world/releases/download/0.5.0-pre2/CC-Open-World-v0.5.0-pre2.ccmod", "source": "" } +] diff --git a/input-locations.old.json b/input-locations.old.json index 24e813e1..3b01bee7 100644 --- a/input-locations.old.json +++ b/input-locations.old.json @@ -1 +1,4 @@ -[{ "url": "https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/download/0.7.0-pre.3/CCMultiworldRandomizer-0.7.0-pre.3.ccmod", "source": "" }] +[ + { "url": "https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/download/0.7.0-pre.3/CCMultiworldRandomizer-0.7.0-pre.3.ccmod", "source": "" }, + { "url": "https://github.com/buanjautista/cc-open-world/releases/download/0.5.0-pre2/CC-Open-World-v0.5.0-pre2.ccmod", "source": "" } +] diff --git a/npDatabase.json b/npDatabase.json index 14eafe10..da68d520 100644 --- a/npDatabase.json +++ b/npDatabase.json @@ -329,5 +329,177 @@ "url": "https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.0" } ] + }, + "open-world": { + "metadataCCMod": { + "id": "open-world", + "version": "0.5.0", + "title": "Open World patches", + "description": "Open World map patches for randomizer", + "repository": "https://github.com/buanjautista/cc-open-world", + "tags": [ + "maps" + ], + "authors": "buanjautista", + "plugin": "plugin.js", + "dependencies": { + "ccloader": ">=2.24.0", + "crosscode": ">=1.4.0", + "cc-alybox": ">=1.0.0", + "item-api": "^0.4.0" + } + }, + "installation": [ + { + "type": "zip", + "url": "https://github.com/buanjautista/cc-open-world/releases/download/0.5.0-pre2/CC-Open-World-v0.5.0-pre2.ccmod", + "source": "", + "hash": { + "sha256": "31dca9bdc4ef960059c2e339012780d2527b57d7d386b56c159ee18ab108538c" + } + } + ], + "stars": 3, + "lastUpdateTimestamp": 1767606075000, + "releasePages": [ + { + "body": "New:\r\n- Golden Bug quests are now separated from the Vagabond quest, which requires now 4 Golden Bug items instead of trial completion.\r\n- Fixed option to enable all maps as visited on new game. (In Options -> General)\r\n- Compat for DLC Quests\r\n- New options to disable Open World tips, and enable unavailable quests info in the hub. (In Options -> General)\r\n\r\nFixes:\r\n- Maroon Valley chest which respawned on room entry\r\n- Removed barrier event in Para Island since barrier has been removed\r\n- Vermillion Wasteland Hub is not inaccessible until a use is given to it (also to prevent crashes)\r\n- So'najiz Temple gauntlet barrier now opens after the fight instead of after opening the chests\r\n- Visited maps option now works, on creating a new save file\r\n- Fixed a lock inside Zir'vitar that happens by triggering the Sloth cutscene in Gaia's Garden\r\n- Meta Space patches not loading due to bad index\r\n- Fixed Master Sensei dialogue asking for Heat and Cold instead of the respective shades.\r\n- Removed rocks on Wheel Passage to ensure access to northern Sapphire Ridge (it was easily skippable and confusing)\r\n- Reworked Maroon Tree questline interactions so no member issues or weird stuff happens.\r\n- Removing cutscene in Temple Mine B3 Center and the two bottom sets of key pillars to ease the key confusion in runs.\r\n- Changed how Mick and the Black Market NPC to just work when having the Pass or Wave\r\n\r\nExtra Patches:\r\n- Extra Barriers: Adds new ways to move around from Rhombus Square, also adding reverse barriers to make some shades more usable from the get go\r\n- Closed Gaia: Adds more options to divide Gaia's Garden areas with the new East/West Gaia Passes, and the Azure Drop / Purple Bolt Shades\r\n- DLC: Base DLC (mostly dungeon) compatbility prepared for future patches\r\n- Extra Quests: Vermillion Trial Buildings, Gastropolis, Fall's Trailblazing, Sephisloth, and one more quest in Vermillion.\r\n\r\nCompatibility:\r\n- Re-added CC-Alybox as dependency\r\n- Added Item-Api as dependency for handling custom items (ex. new Gaia Passes)\r\n- Separated CCItemRandomizer compatibility into its own branch", + "version": "0.5.0-pre2", + "timestamp": 1767606075000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.5.0-pre2" + }, + { + "body": "# v0.5.0\r\nNew:\r\n- Golden Bug quests are now separated from the Vagabond quest, which requires now 4 Golden Bug items instead of trial completion.\r\n- Fixed option to enable all maps as visited on new game. (In Options -> General)\r\n\r\nFixes:\r\n- Maroon Valley chest which respawned on room entry\r\n- Removed barrier event in Para Island since barrier has been removed\r\n- Vermillion Wasteland Hub is not inaccessible until a use is given to it (also to prevent crashes)\r\n- So'najiz Temple gauntlet barrier now opens after the fight instead of after opening the chests\r\n\r\nExtra Patches:\r\n- Extra Barriers: Adds new ways to move around from Rhombus Square, also adding reverse barriers to make some shades more usable from the get go\r\n- Closed Gaia: Adds more options to divide Gaia's Garden areas with the new East/West Gaia Passes, and the Azure Drop / Purple Bolt Shades\r\n- DLC: Base DLC (mostly dungeon) compatbility prepared for future patches\r\n\r\nCompatibility:\r\n- Re-added CC-Alybox as dependency\r\n- Separated CCItemRandomizer compatibility into its own branch", + "version": "0.5.0", + "timestamp": 1753533204000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.5.0" + }, + { + "body": "bumping for plugin.js hotfix", + "version": "0.4.3", + "timestamp": 1739529392000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.4.3" + }, + { + "body": "HOTFIX: \r\n- update plugin file", + "version": "0.4.2-hotfix1", + "timestamp": 1739529392000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.4.2-hotfix1" + }, + { + "body": "Fixes: \r\n- Fixed getting stuck on the chest in Maroon Valley's Torn Road if you don't have the corresponding lock.\r\n- Made the visuals for Para Island barrier actually correlate to the barrier deactivated.\r\n- Removed Schneider interactions on guild area to avoid softlocking the Guild Pass check. Guild area should still be accesible with Guild Pass, and First Scholars with Guild Pass and Schneider check (which requires Mine Pass).\r\n- Removed the Quiz and some remainders from First Scholars. It will be more flat than before sorry about that.\r\n\r\nAdd: \r\n- Having maps visited by default should now be a YAML setting for Archipelago CCMultiworldRandomizer, or an option toggeable in Options for CCItemRandomizer.", + "version": "0.4.2", + "timestamp": 1739529392000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.4.2" + }, + { + "body": "Fixes: \r\n- Having Emilie in party on the Rookie Harbor intro cutscene would softlock the game.\r\n- Steamy Booze and Steaks second quest now requires Flame Shade instead of Faj'ro.\r\n- D'kar 5th quest requirements now properly work.\r\n- Fixed typo on Temple Mine key intro cutscene.\r\n- Temple Mine B3 being exitable during the fight if you had Heat.\r\n\r\nChanges:\r\n- Added some extra quick details on B3 key cutscene", + "version": "0.4.1", + "timestamp": 1712386197000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.4.1" + }, + { + "body": "Reworked code and requiring CCLoader v2.24 or higher due to improved patching. (CC-Alybox not needed anymore)\r\n\r\nChanges: \r\n- Removed Green Seed Shade requirement from Para Island entrance\r\n- Old Dojo can be entered without quest now as long as you have the key.\r\n- Trial of Golden Bug quest is now separate from Dojo entry and fights, so its easier to check it's pickup on randomizers\r\n- Autumn's Falls holo-bunny barriers are open by default\r\n- Actual fix for Smelter fight (map patch was wrongly named)\r\n- Fixed Ba'kii Kum NPC bird using wrong requirement for quests (dungeon instead of shade, compared to the other npcs)\r\n- Fixed not being able to use certain functions after returning back to the past.\r\n- Fixed a shop with wrong requirements in database\r\n\r\nAdd:\r\n- Extra Shade barriers on Sapphire Ridge and Gaia's Garden, leading to Autumn's Fall; and Maroon Valley leading to Bergen Trail \r\n- There's now an option to have all maps and areas visited beforehand.\r\n- Added an option to the Open World NPC in RH Info Hub to fix any quick menu limitations\r\n- Added extra sandwiches :)\r\n- Added a new cutscene to show the lower keys requirement in Temple Mine ", + "version": "0.4.0-pre3", + "timestamp": 1712386197000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.4.0-pre3" + }, + { + "body": "**IMPORTANT!!!**\r\nThis version requires a new dependency for the new patching changes: CC-Alybox, which you can find **[here](https://github.com/lexisother/cc-alybox/releases/)**. Extra patches WILL NOT WORK without it.\r\n\r\n**Version Changes**\r\nReworked code and added cc-alybox / logic-steps as a dependency for easier patching from now on.\r\n\r\nChanges: \r\n- Removed Green Seed Shade requirement from Para Island entrance\r\n- Old Dojo can be entered without quest now as long as you have the key.\r\n- Trial of Golden Bug quest is now separate from Dojo entry and fights, so its easier to check it's pickup on randomizers\r\n- Autumn's Falls holo-bunny barriers are open by default\r\n- Actual fix for Smelter fight (map patch was wrongly named)\r\n\r\nAdd:\r\n- Extra Shade barriers on Sapphire Ridge and Gaia's Garden, leading to Autumn's Fall; and Maroon Valley leading to Bergen Trail \r\n- There's now an option to have all maps and areas visited beforehand.", + "version": "0.4.0-pre", + "timestamp": 1712386197000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.4.0-pre" + }, + { + "body": "Update related to upcoming Mod Manager compatibility, with minor fixes/changes\r\n\r\nFixes:\r\n- Schneider doesn't spawn and fall into the void in Vermillion Basement\r\n- Smelter Digmo patch is now correctly named and works\r\n\r\nChanges:\r\n- Henry quest (Bergen, Maroon, Gaia) and Promise is a Promise (Bergen, Maroon, Gaia) quests can be started without the prerequisites\r\n- Moved the trigger that doesn't let you enter Guild HQ to First Scholars area instead of the whole guilds area. This allows doing Last Minute Heroes quest without issues", + "version": "0.3.2", + "timestamp": 1710166002000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.3.2" + }, + { + "body": "Mostly fixes from previous update changes\r\n\r\nFixes:\r\n- Fixed weird collision issues with barrier blocks in Autumn's Fall entrance \r\n- Made the DLC maps requirements dependant on randomizer DLC activate options, for any possible dlc applications in the future\r\n- Fixed the Meteor Shade cutscene having wrong conditions which made the player softlock in RH expo space\r\n- Added a emergency exit NPC on Rookie Harbor expo space in case player gets stuck there\r\n- Fixed an error with shop index in database patch", + "version": "0.3.1", + "timestamp": 1707895517000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.3.1" + }, + { + "body": "New:\r\n- DLC areas access first implementation. Now you should be able to get to these areas as soon as you gain access to their locations. This also includes being able to do the raid (for no reason yet)\r\n- **Enhanced Skip Beginning:** Allows skipping Rhombus Dungeon and start right away in Rookie Harbor quest hub.\r\n\r\nChanges:\r\n- Added visuals to determine when VT barrier is locked by boss or shades\r\n- Less clutter in Expo Space for easier maintenance later\r\n- Lower puzzle in Sinus Transmit room in Zir'vitar doesn't hard-require heat and cold anymore, and can be solved with any element (elements spawned by default)\r\n**- Entrances to So'najiz and Zir'vitar are active by default**\r\n**- Temple Mine B3 and B4 key locks only require 1 key each instead of 3 and 4 keys respectively**\r\n**- So'najiz Trial of Persistence only uses a key to open both South and North hallways**\r\n- Changed certain shop conditions for shop randomizer purposes\r\n- Added a Meteor Shade prop to show Rhombus Square also opens with the shade\r\n\r\nFixes:\r\n- Meta Space (after finishing the game), will send you back to CrossCentral instead of guild to avoid any weird potential issues\r\n- Removed extra unnecessary story events from Guild HQ \r\n- Fixed a locked door in Vermillion Wasteland Lea's Room (not a softlock but its inconvenient)\r\n- Hide Apollo cutscene in Autumn's Rise if you already done/meet him on Gaia's Garden\r\n- Hide Emilie on Bergen Trail entrance", + "version": "0.3.0", + "timestamp": 1706113363000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.3.0" + }, + { + "body": "New:\r\n- DLC areas access first implementation. Now you should be able to get to these areas as soon as you gain access to their locations. This also includes being able to do the raid (for no reason yet)\r\n\r\nChanges:\r\n- Added visuals to determine when VT barrier is locked by boss or shades\r\n- Less clutter in Expo Space for easier maintenance later\r\n- Lower puzzle in Sinus Transmit room in Zir'vitar doesn't hard-require heat and cold anymore, and can be solved with any element (elements spawned by default)\r\n- Entrances to So'najiz and Zir'vitar are active by default\r\n- Temple Mine B3 and B4 key locks only require 1 key each instead of 3 and 4 keys respectively\r\n- So'najiz Trial of Persistence only uses a key to open both South and North hallways\r\n\r\nFixes:\r\n- Meta Space (after finishing the game), will send you back to CrossCentral instead of guild to avoid any weird potential issues\r\n- Removed extra unnecessary story events from Guild HQ \r\n- Fixed a locked door in Vermillion Wasteland Lea's Room (not a softlock but its inconvenient)\r\n- Hide Apollo cutscene in Autumn's Rise if you already done/meet him on Gaia's Garden\r\n- Hide Emilie on Bergen Trail entrance", + "version": "0.3.0-pre2", + "timestamp": 1705515098000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.3.0-pre2" + }, + { + "body": "New:\r\n- DLC areas access first implementation. Now you should be able to get to these areas as soon as you gain access to their locations. This also includes being able to do the raid (for no reason yet)\r\n\r\nChanges:\r\n- Added visuals to determine when VT barrier is locked by boss or shades\r\n- Less clutter in Expo Space for easier maintenance later\r\n- Lower puzzle in Sinus Transmit room in Zir'vitar doesn't hard-require heat and cold anymore, and can be solved with any element (elements spawned by default)\r\n- Entrances to So'najiz and Zir'vitar are active by default\r\n- Temple Mine B3 and B4 key locks only require 1 key each instead of 3 and 4 keys respectively\r\n- So'najiz Trial of Persistence only uses a key to open both South and North hallways", + "version": "0.3.0-pre1", + "timestamp": 1704957424000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.3.0-pre1" + }, + { + "body": "Fixes:\r\n- More guild fixes (hopefully) to prevent softlocks due to NPCs not spawning\r\n\r\nChanges: \r\n- A NPC to remove any party-locks has been introduced in Rookie Harbor - Info Hub GF\r\n- All SP upgrades are now incremental instead of fixed (which also includes a small \"fix\" of game code)\r\n- Kit quest (An unfortunate series of features) can now be started with party\r\n- VT Boss&Shade barrier can now be set to be only boss, only shades or both\r\n\r\nCC-Item-Randomizer specific:\r\n- Any toggles are now saved into storage.\r\n- GUI is hopefully now fixed (again) since .ccmod files don't read directories?", + "version": "0.2.2", + "timestamp": 1703453380000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.2.2" + }, + { + "body": "Grab only the .ccmod release, unless something goes wrong and you need the folder version.\r\n\r\nFixes:\r\n Emilie now is not locked anymore if she joins through the guild cutscene in Old Obelisk\r\n Guild intro is now completable\r\n Hlin should be present for observatory quest intro in Guild HQ (it was locked to plot being around post-meteor shade events)\r\n V'rda Vil NPCs should now hide properly\r\n Smelter Digmo only activates when entering the room after having Infected Digmo killed\r\n\r\nChanges:\r\n All the shareholder events in Rhombus Square can be now done as soon as you gain access to Rhombus Square, and finish the guild intro\r\n", + "version": "0.2.1", + "timestamp": 1701800218000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.2.1" + }, + { + "body": "Fixes:\r\n- Emilie now is not locked anymore if she joins through the guild cutscene in Old Obelisk\r\n- Guild intro is now completable (and works properly in pre3 hopefully)\r\n- Hlin should be present for observatory quest intro in Guild HQ (it was locked to plot being around post-meteor shade events)\r\n- V'rda Vil NPCs should now hide properly\r\n- Smelter Digmo only activates when entering the room after having Infected Digmo killed (pre-2)\r\n\r\nChanges:\r\n- All the shareholder events in Rhombus Square can be now done as soon as you gain access to Rhombus Square, and finish the guild intro (pre-2)", + "version": "0.2.1-pre", + "timestamp": 1699828815000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.2.1-pre" + }, + { + "body": "New Patches:\r\n- Open Faj'ro (still a prototype, could be quite messy)\r\n- Meteor Wasteland (Locks Vermillion Wasteland passage behind a Meteor Shade barrier)\r\n\r\nChanges:\r\n- Made the VTower-ShadeLock barriers 2 instead of 4 for clarity (and it looked kind of awful to be honest)\r\n- Can explore Sephisloth cave now and beat the boss\r\n- Changed Emilie being Offline after starting the Maroon Tree until you finished it.\r\n- Changed Faj'ro Top cutscene to be a single cutscene rather than 2 \r\n\r\nFixes:\r\n- Fixed the compatiblity between multiple extra patches, which wasn't working at all since VT Skip patch was added\r\n- Fixed a few V'rda Vil mentions about the cat plague, and also removed the cat plague outside Elder's House (there's still a few outside K'tara's House lets pretend these are their pets)\r\n- Fixed a wrong variable that didn't let you start Mr. Nomsworth second quest in Rookie Harbor\r\n- Fixed the Black Market guard despawning after talking to him once\r\n- Fixed the missing GUI labels for Item-Rando menus for Open World finally. (pre2)\r\n- Fixed a small issue that arise from meeting Sephisloth, that raised a barrier in Zir'vitar entrance\r\n- A few Open Faj'ro fixes (pre2)", + "version": "0.2.0", + "timestamp": 1697926092000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.2.0" + }, + { + "body": "First patch for quest rando implementation.\r\n\r\nNew patches:\r\n- Vermillion Tower floor skips: Enables all Tower floors once you finish the ground floor fight. This allows skipping the entirety of Vermillion Tower up to the last fight before the boss\r\n\r\nFixes:\r\n- Sprouting Business quest is not longer locked if you open the black market barriers first (still tied to obtaining Wave)\r\n- Meteor Shade cutscene wasn't tracking conditions properly \r\n- Added a check to not start Apollo fight if you have a party \r\n- Extra conditions checks in V'rda Vil area that were missing \r\n\r\nChanges:\r\n- Rookie Harbor quests after Faj'ro Temple, now unlock when you obtain Red Flame Shade\r\n- Bergen Village quests after Temple Mine, now unlock after obtaining Blue Ice Shade\r\n- Ba'kii Kum quests after Faj'ro Temple, now unlock after obtaining Red Flame Shade\r\n- Basin Keep quests after So'najiz and Zir'vitar, now unlock after obtaining Azure Drop Shade and Purple Bolt Shade instead\r\n- Last Minute Heroes quest unlocked after obtaining Meteor Shade", + "version": "0.1.8", + "timestamp": 1694329306000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.1.8" + }, + { + "body": "- Made access to Guild Area tied to meeting Schneider after getting Mine Pass, and not tied to plot.line\r\n- Changed Meteor Shade room cutscenes in Sapphire Ridge's Old Dojo to not be tied to plot.line\r\n- Made the Vermillion Tower stealth section only completable up till the basement to allow grabbing chest, but not enter Vermillion Tower from there\r\n\r\n- Removed the dependencies entirely, for compatibility with either CCItemRando, CCMultiworldRandomizer, or standalone purposes.\r\n- Added Shade Lock option compatibility for Multiworld", + "version": "0.1.7", + "timestamp": 1693975626000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.1.7" + }, + { + "body": "- Changed how the shade-boss lock patch in Vermillion Tower works. Extra event patches per dungeon not needed anymore.\r\n- Fixed a remaining save fix issue that locks landmarks after a certain point of the plot.line\r\n- Fixed two dungeon end maps that had wrong key info\r\n\r\n\r\n- Added a secondary version that doesn't require item-rando as dependency.", + "version": "0.1.6", + "timestamp": 1690754369000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.1.6" + }, + { + "body": "- Open World now requires Item Randomizer mod 0.4.3+ to be loaded.\r\n- Add a optional feature to patch the end of Vermillion Tower to have boss and shade locks.\r\n- Fix for Basin Keep center not loading patch correctly", + "version": "0.1.5", + "timestamp": 1690754369000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.1.5" + }, + { + "body": "- Fixes a bug with the end cutscene in Vermillion Tower entrance not playing.\r\n- Fixes a syntax error in Rhombus Dungeon entrance.\r\n- Adds a few barriers in Vermillion Tower Entrance that require beating the 4 element dungeon bosses and getting each of its shades.\r\n- Fixes the barrier in Autumn Fall not having visuals", + "version": "0.1.4", + "timestamp": 1690685296000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.1.4" + }, + { + "body": "Patches to remove barriers, and story progress. Plus extra changes\r\n\r\n- Removes save fix prompts and story updates.\r\n- More party invite options and less locked team layouts.\r\n- Optional duels between Apollo and Shizuka.\r\n- Vermilion Wasteland access available at any time.", + "version": "0.1.3", + "timestamp": 1690600634000, + "url": "https://github.com/buanjautista/cc-open-world/releases/tag/0.1.3" + } + ] } } \ No newline at end of file diff --git a/npDatabase.min.json b/npDatabase.min.json index 1d6a43d1..ac29dfe4 100644 --- a/npDatabase.min.json +++ b/npDatabase.min.json @@ -1 +1 @@ -{"mw-rando":{"metadataCCMod":{"id":"mw-rando","version":"0.7.0-pre.3","title":"Multiworld randomizer","description":"Client for CrossCode Archipelago Integration","repository":"https://github.com/CodeTriangle/CCMultiworldRandomizer","tags":["puzzle","speedrun"],"authors":"CodeTriangle","plugin":"mw-rando/plugin.js","icons":{"24":"icon-24.png"},"dependencies":{"open-world":">=0.4.1","nax-ccuilib":">=1.2.4","font-utils":">=1.2.0"}},"installation":[{"type":"zip","url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/download/0.7.0-pre.3/CCMultiworldRandomizer-0.7.0-pre.3.ccmod","source":"","hash":{"sha256":"4068f669d6d1310167f4fdfa500d59aba6415f1b30fddf075b61c2701ccf1246"}}],"stars":11,"lastUpdateTimestamp":1749187781000,"releasePages":[{"body":"## Fixes to Mod\r\n\r\n* Fix an issue where, after playing offline and then reconnecting, all items would claim to be from the player's own world and their names would be incorrect.\r\n* Fix an issue where, if elements, SP upgrades, or certain other items which do not represent in-game items were received before starting the game, these items would be reset before entering the game.\r\n * If you were affected by this issue, this release does NOT fix your current save. Contact your room administrator to resend copies of these items or ask for help on the CrossCode Archipelago Discord Server to cheat in your items.\r\n* Fix a visual issue where items tagged with both Progressive and Useful would display as deep blue in-world but green in the marker.\r\n * Now, they appear green in both situations. There is an ongoing discussion about how these may be made visually distinct from both progressive and useful items, if at all. Please share your feedback in the Discord server.\r\n* Fix a visual issue where Trap items would display as deep blue in-game but light blue on the map.\r\n * Now, they appear deep blue in both situations.\r\n* Fix an issue where, while chest lock randomization is enabled, chests that contain keys in a vanilla playthrough are always shown as having no lock, regardless of the lock type they were assigned.\r\n* Fix an issue where, after updating the connection details from the main menu, all known chest markers would be lost and display as if they were unknown.\r\n\r\n## Migration Guide\r\n\r\n* I **strongly** recommend making a backup of your save file before trying this version.","version":"0.7.0-pre.3","timestamp":1750145435000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.7.0-pre.3"},{"body":"## Changes to Mod\r\n\r\n* Chest markers no longer display on all floors of the map screen regardless of which floor the actual chest is on.\r\n* The \"Edit Options\" button in the login dialog can no longer be interacted with while the connection with the Archipelago server is being finalized.","version":"0.7.0-pre.2","timestamp":1749508628000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.7.0-pre.2"},{"body":"## Changes to Mod\r\n\r\n* Updated backend to archipelago.js 2.x.\r\n* Added **Text Client** Menu which shows incoming messages from the server.\r\n* Massively renovated login flow.\r\n* Add logicless chest tracker to map.\r\n* Updated Archipelago chest icons (thanks to Celio Hogane for the help with these sprites).\r\n\r\n## Migration Guide\r\n\r\n* The following should be **FULLY SUPPORTED**. If you encounter issues with this, please [report it as an error](https://github.com/CodeTriangle/CCMultiworldRandomizer/wiki/Setup#how-to-get-support).\r\n * Using version 0.7.x of CCMultiworldRandomizer to play a world generated using the 0.6.x APWorld.\r\n * Loading save games started on version 0.6.x of CCMultiworldRandomizer in version 0.7.x.\r\n* The following are **NOT SUPPORTED**:\r\n * Using version 0.6.x of CCMultiworldRandomizer to play a world generated using the 0.7.x APWorld.\r\n * Loading save games started on version 0.7.x of CCMultiworldRandomizer in version 0.6.x.","version":"0.7.0-pre.1","timestamp":1749192622000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.7.0-pre.1"},{"body":"## Changes to Logic\r\n\r\n* The chest **Fall: Para Island 1** no longer requires Green Seed Shade, pursuant to a change in CC-Open-World.\r\n* The quest **Henry Trailblazing** now requires Shock, since the path to the boss fight and the boss fight itself require it.\r\n* The quest **Heating the Hermit** now requires access to Temple Mine, since access to the basement of the Hermit's Hut requires Metal Gears, which are only available in the dungeon.\r\n* The quest **You've Got Mail** now, when Shop Randomization is enabled, requires either Bronze Mail or access to the Bronze Mail slot in the Rookie Harbor Weapons shop.\r\n\r\n## Known Unfixed Logic Errors\r\n\r\n* The item **Shiny Orb** is not in the pool when Quest Randomization is enabled, making it impossible to acquire **Ba'kii Kum Shade Statue**.\r\n * This remains unfixed as the ideal solution may require some changes to CC-Open-World which I am unsure of right now.","version":"0.6.9","timestamp":1749187781000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.9"},{"body":"## Fixes to Generation\r\n\r\n* Fixed an issue where, when Quest Randomization was enabled, no quests would be included.","version":"0.6.8","timestamp":1747541802000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.8"},{"body":"## Changes to APWorld\r\n\r\n* Removed option `force_filler_local`\r\n\r\n## Fixes to APWorld\r\n\r\n* Fixed an issue where, with certain options, additional copies of certain gear items would be added to the item pool.\r\n\r\n## Fixes to Mod\r\n\r\n* Removed a section of code that breaks with new installations of CCUILib.\r\n* The mod now sends more up-to-date version data to the server, which will be required for Archipelago servers in future releases.","version":"0.6.7","timestamp":1746391581000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.7"},{"body":"## Changes to Logic\r\n\r\n* **Chase the Hologram Frobbit** now requires Heat and Cold.\r\n * Note that this quest is possible to complete without any elements. You will just no longer be forced to fight the boss without them.\r\n\r\n## Changes to APWorld\r\n\r\n* Added the following options:\r\n * `exclude_always_quests`: Certain quests are always in the location pool because they hold progression items when playing vanilla CrossCode. If this option is selected (and quest rando is disabled), this option will ensure that none of those locations are populated with progression or useful items. It will also prohibit items from being placed on NPC interactions that give progression items but require working through part of a questline to get to.\r\n* Added item groups:\r\n * `Always Quests`: Used internally by `exclude_always_quests`. Contains:\r\n * `Talatu Introductions`\r\n * `Bergen Mine Detector`\r\n * `Ba'kii Shade Statue`\r\n * `Chase the Hologram Frobbit`\r\n * `Mushroom Kingdom`.","version":"0.6.6","timestamp":1739656510000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.6"},{"body":"## Changes to APWorld\r\n\r\n* Added the following new options:\r\n * `force_filler_local`: If selected, forces all filler items to be placed in your own world.\r\n* Modified **location groups** to be much more helpful. There are now location groups named after each major area which include **all chests, cutscenes, elements, quests, and shops** from those areas. Also, there are now location groups for each area containing **just the checks of each of those categories** if any exist in that area. In total, the location groups of this format now include:\r\n * `Autumn's Fall`, `Autumn's Fall Chests`, `Autumn's Fall Quests`\r\n * `Autumn's Rise`, `Autumn's Rise Chests`, `Autumn's Rise Cutscenes`, `Autumn's Rise Quests`\r\n * `Ba'kii Kum`, `Ba'kii Kum Chests`, `Ba'kii Kum Cutscenes`, `Ba'kii Kum Quests`, `Ba'kii Kum Shops`\r\n * `Basin Keep`, `Basin Keep Chests`, `Basin Keep Cutscenes`, `Basin Keep Quests`, `Basin Keep Shops`\r\n * `Bergen Trail`, `Bergen Trail Chests`, `Bergen Trail Quests`, `Bergen Trail Shops`\r\n * `Bergen Village`, `Bergen Village Chests`, `Bergen Village Cutscenes`, `Bergen Village Quests`, `Bergen Village Shops`\r\n * `Faj'ro Temple`, `Faj'ro Temple Chests`, `Faj'ro Temple Cutscenes`, `Faj'ro Temple Elements`\r\n * `Gaia's Garden`, `Gaia's Garden Chests`, `Gaia's Garden Quests`\r\n * `Grand Krys'kajo`, `Grand Krys'kajo Chests`, `Grand Krys'kajo Cutscenes`\r\n * `Maroon Valley`, `Maroon Valley Chests`, `Maroon Valley Quests`\r\n * `Rhombus Square`, `Rhombus Square Chests`, `Rhombus Square Quests`, `Rhombus Square Shops`\r\n * `Rookie Harbor`, `Rookie Harbor Chests`, `Rookie Harbor Cutscenes`, `Rookie Harbor Quests`, `Rookie Harbor Shops`\r\n * `Sapphire Ridge`, `Sapphire Ridge Chests`, `Sapphire Ridge Cutscenes`, `Sapphire Ridge Quests`, `Sapphire Ridge Shops`\r\n * `So'najiz Temple`, `So'najiz Temple Chests`, `So'najiz Temple Cutscenes`, `So'najiz Temple Elements`\r\n * `Temple Mine`, `Temple Mine Chests`, `Temple Mine Cutscenes`, `Temple Mine Elements`\r\n * `Vermillion Wasteland`, `Vermillion Wasteland Chests`, `Vermillion Wasteland Shops`\r\n * `Zir'vitar Temple`, `Zir'vitar Temple Chests`, `Zir'vitar Temple Cutscenes`, `Zir'vitar Temple Elements`","version":"0.6.5","timestamp":1738010031000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.5"},{"body":"## Changes to Mod\r\n\r\n* Added new password option to connection settings menu.\r\n\r\n## Changes to APWorld\r\n\r\n* Added the following **item groups**:\r\n * `fillerCommonCons`\r\n * `fillerCommonDrop`\r\n * `fillerRareCons`\r\n * `fillerRareDrop`\r\n * `fillerEpicCons`\r\n * `fillerEpicDrop`\r\n * `fillerLegendary`\r\n * `required` (note that this one may behave strangely because it contains the set of all items that may be required under any set of options)\r\n * `pets`\r\n* Added **location groups** for each major area, containing that area's **chests and cutscenes**.\r\n * `Rookie Harbor`\r\n * `Autumn's Rise`\r\n * `Autumn's Fall`\r\n * `Bergen Trail`\r\n * `Bergen Village`\r\n * `Temple Mine`\r\n * `Maroon Valley`\r\n * `Faj'ro Temple`\r\n * `Ba'kii Kum`\r\n * `Gaia's Garden`\r\n * `Basin Keep`\r\n * `Zir'vitar Temple`\r\n * `Grand Krys'kajo`\r\n * `So'najiz Temple`\r\n * `Rhombus Square`\r\n * `Vermillion Wasteland`","version":"0.6.4","timestamp":1736817956000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.4"},{"body":"## Fixes to Mod\r\n\r\n* Roll back experimental changes unintentionally included in 0.6.2.\r\n\r\n## Fixes to YAML\r\n\r\n* Added additional help text indicating that hints are only sent for useful and progression items when Quest Dialog Hints and/or Shop Dialog Hints are enabled.","version":"0.6.3","timestamp":1734310554000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.3"},{"body":"## Warning\r\n\r\nThis version contains experimental code implementing portions of an upcoming in-game text client. These changes were not meant to be packaged and may be unstable. Use at your own risk.\r\n\r\n## Changes to APWorld\r\n\r\n* Switch to Archipelago 0.5.1.\r\n\r\n## Changes to Generation\r\n\r\n* Renamed all checks of the pattern **Rookie Harbor Post-[Dungeon]** to **[Dungeon] Circuit Override**.\r\n * While it is true that the map is located in Rookie Harbor in the game files, this is not obvious to the player as it just appears to be located in space. The names have been changed to reflect their purpose rather than the technical reasoning behind them.\r\n\r\n## Fixes to Generation\r\n\r\n* Fixed a major issue where all shops located in Rhombus Square were considered to be in Sapphire Ridge instead, rendering many games unbeatable.\r\n* Fixed an issue where the chest **Garden: Chilled Den** was considered accessible without Heat.\r\n* Fixed an issue where the shop slots in **Ba'kii Items + Green Seed** were considered accessible without the Green Seed Shade\r\n* Fixed an issue where the quest **Maroon Defeat** was considered accessible without Heat.\r\n* Fixed an issue where the quest **Henry Trailblazing** was considered accessible without Meteor Shade.\r\n* Fixed an issue where the quest **Crocus Pocus** was considered accessible without Meteor Shade.","version":"0.6.2","timestamp":1734310554000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.2"},{"body":"## Changes to Mod\r\n\r\n* Added a \"locked\" icon to shop slots which are not able to be purchased due to not having received the unlock item for that slot.\r\n\r\n## Changes to Generation\r\n\r\n* Added two previously-unavailable shops: **Vermillion Items** and **Vermillion Weapons**.\r\n\r\n## Fixes to Generation\r\n\r\n* The following locations have had their conditions updated to match what is required by the game:\r\n * **Bull on Fire** (added requirement for Cold element)\r\n * **Training with the Master** (added requirement for Blue Ice Shade)\r\n * **Rooting for Power** (added requirement for Wave element)\r\n * **Trail: Horncave** (requires access to Goatfather quest conditions)","version":"0.6.1","timestamp":1724963325000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.1"},{"body":"# Changes since 0.5.1\r\n\r\n## New Features\r\n\r\nThere are three main features whose inclusion gives this version its novelty. They are:\r\n\r\n* **Chest Lock Randomization**: This option randomizes the locks on each shuffled chest (Bronze, Silver, Gold, or None), meaning that they will require different keys than in vanilla. Probabilities can be configured.\r\n* **Progressive Equipment**: This option replaces all shuffled equipment with progressive items, balanced into various progressive item chains of approximately equal length. Massive thanks to @Treeways, without whom this would not have happened!\r\n* **Shop Randomization**: Allows items purchased from shops to be sent as locations. Multiple modes of sending and receiving are supported and can be mixed and matched.\r\n\r\n## Changes to Mod\r\n\r\n* Added support for Chest Lock Randomization, Progressive Equipment, and Shop Randomization.\r\n* Added support to Universal Tracker for chest lock randomization.\r\n* Modify the Randomizer Start button in the New Game+ options menu to indicate that the option is always on and cannot be toggled.\r\n* (@Treeways) Patched the Quest Hub Menu to show correct icons (as defined by the randomized items)\r\n\r\n## Changes to Generation\r\n\r\n* Added support for Chest Lock Randomization, Progressive Equipment, and Shop Randomization.\r\n* Renamed most chest and cutscene location names to be a bit shorter, changing full area names to single words.\r\n\r\n## Changes to Options\r\n\r\n* **Shop Randomization** (`shop_rando`): If enabled, all shops will be added to the location list.\r\n* **Shop Send Mode** (`shop_send_mode`): Controls what exactly counts as a check when shop randomization is enabled.\r\n * **Per Item Type** (`per_item_type`): A check is added for each type of item (for example, Sandwich). Therefore, purchasing a sandwich from any shop in the game clears the same check.\r\n * **Per Slot** (`per_slot`) A check is added for each item slot in each shop. Therefore, purchasing a Sandwich in Rookie Harbor clears a separate check than purchasing a Sandwich in Bergen Village.\r\n* **Shop Receive Mode** (`shop_receive_mode`): Controls how shops are unlocked when shop randomization is enabled.\r\n * **None** (`none`): All shop slots are able to be purchased as soon as the player can access the shop.\r\n * **Per Item Type** (`per_item_type`): A check is added for each type of item (for example, Sandwich) which unlocks the ability to purchase that item from any shop.\r\n * **Per Shop** (`per_shop`): A check is added for each shop (for example, Rookie Harbor Items) which unlocks the ability to purchase items from that shop.\r\n * **Per Slot** (`per_slot`): A check is added for each item slot in each shop which unlocks the ability to purchase that item from\r\nthat shop (this may lead to tedious playthroughs).\r\n* **Shop Dialog Hints** (`shop_dialog_hints`): If enabled, upon opening the dialog for a shop, corresponding hints (for progressive items only) are sent to the Archipelago server.\r\n* **Progressive Equipment** (`progressive_equipment`): If enabled, equipment will be progressive, sorted into different categories according to playstyle depending on which of the other location-adding options are enabled.\r\n* **Chest Lock Randomization** (`chest_lock_rando`): If enabled, the lock on all chests (Bronze, Silver, Gold, or None) will be randomized.\r\n* **No Chest Lock Weight** (`no_chest_lock_weight`), **Bronze Chest Lock Weight** (`bronze_chest_lock_weight`), **Silver Chest Lock Weight** (`silver_chest_lock_weight`), and **Gold Chest Lock Weight** (`gold_chest_lock_weight`): Controls the likelihood of giving a chest no lock, bronze lock, silver lock, or gold lock, respectively (if chest lock randomization is enabled).\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue occurring in the base game where, in analyze mode, when playing with a controller, the cursor would not be\r\n able to reach to all corners of the screen.\r\n* Improved the performance of the networking code (technical details follow):\r\n * Fixed an issue where, upon connecting to a multiworld, two connections would always be opened, and one of them would\r\n not be able to be closed by any means other than closing the game.\r\n * Fixed an issue where, upon checking a location, the full unabridged list of received items would always be sent back\r\n to the game, despite this information not being necessary.\r\n * Fixed an issue where, when disconnecting from a multiworld, occasionally the client would still show as connected,\r\n and the client would become nonfunctional as a result.\r\n * Fixed an issue where, on every screen transition, unnecessary packets would be sent indicating the player was \"playing\".\r\n These packets are ignored by Archipelago and are therefore unnecessary.\r\n* (@Treeways) Fixed an issue where, in the Quest Dialog menu, equipment with a level would still show as having the level even if icons were set to be obscured.\r\n\r\n# Note\r\n\r\nThis mod version is intended to be **fully compatible** with worlds generated under version 0.5.X. If this is found not to be the case, consider it a bug and report it.","version":"0.6.0","timestamp":1724436549000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0"},{"body":"## Changes to Mod\r\n\r\n* (@Treeways) Patched the Quest Hub Menu to show correct icons (as defined by the randomized items)\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue where, when using the left and right buttons to increment or decrement the amount of a randomized shop slot to purchase, the count could increase beyond one or fail to change at all, depending on the item and the contents of the shop.\r\n* Fixed an issue where, when purchasing from specific shops, randomized slots would appear disabled despite possibly being crucial.\r\n* Fixed an issue where, when creating a New Game+ file, it would be impossible to start a new game with no additional perks beyond Randomizer Start without toggling an option on and off.\r\n* (@Treeways) Fixed an issue where, in the Quest Dialog menu, equipment with a level would still show as having the level even if icons were set to be obscured.","version":"0.6.0-pre.5","timestamp":1723613731000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0-pre.5"},{"body":"## Changes to Mod\r\n\r\n* Modify the Randomizer Start button in the New Game+ options menu to indicate that the option is always on and cannot be toggled.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue occurring in the base game where, in analyze mode, when playing with a controller, the cursor would not be\r\n able to reach to all corners of the screen.\r\n* Improved the performance of the networking code (technical details follow):\r\n * Fixed an issue where, upon connecting to a multiworld, two connections would always be opened, and one of them would\r\n not be able to be closed by any means other than closing the game.\r\n * Fixed an issue where, upon checking a location, the full unabridged list of received items would always be sent back\r\n to the game, despite this information not being necessary.\r\n * Fixed an issue where, when disconnecting from a multiworld, occasionally the client would still show as connected,\r\n and the client would become nonfunctional as a result.\r\n * Fixed an issue where, on every screen transition, unnecessary packets would be sent indicating the player was \"playing\".\r\n These packets are ignored by Archipelago and are therefore unnecessary.","version":"0.6.0-pre.4","timestamp":1723351714000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0-pre.4"},{"body":"## Changes to APWorld\r\n\r\n* Improved Universal Tracker support (Chest Lock Rando should now work).","version":"0.6.0-pre.3","timestamp":1723180050000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0-pre.3"},{"body":"## Changes to Mod\r\n\r\n* Added a mod icon.\r\n\r\n## Changes to Generation\r\n\r\n* Added four new shops whose checks will be randomized when shop randomization is enabled. The shops are: **Rhombus Items**, **Rhombus Weapons**, **Rhombus Curios**, and **Rhombus Backer Items**.\r\n * DLC items within these shops are *not* part of the pool.\r\n* Expanded parameters for being able to access Rookie Harbor stores.\r\n * Previously, they required access to Autumn's Rise specifically. Now, they will be in logic if either Autumn's Rise or Autumn's Fall is in logic.\r\n* Updated some progressive chains for better balance (by @Treeways)\r\n* Added basic support to Universal Tracker for chest lock randomization.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed a crash that occured when purchasing items from a shop that cannot be shuffled.\r\n\r\n## Fixes to Generation\r\n\r\n* Fixed an issue where, when generating with shop randomization enabled, incorrect progressive item chains would be selected and added to the pool due to an oversight involving items found in arena shops.\r\n* Fixed an issue where, when generating with per-item-type shop sends, slots would be considered in logic whenever the shop could be accessed, regardless of any additional requirements to unlock that item within the shop.\r\n\r\n## Migration Guide\r\n\r\nThis mod version is intended to be backwards compatible with worlds generated using v0.6.0-pre.1. However, you may want to consider restarting your world if you haven't gotten too far into it as this version patches up a few issues you *will* encounter if you are using any of the new features.","version":"0.6.0-pre.2","timestamp":1723014414000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0-pre.2"},{"body":"## New Features\r\n\r\nThere are three main features whose inclusion gives this version its novelty. They are:\r\n\r\n* **Chest Lock Randomization**: This option randomizes the locks on each shuffled chest (Bronze, Silver, Gold, or None), meaning that they will require different keys than in vanilla. Probabilities can be configured.\r\n* **Progressive Equipment**: This option replaces all shuffled equipment with progressive items, balanced into various progressive item chains of approximately equal length. Massive thanks to @Treeways, without whom this would not have happened!\r\n* **Shop Randomization**: Allows items purchased from shops to be sent as locations. Multiple modes of sending and receiving are supported and can be mixed and matched.\r\n\r\n## Changes to Mod\r\n\r\n* Added support for Chest Lock Randomization, Progressive Equipment, and Shop Randomization.\r\n\r\n## Changes to Generation\r\n\r\n* Added support for Chest Lock Randomization, Progressive Equipment, and Shop Randomization.\r\n* Renamed most chest and cutscene location names to be a bit shorter, changing full area names to single words.\r\n\r\n## Changes to Options\r\n\r\n* **Shop Randomization** (`shop_rando`): If enabled, all shops will be added to the location list.\r\n* **Shop Send Mode** (`shop_send_mode`): Controls what exactly counts as a check when shop randomization is enabled.\r\n * **Per Item Type** (`per_item_type`): A check is added for each type of item (for example, Sandwich). Therefore, purchasing a sandwich from any shop in the game clears the same check.\r\n * **Per Slot** (`per_slot`) A check is added for each item slot in each shop. Therefore, purchasing a Sandwich in Rookie Harbor clears a separate check than purchasing a Sandwich in Bergen Village.\r\n* **Shop Receive Mode** (`shop_receive_mode`): Controls how shops are unlocked when shop randomization is enabled.\r\n * **None** (`none`): All shop slots are able to be purchased as soon as the player can access the shop.\r\n * **Per Item Type** (`per_item_type`): A check is added for each type of item (for example, Sandwich) which unlocks the ability to purchase that item from any shop.\r\n * **Per Shop** (`per_shop`): A check is added for each shop (for example, Rookie Harbor Items) which unlocks the ability to purchase items from that shop.\r\n * **Per Slot** (`per_slot`): A check is added for each item slot in each shop which unlocks the ability to purchase that item from\r\nthat shop (this may lead to tedious playthroughs).\r\n* **Shop Dialog Hints** (`shop_dialog_hints`): If enabled, upon opening the dialog for a shop, corresponding hints (for progressive items only) are sent to the Archipelago server.\r\n* **Progressive Equipment** (`progressive_equipment`): If enabled, equipment will be progressive, sorted into different categories according to playstyle depending on which of the other location-adding options are enabled.\r\n* **Chest Lock Randomization** (`chest_lock_rando`): If enabled, the lock on all chests (Bronze, Silver, Gold, or None) will be randomized.\r\n* **No Chest Lock Weight** (`no_chest_lock_weight`), **Bronze Chest Lock Weight** (`bronze_chest_lock_weight`), **Silver Chest Lock Weight** (`silver_chest_lock_weight`), and **Gold Chest Lock Weight** (`gold_chest_lock_weight`): Controls the likelihood of giving a chest no lock, bronze lock, silver lock, or gold lock, respectively (if chest lock randomization is enabled).\r\n\r\n## Note\r\n\r\nThis mod version is intended to be **fully compatible** with worlds generated under version 0.5.X. If this is found not to be the case, consider it a bug.","version":"0.6.0-pre.1","timestamp":1722932793000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0-pre.1"},{"body":"## Changes to Mod\r\n\r\n* Made the analyze menu trigger for shuffled multiworld chests visible anywhere on the map.\r\n* When Quest Dialog Hints are enabled, only progressive items will be given as hints.\r\n * This change has been made to reduce the chance that excessive amounts of largely unhelpful information are shown wherever hints are listed.\r\n\r\n## Changes to Generation\r\n\r\n* Added two new chests that will be shuffled when Quest Randomization is enabled.\r\n * **Bergen Trail - Horncave**, found during the Goatfather questline.\r\n * **Gaia's Garden - Chilled Den**, found during the Tropical Chill questline.\r\n\r\n## Changes to Options\r\n\r\n* Classified most options into option groups.\r\n * This gives each group a heading in the template YAML; it also increases readability when customizing a YAML on web hosts.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed a longstanding issue where shuffled quests would *only* give their item rewards, therefore failing to give experience, credits, or circuit points.\r\n\r\n## Fixes to Logic\r\n\r\n* Fixed an issue where locations in the final rooms of So'najiz Temple incorrectly do and do not require Shock to access.\r\n * This bug was fixed in 0.4.3, but was never applied to the 0.5 branch.","version":"0.5.1","timestamp":1722847430000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.1"},{"body":"# Changes since 0.4.6\r\n\r\n## Changes to Mod\r\n\r\n* Improved file size and load time.\r\n* Added auto-scrolling text elements for long item names and update various displays to prefer these.\r\n * All quest dialogs, including the box that appears when accepting or completing a quest as well as the Quest Details View found in the menu, now use this instead of introducing vertical scrolling and multiline item descriptions.\r\n * This system will also be used to display long item names in shops and trades.\r\n* Add an icon to the New Game menu representing Archipelago Start (created by @buanjautista)\r\n\r\n## Changes to Generation\r\n\r\n* Filler items are no longer based on the list of items encountered in the shuffled locations in a vanilla playthrough of the game. Instead, when the generator requires a filler item, it randomly pulls one from the weighted filler item pools. The weights of the pools can be modified by changing relevant options (see the section in **Changes to Options**).\r\n\r\n## Changes to Options\r\n\r\n* Added Option **Start with Discs**.\r\n * If set to a value other than \"none\", the player will start with the corresponding disc items. Disc of Insight unlocks the records menu. Disc of Flora unlocks the botany menu.\r\n * This option was added to give players the ability to see one or both of these menus that are normally unlocked over the course of the game. In the case of the botany menu, this is especially helpful as it allows the player to work toward the botany analysis checks earlier.\r\n* Added Option **Start with Pet**.\r\n * If enabled, the player will start with a random pet.\r\n * This is just for fun (and for giving you emotional support as you endure the gauntlet of Archipelago).\r\n* Added Option **Progressive Area Unlocks**.\r\n * If enabled, the items that unlock overworld areas and dungeons (including shades and some passes) will be made progressive.\r\n * Players may choose to enable this for dungeon unlocks (i.e. Mine Pass, Yellow Sand Shade) or overworld unlocks (i.e. Blue Ice Shade, Green Seed Shade).\r\n * If both are enabled, players may choose whether to shuffle all area unlocks into a single pool or keep them separate.\r\n * This option was added as an alternative way to play through the game in a fashion that does not require the Get on My Level NG+ perk. It also serves as a way to demo the progressive item functionality ahead of the upcoming Progressive Equipment update. It will not be for everyone and may go away soon.\r\n* Added Options **Common Pool Weight**, **Rare Pool Weight**, **Epic Pool Weight**, **Legendary Pool Weight**, **Consumable Weight**, and **Drop Weight**.\r\n * These options allow the player to control the likelihood of drawing from each of the filler item pools. For each level (common, rare, epic, and legendary), there exist two pools, one for consumables (like sandwiches) and one for drops (including plant drops).\r\n * The chance of the game generating a common item is the common pool weight divided by the sum of all level weights. Then, the selection of consumable or drop is made using a similar weighted algorithm.\r\n * Experimentation with these options is encouraged as the current default values are essentially randomly chosen.\r\n * These options may disappear at some point if a generally accepted balance is reached.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue where, upon receiving a progressive item after having already completed the progressive chain, the game would enter an errored state.\r\n\r\n## Fixes to Generation\r\n\r\n* Fixed an issue where, when Quest Randomization was disabled, the chest **Bergen Village South - Storage Room** was not shuffled while the chest **Bergen Village - Omni Gilders Basement Left (Bronze)** was.\r\n * This was intended to be inverted.\r\n\r\n## Fixes to Logic\r\n\r\n* **Clinging River Left** now requires Wave.\r\n* Subquests of **Training with the Master** now require Heat and Cold.\r\n* Renamed **Preemptive Mining** to **Preemptive Debugging**.\r\n\r\n# Changes since 0.5.0-pre5\r\n\r\n## Changes to Item Pools\r\n\r\n### Changes to Item Weights\r\n\r\n| Item | In Pool | Old Weight | Current Weight |\r\n|---|---|---:|---:|\r\n| Sandwich | Common Consumables | 50 | 40 |\r\n| Mega-Sandwich | Rare Consumables | 30 | 35 |\r\n| Flaming Bun | Rare Consumables | 35 | 30 |\r\n\r\n### Changes to Default Pool Weights\r\n\r\n| Pool | Old Weight | Current Weight |\r\n|---|---:|---:|\r\n| Common | 42 | 38 |\r\n| Legendary | 2 | 6 |\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed a few visual glitches in the quest dialog.","version":"0.5.0","timestamp":1720159208000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.0"},{"body":"## Changes and New Features\r\n\r\n### Changes to Mod\r\n\r\n* Improved file size and load time.\r\n* Added auto-scrolling text elements for long item names and update various displays to prefer these.\r\n * All quest dialogs, including the box that appears when accepting or completing a quest as well as the Quest Details View found in the menu, now use this instead of introducing vertical scrolling and multiline item descriptions.\r\n * This system will also be used to display long item names in shops and trades.\r\n\r\n## Fixes\r\n\r\n### Fixes to Generation\r\n\r\n* Fixed an issue where, when progressive items were added to a world's starting inventory either by the player or by the apworld, this would not limit the number of instances of that item in the pool.\r\n* Fixed an issue where patches to generation released in versions pre2 through pre4 were not be correctly applied.\r\n* Fixed an issue where specific equipment usually found in chests would not be added to the multiworld.\r\n\r\n### Fixes to Mod\r\n\r\n* Fixed an issue where, upon receiving a progressive item after having already completed the progressive chain, the game would enter an errored state.\r\n\r\n## Migration\r\n\r\nMigration to this version is **encouraged**. Previous saves will not break under this system, and the new features require testing.","version":"0.5.0-pre5","timestamp":1719370633000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.0-pre5"},{"body":"## Fixes to Generation\r\n\r\n* Fixed an issue where, when Quest Randomization was disabled, the chest `Bergen Village South - Storage Room` was not shuffled while the chest `Bergen Village - Omni Gilders Basement Left (Bronze)` was.\r\n * This was intended to be inverted.\r\n* Fixed an issue where, when generating the game, keyring logic would be used by the generator and mod regardless of YAML options.\r\n * If keyrings were not enabled in your YAML, the number of keys required to beat the game will still be available in your world, but even one of them will open up all doors in its dungeon.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue where attempting to start a new game would always fail when communicating with the archipelago.gg servers.","version":"0.5.0-pre4","timestamp":1719175324000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.0-pre4"},{"body":"## Fixes to Logic\r\n\r\n* Two quests, Hot Trail and Tropical Chill, have had Cold added as a requirement.","version":"0.5.0-pre2","timestamp":1718493537000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.0-pre2"},{"body":"## Changes to Generation\r\n\r\n* Filler items are no longer based on the list of items encountered in the shuffled locations in a vanilla playthrough of the game. Instead, when the generator requires a filler item, it randomly pulls one from the weighted filler item pools. The weights of the pools can be modified by changing relevant options (see the section in **Changes to Options**).\r\n\r\n## Changes to Options\r\n\r\n* Added Option **Start with Discs**.\r\n * If set to a value other than \"none\", the player will start with the corresponding disc items. Disc of Insight unlocks the records menu. Disc of Flora unlocks the botany menu.\r\n * This option was added to give players the ability to see one or both of these menus that are normally unlocked over the course of the game. In the case of the botany menu, this is especially helpful as it allows the player to work toward the botany analysis checks earlier.\r\n* Added Option **Start with Pet**.\r\n * If enabled, the player will start with a random pet.\r\n * This is just for fun (and for giving you emotional support as you endure the gauntlet of Archipelago).\r\n* Added Option **Progressive Area Unlocks**.\r\n * If enabled, the items that unlock overworld areas and dungeons (including shades and some passes) will be made progressive.\r\n * Players may choose to enable this for dungeon unlocks (i.e. Mine Pass, Yellow Sand Shade) or overworld unlocks (i.e. Blue Ice Shade, Green Seed Shade).\r\n * If both are enabled, players may choose whether to shuffle all area unlocks into a single pool or keep them separate.\r\n * This option was added as an alternative way to play through the game in a fashion that does not require the Get on My Level NG+ perk. It also serves as a way to demo the progressive item functionality ahead of the upcoming Progressive Equipment update. It will not be for everyone and may go away soon.\r\n* Added Options **Common Pool Weight**, **Rare Pool Weight**, **Epic Pool Weight**, **Legendary Pool Weight**, **Consumable Weight**, and **Drop Weight**.\r\n * These options allow the player to control the likelihood of drawing from each of the filler item pools. For each level (common, rare, epic, and legendary), there exist two pools, one for consumables (like sandwiches) and one for drops (including plant drops).\r\n * The chance of the game generating a common item is the common pool weight divided by the sum of all level weights. Then, the selection of consumable or drop is made using a similar weighted algorithm.\r\n * Experimentation with these options is encouraged as the current default values are essentially randomly chosen.\r\n * These options may disappear at some point if a generally accepted balance is reached.","version":"0.5.0-pre1","timestamp":1718493397000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.0-pre1"},{"body":"## Note\r\n\r\nThis release is labeled 0.4.6. This is not to be confused with the current release of Archipelago, whose version number is also 0.4.6. This similarity is purely coincidental and does not imply an equivalence.\r\n\r\n## Fixes to Logic\r\n\r\n* Two quests, Hot Trail and Tropical Chill, have had Cold added as a requirement.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue where, when moving the cursor in the quest screen on quests with no decline button, it would then become impossible to complete those quests at any point.","version":"0.4.6","timestamp":1718495587000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.6"},{"body":"## Fixes to Logic\r\n\r\n* Outside grand krys'kajo bronze chest now requires correct shades to access\r\n* Outside So'najiz chest no longer requires wave\r\n* Omni Gilders basement chest is only present when Quest Randomization is enabled\r\n\r\n(thanks @Lurch9229)\r\n\r\n## Fixes to mod\r\n\r\n* Fix an issue where entering a loading zone while running a new game hosted by specific versions of the archipelago.gg web host would result in neverending loading.\r\n\r\n## Not fixed\r\n\r\n* It has been reported that subquests will not be assigned properly under certain circumstances. This has been reported twice but I have not attempted to reproduce it.","version":"0.4.5","timestamp":1716676624000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.5"},{"body":"## Fixes to Logic\r\n\r\n* Modified logic for several long quest chains to be more in line with changes made in [CC-Open-World version 0.3.2](https://github.com/buanjautista/cc-open-world/releases/tag/0.3.2).\r\n * A Promise is A Promise 2-4 can be started without their prerequisite quests, allowing players to complete the first four quests in the sequence in any order.\r\n * A Promise is a Promise 5 is only available after all four previous quests have been completed.\r\n * Trailblazing quests (excluding Henry Trailblazing) can be started without their prerequisite quests, allowing players to complete Autumn's Rise, Bergen, Maroon Valley, and Gaia's Garden Trailblazing quests, and their subquests in any order.\r\n * Henry Trailblazing is only available after all four previous quests and their subquests have been completed.\r\n* Fixed an issue where many rooms on floor U2 of Temple Mine were accessible in logic with one fewer key than was actually required to reach them.\r\n\r\n## Migration Guide\r\n\r\n* Worlds generated using the CrossCode APWorld version 0.4.4 **require** [CC-Open-World version 0.3.2 or greater](https://github.com/buanjautista/cc-open-world/releases/tag/0.3.2), otherwise games may become impossible to complete due to more locations being in logic earlier.\r\n* Upgrading to CCMWR 0.4.4 from worlds generated on versions 0.4.0 through 0.4.3 is optional, as no major changes to the mod have occurred.","version":"0.4.4","timestamp":1715993666000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.4"},{"body":"**New Features**:\r\n* Inserted the New Game+ prompt after the credentials screen while using Archipelago Start.\r\n\r\n**Fixes to Logic**:\r\n* Fixed an issue where locations in the final rooms of So'najiz Temple incorrectly do and do not require Shock to access.\r\n* Added Heat elemet as a prerequisite for the Bull on Fire quest.\r\n\r\n**Changes to APWorld**:\r\n* Removed lengthy and redundant topology section in spoiler logs.\r\n\r\n**Full Changelog**: https://github.com/CodeTriangle/CCMultiworldRandomizer/compare/0.4.2...0.4.3","version":"0.4.3","timestamp":1715145817000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.3"},{"body":"**Fixes to APWorld:**\r\n* Fixed an issue where, when generating with the Beta Dark Souls 3 release, the world would fail to generate.\r\n\r\n**Fixes to CCMultiworldRandomizer Mod:**\r\n* Fixed an issue where items would fail to be given correctly if other mods added new items.\r\n* Fixed an issue where, when the world had been played previously on a different save file, specific locations would fail to send or crash the game.\r\n\r\n**PLEASE NOTE:** Upgrading to 0.4.2 from 0.4.1 is supported and encouraged. You may receive a list of warning messages on the side of the screen the first time you start the game after the transition. This is expected and does not indicate any error.","version":"0.4.2","timestamp":1714289429000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.2"},{"body":"Changes:\r\n* Add additional metadata for an upcoming mod downloader from @krypciak.","version":"0.4.1","timestamp":1708711533000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.1"},{"body":"Changes:\r\n* Made the following changes to logic:\r\n * In Temple Mine, removed two key gates in the entrance to B3 and three key gates in the entrance to B4. This change was made to make the experience of finding all the keys for Temple Mine less miserable.\r\n * In So'najiz and Zir'vitar Temples, removed the puzzles in the entrances that require Heat and Cold. This change was made to allow the player more latitude in which order they decide to attempt the dungeons.\r\n * In So'najiz Temple, remove one key gate at the beginning of Trial of Persistence so that both branches are opened by one key.\r\n * These changes coincide with a change in cc-open-world which actually removes these puzzle elements in game.\r\n* Changed the specifications of some options:\r\n * **VT Shade Lock**: Settings have been added which allow the player more fine-tuned control over how the gate displays.\r\n* Added support for new options:\r\n * **Element Shuffle**: Where elements will appear in the multiworld.\r\n * **Small Key Shuffle**: Where small keys will appear in the multiworld.\r\n * **Master Key Shuffle**: Where master keys will appear in the multiworld.\r\n * **Chest Key Shuffle**: Where the Thief's Key, White Key, and Radiant Key (the keys that open bronze, silver, and gold chests, respectively) will appear in the multiworld.\r\n * **VW Meteor Passage**: Allows the player to create a gate between Sapphire Ridge and Vermillion Wasteland, unlockable using the Meteor Shade item.\r\n * **Keyrings**: If enabled, all keys for each dungeon are replaced by a single item that unlocks all doors in that dungeon. On the client side, this is implemented as giving 99 keys to the player so that they will never be able to run out.\r\n* Added support for new items:\r\n * **SP Upgrades**: When received, increases the SP of Lea and all of her party members.\r\n* Added support for new locations:\r\n * **Faj'ro SP Upgrade** and **Krys'kajo SP Upgrade**: the locations where the two SP upgrades are found in game.\r\n * **Bergen Village - Omni Gilders Basement Left (Bronze)**: A chest that contains a filler item located in the basement of the Omni Gilders' base in Bergen.\r\n* Changed all location names of chests to fit the tracker better.\r\n* Changed some behaviors:\r\n * When a party member is added, their SP level is set to Lea's SP level to coincide with SP Upgrades being receivable items. \r\n* Changed how chests display in game:\r\n * Items marked by archipelago as filler are light blue and have no icon (they display as vanilla).\r\n * Items marked by archipelago as useful are dark blue and have a \"+\" icon.\r\n * Items marked by archipelago as progression are dark green and have a \"!!\" icon.\r\n * Key and master key icons no longer appear on chests even if there is a key or master key in them.\r\n * Archipelago type icons will appear even if the chest is bronze, silver or gold.\r\n * To aid in legibility, the gold and silver chest textures have been modified such that the top of the chest is always visible.\r\n* Modified the generic progression item icon to be the same approximate color as the progression chest.\r\n* Added an analyze mode tooltip for chests. These include the chest name, what kind of item it stores (one of \"filler\", \"useful\" and \"progression\"), and what level of key it requires (one of \"bronze\", \"silver\" or \"gold\", if applicable).\r\n* Revamped the quest reward displays in the quest details view in the pause menu and the quest accepted/completed dialog.\r\n * Placed all item rewards in a scroll box.\r\n * Made long item names wrap.\r\n* Added an Archipelago New Game button to the main menu.\r\n * This does **NOT** allow you to set NG+ parameters, but it does allow you to put in your AP credentials before starting the game.\r\n\r\nFixes:\r\n* Fixed a bug where, if the player found an element for their own world, no entry would be shown in the Archipelago log.\r\n* Fix occasional crashes when an unexpected chest was loaded.","version":"0.4.0","timestamp":1708542596000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0"},{"body":"Changes:\r\n* Revamped the quest reward displays in the quest details view in the pause menu and the quest accepted/completed dialog.\r\n * Placed all item rewards in a scroll box.\r\n * Made long item names wrap.\r\n* Added an Archipelago New Game button to the main menu.\r\n * This does **NOT** allow you to set NG+ parameters, but it does allow you to put in your AP credentials before starting the game.\r\n\r\nFixes:\r\n* Fix logic for some Quests and Dungeons (thanks @lurch9229).\r\n* Fix occasional crashes when an unexpected chest was loaded.","version":"0.4.0-pre6","timestamp":1707379238000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre6"},{"body":"Changes:\r\n* Changed all location names of chests to fit the tracker better.\r\n* Changed how chests display in game:\r\n * Items marked by archipelago as filler are light blue and have no icon (they display as vanilla).\r\n * Items marked by archipelago as useful are dark blue and have a \"+\" icon.\r\n * Items marked by archipelago as progression are dark green and have a \"!!\" icon.\r\n * Key and master key icons no longer appear on chests even if there is a key or master key in them.\r\n * Archipelago type icons will appear even if the chest is bronze, silver or gold.\r\n * To aid in legibility, the gold and silver chest textures have been modified such that the top of the chest is always visible.\r\n* Modified the generic progression item icon to be the same approximate color as the progression chest.\r\n* Added an analyze mode tooltip for chests. These include the chest name, what kind of item it stores (one of \"filler\", \"useful\" and \"progression\"), and what level of key it requires (one of \"bronze\", \"silver\" or \"gold\", if applicable).\r\n* Added the following locations:\r\n * **Bergen Village - Omni Gilders Basement Left (Bronze)**\r\n\r\nMigration guide:\r\n* Requires version 0.4.0-pre5 of the CrossCode APWorld. You can download that [here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.4.0-pre5).","version":"0.4.0-pre5","timestamp":1705902501000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre5"},{"body":"Changes:\r\n* Added the following items:\r\n * **SP Upgrades**: When received, increases the SP of Lea and all of her party members.\r\n* Added the following locations:\r\n * **Faj'ro SP Upgrade** and **Krys'kajo SP Upgrade**: the locations where the two SP upgrades are found in game.\r\n* Changed the following behaviors:\r\n * When a party member is added, their SP level is set to Lea's SP level to coincide with SP Upgrades being receivable items. \r\n\r\nFixes:\r\n* Fixed a bug where, if the player found an element for their own world, no entry would be shown in the Archipelago log.\r\n\r\nMigration guide:\r\n* Requires version 0.4.0-pre4 of the CrossCode APWorld. You can download that [here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.4.0-pre4).\r\n* Requires version 0.3.0-pre2 of the CC-Open-World mod. You can download that [here](https://github.com/buanjautista/cc-open-world/releases/tag/0.3.0-pre2)","version":"0.4.0-pre4","timestamp":1705482974000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre4"},{"body":"Changes:\r\n* Added support for new options:\r\n * **Keyrings**: If enabled, all keys for each dungeon are replaced by a single item that unlocks all doors in that dungeon. On the client side, this is implemented as giving 99 keys to the player so that they will never be able to run out.\r\n\r\nMigration guide:\r\n* Requires version 0.4.0-pre3 of the CrossCode APWorld. You can download that [here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.4.0-pre3).\r\n* No CC-Open-World upgrade required.","version":"0.4.0-pre3","timestamp":1705395250000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre3"},{"body":"Changes:\r\n* Added support for new options:\r\n * New VT Shade Lock settings which allow the player more fine-tuned control over how the gate displays\r\n * The VW Meteor Passage option, which allows the player to create a gate between Sapphire Ridge and Vermillion Wasteland.\r\n\r\nMigration guide:\r\n* Requires version 0.4.0-pre2 of the CrossCode APWorld. You can download that [here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.4.0-pre2).\r\n* No CC-Open-World upgrade required.","version":"0.4.0-pre2","timestamp":1705300536000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre2"},{"body":"Changes:\r\n* Logic:\r\n * In Temple Mine, removed two key gates in the entrance to B3 and three key gates in the entrance to B4. This change was made to make the experience of finding all the keys for Temple Mine less miserable.\r\n * In So'najiz and Zir'vitar Temples, removed the puzzles in the entrances that require Heat and Cold. This change was made to allow the player more latitude in which order they decide to attempt the dungeons.\r\n * In So'najiz Temple, remove one key gate at the beginning of Trial of Persistence so that both branches are opened by one key.\r\n * This coincides with a change in cc-open-world which actually removes these elements in game.\r\n\r\nMigration guide:\r\n* This version requires cc-open-world version 0.3.0-pre1. You can download that [here](https://github.com/buanjautista/cc-open-world/releases/tag/0.3.0-pre1).\r\n* This version requires crosscode.apworld version 0.4.0-pre1. You can download that [here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.4.0-pre1).","version":"0.4.0-pre1","timestamp":1704958654000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre1"},{"body":"Fixes:\r\n* FINALLY FIX THE CURSED TEMPLE TREASURE ROOM BRONZE CHEST BUG","version":"0.3.0.1","timestamp":1702459089000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.3.0.1"},{"body":"New features:\r\n* Added support for the following generation options:\r\n * Quest Randomization\r\n * Hidden Quest Reward Mode\r\n * Hidden Quest Obfuscation Level\r\n * Quest Dialog Hints\r\n * Start with Chest Detector\r\n* Quest dialog boxes now show the quest reward information if the quest is randomized.\r\n* The Archipelago items feed GUI now shows an icon representing the item being received.\r\n* The client now sends a goal completion ping to the APWorld when the Creator is defeated.\r\n\r\nFixes:\r\n* Fixed a bug where a new session would be initiated every time the player dies.\r\n* Fixed a bug where acquiring the element change ability in Rhombus Dungeon would allow the player to upgrade circuits for elements they wouldn't have at that point.\r\n* Fixed a bug where a circuit tree that had been partially upgraded would be cleared after receiving the check for its corresponding element pillar.\r\n\r\nMigration Notes:\r\n* Make sure to have 0.4.0 of the poptracker and 0.2.1 of the cc-open-world mod.","version":"0.3.0","timestamp":1699854204000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.3.0"},{"body":"Fix some crashes with nonshuffled cutscene and quest items.","version":"0.3.0-pre8","timestamp":1698902204000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.3.0-pre8"},{"body":"**Fixes:**\r\n* Fixed a bug introduced in 0.1.5 where, when the player would collect a multiworld item as a quest reward, the game would behave normally and fail to send the item.\r\n* Fixed a bug introduced in 0.2.0 where, when the player would open a chest that the server already considers collected, the game would throw a non-critical error and would not show the item being sent.","version":"0.2.2","timestamp":1694134667000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.2.2"},{"body":"**Fixes:**\r\n* Fix an error where, after opening a chest that is not in logic with a save file, the game refuses to connect to the Archipelago server again when playing that save file.\r\n\r\n**Migration Notes:**\r\n* If you're upgrading from 0.1.x to 0.2.1, do not forget to follow all of the instructions in the [0.2.0 migration guide](https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.2.0).","version":"0.2.1","timestamp":1694104012000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.2.1"},{"body":"**Changes:**\r\n* Very little, just some internal stuff to work with new versions of other software.\r\n\r\n**Migration Notes:**\r\n* Pursuant to my [versioning policy](https://github.com/CodeTriangle/CCMultiworldRandomizer#a-note-on-versions), this release includes breaking changes to the client-server interface, meaning that you need version 0.2.x of the APWorld for this to work. [Get your APWorld here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.2.1) and feel free to check out the patch notes.\r\n* This mod now relies on version 0.1.7 or greater of `cc-open-world`. The new generation includes checks previously inaccessible due to sequence breaking, and `cc-open-world` adds ways to get those checks. [Get your copy of `cc-open-world` here](https://github.com/buanjautista/cc-open-world/releases/tag/0.1.7) and definitely read the patch notes on this one too.\r\n\r\nI have already said this, but massive thanks go to @buanjautista and @lurch9229 for making this release possible.","version":"0.2.0","timestamp":1693980503000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.2.0"},{"body":"**Changes:**\r\n* Added several new GUI elements to make checking connection status and joining games easier.\r\n\r\n**Migration Notes:**\r\n* `apConnection.json` is no longer read. Feel free to delete it.\r\n* All worlds associated with an archipelago connection retain that connection going forward unless modified in the menu.\r\n* I have added some **new dependencies** to facilitate the GUI additions:\r\n * [CCUILib](https://github.com/conorlawton/CCUILib/releases/latest): gives access to the text input box.\r\n * [nax-module-cache](https://github.com/conorlawton/nax-module-cache/releases/latest): technically just a requirement for CCUILib.\r\n* Note that there is a bug with CCUILib where pressing tab while a text input field is selected unfocuses the window. This is expected, just don't press tab. I've submitted a fixed release to the author, but that has not been released yet and I can't be bothered to package someone else's mod.","version":"0.1.5","timestamp":1693804590000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.5"},{"body":"**Fixes:**\r\n\r\n* *Actually* fix the issue I said I fixed last release. I did not test enough. Sorry.","version":"0.1.4","timestamp":1693086260000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.4"},{"body":"**Fixes:**\r\n\r\n* Element pedestals now send the correct items instead of adding the element that they would normally give and in some cases resetting the player's progress.","version":"0.1.3","timestamp":1693083767000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.3"},{"body":"**Fixes:**\r\n\r\n* Fix a bug where, after dying, checks would only be sent after going through a loading zone.","version":"0.1.2","timestamp":1693038604000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.2"},{"body":"Fixes:\r\n* Fixed an issue where elements received as multiworld would not be given to the player.\r\n* Fixed an issue where checks collected before a player associates their save file with an archipelago connection would not be uploaded when a connection is found.","version":"0.1.1","timestamp":1692946617000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.1"},{"body":"Initial Alpha release.\r\n\r\nIncludes basic randomization.","version":"0.1.0","timestamp":1692861616000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.0"}]}} \ No newline at end of file +{"mw-rando":{"metadataCCMod":{"id":"mw-rando","version":"0.7.0-pre.3","title":"Multiworld randomizer","description":"Client for CrossCode Archipelago Integration","repository":"https://github.com/CodeTriangle/CCMultiworldRandomizer","tags":["puzzle","speedrun"],"authors":"CodeTriangle","plugin":"mw-rando/plugin.js","icons":{"24":"icon-24.png"},"dependencies":{"open-world":">=0.4.1","nax-ccuilib":">=1.2.4","font-utils":">=1.2.0"}},"installation":[{"type":"zip","url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/download/0.7.0-pre.3/CCMultiworldRandomizer-0.7.0-pre.3.ccmod","source":"","hash":{"sha256":"4068f669d6d1310167f4fdfa500d59aba6415f1b30fddf075b61c2701ccf1246"}}],"stars":11,"lastUpdateTimestamp":1749187781000,"releasePages":[{"body":"## Fixes to Mod\r\n\r\n* Fix an issue where, after playing offline and then reconnecting, all items would claim to be from the player's own world and their names would be incorrect.\r\n* Fix an issue where, if elements, SP upgrades, or certain other items which do not represent in-game items were received before starting the game, these items would be reset before entering the game.\r\n * If you were affected by this issue, this release does NOT fix your current save. Contact your room administrator to resend copies of these items or ask for help on the CrossCode Archipelago Discord Server to cheat in your items.\r\n* Fix a visual issue where items tagged with both Progressive and Useful would display as deep blue in-world but green in the marker.\r\n * Now, they appear green in both situations. There is an ongoing discussion about how these may be made visually distinct from both progressive and useful items, if at all. Please share your feedback in the Discord server.\r\n* Fix a visual issue where Trap items would display as deep blue in-game but light blue on the map.\r\n * Now, they appear deep blue in both situations.\r\n* Fix an issue where, while chest lock randomization is enabled, chests that contain keys in a vanilla playthrough are always shown as having no lock, regardless of the lock type they were assigned.\r\n* Fix an issue where, after updating the connection details from the main menu, all known chest markers would be lost and display as if they were unknown.\r\n\r\n## Migration Guide\r\n\r\n* I **strongly** recommend making a backup of your save file before trying this version.","version":"0.7.0-pre.3","timestamp":1750145435000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.7.0-pre.3"},{"body":"## Changes to Mod\r\n\r\n* Chest markers no longer display on all floors of the map screen regardless of which floor the actual chest is on.\r\n* The \"Edit Options\" button in the login dialog can no longer be interacted with while the connection with the Archipelago server is being finalized.","version":"0.7.0-pre.2","timestamp":1749508628000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.7.0-pre.2"},{"body":"## Changes to Mod\r\n\r\n* Updated backend to archipelago.js 2.x.\r\n* Added **Text Client** Menu which shows incoming messages from the server.\r\n* Massively renovated login flow.\r\n* Add logicless chest tracker to map.\r\n* Updated Archipelago chest icons (thanks to Celio Hogane for the help with these sprites).\r\n\r\n## Migration Guide\r\n\r\n* The following should be **FULLY SUPPORTED**. If you encounter issues with this, please [report it as an error](https://github.com/CodeTriangle/CCMultiworldRandomizer/wiki/Setup#how-to-get-support).\r\n * Using version 0.7.x of CCMultiworldRandomizer to play a world generated using the 0.6.x APWorld.\r\n * Loading save games started on version 0.6.x of CCMultiworldRandomizer in version 0.7.x.\r\n* The following are **NOT SUPPORTED**:\r\n * Using version 0.6.x of CCMultiworldRandomizer to play a world generated using the 0.7.x APWorld.\r\n * Loading save games started on version 0.7.x of CCMultiworldRandomizer in version 0.6.x.","version":"0.7.0-pre.1","timestamp":1749192622000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.7.0-pre.1"},{"body":"## Changes to Logic\r\n\r\n* The chest **Fall: Para Island 1** no longer requires Green Seed Shade, pursuant to a change in CC-Open-World.\r\n* The quest **Henry Trailblazing** now requires Shock, since the path to the boss fight and the boss fight itself require it.\r\n* The quest **Heating the Hermit** now requires access to Temple Mine, since access to the basement of the Hermit's Hut requires Metal Gears, which are only available in the dungeon.\r\n* The quest **You've Got Mail** now, when Shop Randomization is enabled, requires either Bronze Mail or access to the Bronze Mail slot in the Rookie Harbor Weapons shop.\r\n\r\n## Known Unfixed Logic Errors\r\n\r\n* The item **Shiny Orb** is not in the pool when Quest Randomization is enabled, making it impossible to acquire **Ba'kii Kum Shade Statue**.\r\n * This remains unfixed as the ideal solution may require some changes to CC-Open-World which I am unsure of right now.","version":"0.6.9","timestamp":1749187781000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.9"},{"body":"## Fixes to Generation\r\n\r\n* Fixed an issue where, when Quest Randomization was enabled, no quests would be included.","version":"0.6.8","timestamp":1747541802000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.8"},{"body":"## Changes to APWorld\r\n\r\n* Removed option `force_filler_local`\r\n\r\n## Fixes to APWorld\r\n\r\n* Fixed an issue where, with certain options, additional copies of certain gear items would be added to the item pool.\r\n\r\n## Fixes to Mod\r\n\r\n* Removed a section of code that breaks with new installations of CCUILib.\r\n* The mod now sends more up-to-date version data to the server, which will be required for Archipelago servers in future releases.","version":"0.6.7","timestamp":1746391581000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.7"},{"body":"## Changes to Logic\r\n\r\n* **Chase the Hologram Frobbit** now requires Heat and Cold.\r\n * Note that this quest is possible to complete without any elements. You will just no longer be forced to fight the boss without them.\r\n\r\n## Changes to APWorld\r\n\r\n* Added the following options:\r\n * `exclude_always_quests`: Certain quests are always in the location pool because they hold progression items when playing vanilla CrossCode. If this option is selected (and quest rando is disabled), this option will ensure that none of those locations are populated with progression or useful items. It will also prohibit items from being placed on NPC interactions that give progression items but require working through part of a questline to get to.\r\n* Added item groups:\r\n * `Always Quests`: Used internally by `exclude_always_quests`. Contains:\r\n * `Talatu Introductions`\r\n * `Bergen Mine Detector`\r\n * `Ba'kii Shade Statue`\r\n * `Chase the Hologram Frobbit`\r\n * `Mushroom Kingdom`.","version":"0.6.6","timestamp":1739656510000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.6"},{"body":"## Changes to APWorld\r\n\r\n* Added the following new options:\r\n * `force_filler_local`: If selected, forces all filler items to be placed in your own world.\r\n* Modified **location groups** to be much more helpful. There are now location groups named after each major area which include **all chests, cutscenes, elements, quests, and shops** from those areas. Also, there are now location groups for each area containing **just the checks of each of those categories** if any exist in that area. In total, the location groups of this format now include:\r\n * `Autumn's Fall`, `Autumn's Fall Chests`, `Autumn's Fall Quests`\r\n * `Autumn's Rise`, `Autumn's Rise Chests`, `Autumn's Rise Cutscenes`, `Autumn's Rise Quests`\r\n * `Ba'kii Kum`, `Ba'kii Kum Chests`, `Ba'kii Kum Cutscenes`, `Ba'kii Kum Quests`, `Ba'kii Kum Shops`\r\n * `Basin Keep`, `Basin Keep Chests`, `Basin Keep Cutscenes`, `Basin Keep Quests`, `Basin Keep Shops`\r\n * `Bergen Trail`, `Bergen Trail Chests`, `Bergen Trail Quests`, `Bergen Trail Shops`\r\n * `Bergen Village`, `Bergen Village Chests`, `Bergen Village Cutscenes`, `Bergen Village Quests`, `Bergen Village Shops`\r\n * `Faj'ro Temple`, `Faj'ro Temple Chests`, `Faj'ro Temple Cutscenes`, `Faj'ro Temple Elements`\r\n * `Gaia's Garden`, `Gaia's Garden Chests`, `Gaia's Garden Quests`\r\n * `Grand Krys'kajo`, `Grand Krys'kajo Chests`, `Grand Krys'kajo Cutscenes`\r\n * `Maroon Valley`, `Maroon Valley Chests`, `Maroon Valley Quests`\r\n * `Rhombus Square`, `Rhombus Square Chests`, `Rhombus Square Quests`, `Rhombus Square Shops`\r\n * `Rookie Harbor`, `Rookie Harbor Chests`, `Rookie Harbor Cutscenes`, `Rookie Harbor Quests`, `Rookie Harbor Shops`\r\n * `Sapphire Ridge`, `Sapphire Ridge Chests`, `Sapphire Ridge Cutscenes`, `Sapphire Ridge Quests`, `Sapphire Ridge Shops`\r\n * `So'najiz Temple`, `So'najiz Temple Chests`, `So'najiz Temple Cutscenes`, `So'najiz Temple Elements`\r\n * `Temple Mine`, `Temple Mine Chests`, `Temple Mine Cutscenes`, `Temple Mine Elements`\r\n * `Vermillion Wasteland`, `Vermillion Wasteland Chests`, `Vermillion Wasteland Shops`\r\n * `Zir'vitar Temple`, `Zir'vitar Temple Chests`, `Zir'vitar Temple Cutscenes`, `Zir'vitar Temple Elements`","version":"0.6.5","timestamp":1738010031000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.5"},{"body":"## Changes to Mod\r\n\r\n* Added new password option to connection settings menu.\r\n\r\n## Changes to APWorld\r\n\r\n* Added the following **item groups**:\r\n * `fillerCommonCons`\r\n * `fillerCommonDrop`\r\n * `fillerRareCons`\r\n * `fillerRareDrop`\r\n * `fillerEpicCons`\r\n * `fillerEpicDrop`\r\n * `fillerLegendary`\r\n * `required` (note that this one may behave strangely because it contains the set of all items that may be required under any set of options)\r\n * `pets`\r\n* Added **location groups** for each major area, containing that area's **chests and cutscenes**.\r\n * `Rookie Harbor`\r\n * `Autumn's Rise`\r\n * `Autumn's Fall`\r\n * `Bergen Trail`\r\n * `Bergen Village`\r\n * `Temple Mine`\r\n * `Maroon Valley`\r\n * `Faj'ro Temple`\r\n * `Ba'kii Kum`\r\n * `Gaia's Garden`\r\n * `Basin Keep`\r\n * `Zir'vitar Temple`\r\n * `Grand Krys'kajo`\r\n * `So'najiz Temple`\r\n * `Rhombus Square`\r\n * `Vermillion Wasteland`","version":"0.6.4","timestamp":1736817956000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.4"},{"body":"## Fixes to Mod\r\n\r\n* Roll back experimental changes unintentionally included in 0.6.2.\r\n\r\n## Fixes to YAML\r\n\r\n* Added additional help text indicating that hints are only sent for useful and progression items when Quest Dialog Hints and/or Shop Dialog Hints are enabled.","version":"0.6.3","timestamp":1734310554000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.3"},{"body":"## Warning\r\n\r\nThis version contains experimental code implementing portions of an upcoming in-game text client. These changes were not meant to be packaged and may be unstable. Use at your own risk.\r\n\r\n## Changes to APWorld\r\n\r\n* Switch to Archipelago 0.5.1.\r\n\r\n## Changes to Generation\r\n\r\n* Renamed all checks of the pattern **Rookie Harbor Post-[Dungeon]** to **[Dungeon] Circuit Override**.\r\n * While it is true that the map is located in Rookie Harbor in the game files, this is not obvious to the player as it just appears to be located in space. The names have been changed to reflect their purpose rather than the technical reasoning behind them.\r\n\r\n## Fixes to Generation\r\n\r\n* Fixed a major issue where all shops located in Rhombus Square were considered to be in Sapphire Ridge instead, rendering many games unbeatable.\r\n* Fixed an issue where the chest **Garden: Chilled Den** was considered accessible without Heat.\r\n* Fixed an issue where the shop slots in **Ba'kii Items + Green Seed** were considered accessible without the Green Seed Shade\r\n* Fixed an issue where the quest **Maroon Defeat** was considered accessible without Heat.\r\n* Fixed an issue where the quest **Henry Trailblazing** was considered accessible without Meteor Shade.\r\n* Fixed an issue where the quest **Crocus Pocus** was considered accessible without Meteor Shade.","version":"0.6.2","timestamp":1734310554000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.2"},{"body":"## Changes to Mod\r\n\r\n* Added a \"locked\" icon to shop slots which are not able to be purchased due to not having received the unlock item for that slot.\r\n\r\n## Changes to Generation\r\n\r\n* Added two previously-unavailable shops: **Vermillion Items** and **Vermillion Weapons**.\r\n\r\n## Fixes to Generation\r\n\r\n* The following locations have had their conditions updated to match what is required by the game:\r\n * **Bull on Fire** (added requirement for Cold element)\r\n * **Training with the Master** (added requirement for Blue Ice Shade)\r\n * **Rooting for Power** (added requirement for Wave element)\r\n * **Trail: Horncave** (requires access to Goatfather quest conditions)","version":"0.6.1","timestamp":1724963325000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.1"},{"body":"# Changes since 0.5.1\r\n\r\n## New Features\r\n\r\nThere are three main features whose inclusion gives this version its novelty. They are:\r\n\r\n* **Chest Lock Randomization**: This option randomizes the locks on each shuffled chest (Bronze, Silver, Gold, or None), meaning that they will require different keys than in vanilla. Probabilities can be configured.\r\n* **Progressive Equipment**: This option replaces all shuffled equipment with progressive items, balanced into various progressive item chains of approximately equal length. Massive thanks to @Treeways, without whom this would not have happened!\r\n* **Shop Randomization**: Allows items purchased from shops to be sent as locations. Multiple modes of sending and receiving are supported and can be mixed and matched.\r\n\r\n## Changes to Mod\r\n\r\n* Added support for Chest Lock Randomization, Progressive Equipment, and Shop Randomization.\r\n* Added support to Universal Tracker for chest lock randomization.\r\n* Modify the Randomizer Start button in the New Game+ options menu to indicate that the option is always on and cannot be toggled.\r\n* (@Treeways) Patched the Quest Hub Menu to show correct icons (as defined by the randomized items)\r\n\r\n## Changes to Generation\r\n\r\n* Added support for Chest Lock Randomization, Progressive Equipment, and Shop Randomization.\r\n* Renamed most chest and cutscene location names to be a bit shorter, changing full area names to single words.\r\n\r\n## Changes to Options\r\n\r\n* **Shop Randomization** (`shop_rando`): If enabled, all shops will be added to the location list.\r\n* **Shop Send Mode** (`shop_send_mode`): Controls what exactly counts as a check when shop randomization is enabled.\r\n * **Per Item Type** (`per_item_type`): A check is added for each type of item (for example, Sandwich). Therefore, purchasing a sandwich from any shop in the game clears the same check.\r\n * **Per Slot** (`per_slot`) A check is added for each item slot in each shop. Therefore, purchasing a Sandwich in Rookie Harbor clears a separate check than purchasing a Sandwich in Bergen Village.\r\n* **Shop Receive Mode** (`shop_receive_mode`): Controls how shops are unlocked when shop randomization is enabled.\r\n * **None** (`none`): All shop slots are able to be purchased as soon as the player can access the shop.\r\n * **Per Item Type** (`per_item_type`): A check is added for each type of item (for example, Sandwich) which unlocks the ability to purchase that item from any shop.\r\n * **Per Shop** (`per_shop`): A check is added for each shop (for example, Rookie Harbor Items) which unlocks the ability to purchase items from that shop.\r\n * **Per Slot** (`per_slot`): A check is added for each item slot in each shop which unlocks the ability to purchase that item from\r\nthat shop (this may lead to tedious playthroughs).\r\n* **Shop Dialog Hints** (`shop_dialog_hints`): If enabled, upon opening the dialog for a shop, corresponding hints (for progressive items only) are sent to the Archipelago server.\r\n* **Progressive Equipment** (`progressive_equipment`): If enabled, equipment will be progressive, sorted into different categories according to playstyle depending on which of the other location-adding options are enabled.\r\n* **Chest Lock Randomization** (`chest_lock_rando`): If enabled, the lock on all chests (Bronze, Silver, Gold, or None) will be randomized.\r\n* **No Chest Lock Weight** (`no_chest_lock_weight`), **Bronze Chest Lock Weight** (`bronze_chest_lock_weight`), **Silver Chest Lock Weight** (`silver_chest_lock_weight`), and **Gold Chest Lock Weight** (`gold_chest_lock_weight`): Controls the likelihood of giving a chest no lock, bronze lock, silver lock, or gold lock, respectively (if chest lock randomization is enabled).\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue occurring in the base game where, in analyze mode, when playing with a controller, the cursor would not be\r\n able to reach to all corners of the screen.\r\n* Improved the performance of the networking code (technical details follow):\r\n * Fixed an issue where, upon connecting to a multiworld, two connections would always be opened, and one of them would\r\n not be able to be closed by any means other than closing the game.\r\n * Fixed an issue where, upon checking a location, the full unabridged list of received items would always be sent back\r\n to the game, despite this information not being necessary.\r\n * Fixed an issue where, when disconnecting from a multiworld, occasionally the client would still show as connected,\r\n and the client would become nonfunctional as a result.\r\n * Fixed an issue where, on every screen transition, unnecessary packets would be sent indicating the player was \"playing\".\r\n These packets are ignored by Archipelago and are therefore unnecessary.\r\n* (@Treeways) Fixed an issue where, in the Quest Dialog menu, equipment with a level would still show as having the level even if icons were set to be obscured.\r\n\r\n# Note\r\n\r\nThis mod version is intended to be **fully compatible** with worlds generated under version 0.5.X. If this is found not to be the case, consider it a bug and report it.","version":"0.6.0","timestamp":1724436549000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0"},{"body":"## Changes to Mod\r\n\r\n* (@Treeways) Patched the Quest Hub Menu to show correct icons (as defined by the randomized items)\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue where, when using the left and right buttons to increment or decrement the amount of a randomized shop slot to purchase, the count could increase beyond one or fail to change at all, depending on the item and the contents of the shop.\r\n* Fixed an issue where, when purchasing from specific shops, randomized slots would appear disabled despite possibly being crucial.\r\n* Fixed an issue where, when creating a New Game+ file, it would be impossible to start a new game with no additional perks beyond Randomizer Start without toggling an option on and off.\r\n* (@Treeways) Fixed an issue where, in the Quest Dialog menu, equipment with a level would still show as having the level even if icons were set to be obscured.","version":"0.6.0-pre.5","timestamp":1723613731000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0-pre.5"},{"body":"## Changes to Mod\r\n\r\n* Modify the Randomizer Start button in the New Game+ options menu to indicate that the option is always on and cannot be toggled.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue occurring in the base game where, in analyze mode, when playing with a controller, the cursor would not be\r\n able to reach to all corners of the screen.\r\n* Improved the performance of the networking code (technical details follow):\r\n * Fixed an issue where, upon connecting to a multiworld, two connections would always be opened, and one of them would\r\n not be able to be closed by any means other than closing the game.\r\n * Fixed an issue where, upon checking a location, the full unabridged list of received items would always be sent back\r\n to the game, despite this information not being necessary.\r\n * Fixed an issue where, when disconnecting from a multiworld, occasionally the client would still show as connected,\r\n and the client would become nonfunctional as a result.\r\n * Fixed an issue where, on every screen transition, unnecessary packets would be sent indicating the player was \"playing\".\r\n These packets are ignored by Archipelago and are therefore unnecessary.","version":"0.6.0-pre.4","timestamp":1723351714000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0-pre.4"},{"body":"## Changes to APWorld\r\n\r\n* Improved Universal Tracker support (Chest Lock Rando should now work).","version":"0.6.0-pre.3","timestamp":1723180050000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0-pre.3"},{"body":"## Changes to Mod\r\n\r\n* Added a mod icon.\r\n\r\n## Changes to Generation\r\n\r\n* Added four new shops whose checks will be randomized when shop randomization is enabled. The shops are: **Rhombus Items**, **Rhombus Weapons**, **Rhombus Curios**, and **Rhombus Backer Items**.\r\n * DLC items within these shops are *not* part of the pool.\r\n* Expanded parameters for being able to access Rookie Harbor stores.\r\n * Previously, they required access to Autumn's Rise specifically. Now, they will be in logic if either Autumn's Rise or Autumn's Fall is in logic.\r\n* Updated some progressive chains for better balance (by @Treeways)\r\n* Added basic support to Universal Tracker for chest lock randomization.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed a crash that occured when purchasing items from a shop that cannot be shuffled.\r\n\r\n## Fixes to Generation\r\n\r\n* Fixed an issue where, when generating with shop randomization enabled, incorrect progressive item chains would be selected and added to the pool due to an oversight involving items found in arena shops.\r\n* Fixed an issue where, when generating with per-item-type shop sends, slots would be considered in logic whenever the shop could be accessed, regardless of any additional requirements to unlock that item within the shop.\r\n\r\n## Migration Guide\r\n\r\nThis mod version is intended to be backwards compatible with worlds generated using v0.6.0-pre.1. However, you may want to consider restarting your world if you haven't gotten too far into it as this version patches up a few issues you *will* encounter if you are using any of the new features.","version":"0.6.0-pre.2","timestamp":1723014414000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0-pre.2"},{"body":"## New Features\r\n\r\nThere are three main features whose inclusion gives this version its novelty. They are:\r\n\r\n* **Chest Lock Randomization**: This option randomizes the locks on each shuffled chest (Bronze, Silver, Gold, or None), meaning that they will require different keys than in vanilla. Probabilities can be configured.\r\n* **Progressive Equipment**: This option replaces all shuffled equipment with progressive items, balanced into various progressive item chains of approximately equal length. Massive thanks to @Treeways, without whom this would not have happened!\r\n* **Shop Randomization**: Allows items purchased from shops to be sent as locations. Multiple modes of sending and receiving are supported and can be mixed and matched.\r\n\r\n## Changes to Mod\r\n\r\n* Added support for Chest Lock Randomization, Progressive Equipment, and Shop Randomization.\r\n\r\n## Changes to Generation\r\n\r\n* Added support for Chest Lock Randomization, Progressive Equipment, and Shop Randomization.\r\n* Renamed most chest and cutscene location names to be a bit shorter, changing full area names to single words.\r\n\r\n## Changes to Options\r\n\r\n* **Shop Randomization** (`shop_rando`): If enabled, all shops will be added to the location list.\r\n* **Shop Send Mode** (`shop_send_mode`): Controls what exactly counts as a check when shop randomization is enabled.\r\n * **Per Item Type** (`per_item_type`): A check is added for each type of item (for example, Sandwich). Therefore, purchasing a sandwich from any shop in the game clears the same check.\r\n * **Per Slot** (`per_slot`) A check is added for each item slot in each shop. Therefore, purchasing a Sandwich in Rookie Harbor clears a separate check than purchasing a Sandwich in Bergen Village.\r\n* **Shop Receive Mode** (`shop_receive_mode`): Controls how shops are unlocked when shop randomization is enabled.\r\n * **None** (`none`): All shop slots are able to be purchased as soon as the player can access the shop.\r\n * **Per Item Type** (`per_item_type`): A check is added for each type of item (for example, Sandwich) which unlocks the ability to purchase that item from any shop.\r\n * **Per Shop** (`per_shop`): A check is added for each shop (for example, Rookie Harbor Items) which unlocks the ability to purchase items from that shop.\r\n * **Per Slot** (`per_slot`): A check is added for each item slot in each shop which unlocks the ability to purchase that item from\r\nthat shop (this may lead to tedious playthroughs).\r\n* **Shop Dialog Hints** (`shop_dialog_hints`): If enabled, upon opening the dialog for a shop, corresponding hints (for progressive items only) are sent to the Archipelago server.\r\n* **Progressive Equipment** (`progressive_equipment`): If enabled, equipment will be progressive, sorted into different categories according to playstyle depending on which of the other location-adding options are enabled.\r\n* **Chest Lock Randomization** (`chest_lock_rando`): If enabled, the lock on all chests (Bronze, Silver, Gold, or None) will be randomized.\r\n* **No Chest Lock Weight** (`no_chest_lock_weight`), **Bronze Chest Lock Weight** (`bronze_chest_lock_weight`), **Silver Chest Lock Weight** (`silver_chest_lock_weight`), and **Gold Chest Lock Weight** (`gold_chest_lock_weight`): Controls the likelihood of giving a chest no lock, bronze lock, silver lock, or gold lock, respectively (if chest lock randomization is enabled).\r\n\r\n## Note\r\n\r\nThis mod version is intended to be **fully compatible** with worlds generated under version 0.5.X. If this is found not to be the case, consider it a bug.","version":"0.6.0-pre.1","timestamp":1722932793000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.6.0-pre.1"},{"body":"## Changes to Mod\r\n\r\n* Made the analyze menu trigger for shuffled multiworld chests visible anywhere on the map.\r\n* When Quest Dialog Hints are enabled, only progressive items will be given as hints.\r\n * This change has been made to reduce the chance that excessive amounts of largely unhelpful information are shown wherever hints are listed.\r\n\r\n## Changes to Generation\r\n\r\n* Added two new chests that will be shuffled when Quest Randomization is enabled.\r\n * **Bergen Trail - Horncave**, found during the Goatfather questline.\r\n * **Gaia's Garden - Chilled Den**, found during the Tropical Chill questline.\r\n\r\n## Changes to Options\r\n\r\n* Classified most options into option groups.\r\n * This gives each group a heading in the template YAML; it also increases readability when customizing a YAML on web hosts.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed a longstanding issue where shuffled quests would *only* give their item rewards, therefore failing to give experience, credits, or circuit points.\r\n\r\n## Fixes to Logic\r\n\r\n* Fixed an issue where locations in the final rooms of So'najiz Temple incorrectly do and do not require Shock to access.\r\n * This bug was fixed in 0.4.3, but was never applied to the 0.5 branch.","version":"0.5.1","timestamp":1722847430000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.1"},{"body":"# Changes since 0.4.6\r\n\r\n## Changes to Mod\r\n\r\n* Improved file size and load time.\r\n* Added auto-scrolling text elements for long item names and update various displays to prefer these.\r\n * All quest dialogs, including the box that appears when accepting or completing a quest as well as the Quest Details View found in the menu, now use this instead of introducing vertical scrolling and multiline item descriptions.\r\n * This system will also be used to display long item names in shops and trades.\r\n* Add an icon to the New Game menu representing Archipelago Start (created by @buanjautista)\r\n\r\n## Changes to Generation\r\n\r\n* Filler items are no longer based on the list of items encountered in the shuffled locations in a vanilla playthrough of the game. Instead, when the generator requires a filler item, it randomly pulls one from the weighted filler item pools. The weights of the pools can be modified by changing relevant options (see the section in **Changes to Options**).\r\n\r\n## Changes to Options\r\n\r\n* Added Option **Start with Discs**.\r\n * If set to a value other than \"none\", the player will start with the corresponding disc items. Disc of Insight unlocks the records menu. Disc of Flora unlocks the botany menu.\r\n * This option was added to give players the ability to see one or both of these menus that are normally unlocked over the course of the game. In the case of the botany menu, this is especially helpful as it allows the player to work toward the botany analysis checks earlier.\r\n* Added Option **Start with Pet**.\r\n * If enabled, the player will start with a random pet.\r\n * This is just for fun (and for giving you emotional support as you endure the gauntlet of Archipelago).\r\n* Added Option **Progressive Area Unlocks**.\r\n * If enabled, the items that unlock overworld areas and dungeons (including shades and some passes) will be made progressive.\r\n * Players may choose to enable this for dungeon unlocks (i.e. Mine Pass, Yellow Sand Shade) or overworld unlocks (i.e. Blue Ice Shade, Green Seed Shade).\r\n * If both are enabled, players may choose whether to shuffle all area unlocks into a single pool or keep them separate.\r\n * This option was added as an alternative way to play through the game in a fashion that does not require the Get on My Level NG+ perk. It also serves as a way to demo the progressive item functionality ahead of the upcoming Progressive Equipment update. It will not be for everyone and may go away soon.\r\n* Added Options **Common Pool Weight**, **Rare Pool Weight**, **Epic Pool Weight**, **Legendary Pool Weight**, **Consumable Weight**, and **Drop Weight**.\r\n * These options allow the player to control the likelihood of drawing from each of the filler item pools. For each level (common, rare, epic, and legendary), there exist two pools, one for consumables (like sandwiches) and one for drops (including plant drops).\r\n * The chance of the game generating a common item is the common pool weight divided by the sum of all level weights. Then, the selection of consumable or drop is made using a similar weighted algorithm.\r\n * Experimentation with these options is encouraged as the current default values are essentially randomly chosen.\r\n * These options may disappear at some point if a generally accepted balance is reached.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue where, upon receiving a progressive item after having already completed the progressive chain, the game would enter an errored state.\r\n\r\n## Fixes to Generation\r\n\r\n* Fixed an issue where, when Quest Randomization was disabled, the chest **Bergen Village South - Storage Room** was not shuffled while the chest **Bergen Village - Omni Gilders Basement Left (Bronze)** was.\r\n * This was intended to be inverted.\r\n\r\n## Fixes to Logic\r\n\r\n* **Clinging River Left** now requires Wave.\r\n* Subquests of **Training with the Master** now require Heat and Cold.\r\n* Renamed **Preemptive Mining** to **Preemptive Debugging**.\r\n\r\n# Changes since 0.5.0-pre5\r\n\r\n## Changes to Item Pools\r\n\r\n### Changes to Item Weights\r\n\r\n| Item | In Pool | Old Weight | Current Weight |\r\n|---|---|---:|---:|\r\n| Sandwich | Common Consumables | 50 | 40 |\r\n| Mega-Sandwich | Rare Consumables | 30 | 35 |\r\n| Flaming Bun | Rare Consumables | 35 | 30 |\r\n\r\n### Changes to Default Pool Weights\r\n\r\n| Pool | Old Weight | Current Weight |\r\n|---|---:|---:|\r\n| Common | 42 | 38 |\r\n| Legendary | 2 | 6 |\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed a few visual glitches in the quest dialog.","version":"0.5.0","timestamp":1720159208000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.0"},{"body":"## Changes and New Features\r\n\r\n### Changes to Mod\r\n\r\n* Improved file size and load time.\r\n* Added auto-scrolling text elements for long item names and update various displays to prefer these.\r\n * All quest dialogs, including the box that appears when accepting or completing a quest as well as the Quest Details View found in the menu, now use this instead of introducing vertical scrolling and multiline item descriptions.\r\n * This system will also be used to display long item names in shops and trades.\r\n\r\n## Fixes\r\n\r\n### Fixes to Generation\r\n\r\n* Fixed an issue where, when progressive items were added to a world's starting inventory either by the player or by the apworld, this would not limit the number of instances of that item in the pool.\r\n* Fixed an issue where patches to generation released in versions pre2 through pre4 were not be correctly applied.\r\n* Fixed an issue where specific equipment usually found in chests would not be added to the multiworld.\r\n\r\n### Fixes to Mod\r\n\r\n* Fixed an issue where, upon receiving a progressive item after having already completed the progressive chain, the game would enter an errored state.\r\n\r\n## Migration\r\n\r\nMigration to this version is **encouraged**. Previous saves will not break under this system, and the new features require testing.","version":"0.5.0-pre5","timestamp":1719370633000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.0-pre5"},{"body":"## Fixes to Generation\r\n\r\n* Fixed an issue where, when Quest Randomization was disabled, the chest `Bergen Village South - Storage Room` was not shuffled while the chest `Bergen Village - Omni Gilders Basement Left (Bronze)` was.\r\n * This was intended to be inverted.\r\n* Fixed an issue where, when generating the game, keyring logic would be used by the generator and mod regardless of YAML options.\r\n * If keyrings were not enabled in your YAML, the number of keys required to beat the game will still be available in your world, but even one of them will open up all doors in its dungeon.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue where attempting to start a new game would always fail when communicating with the archipelago.gg servers.","version":"0.5.0-pre4","timestamp":1719175324000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.0-pre4"},{"body":"## Fixes to Logic\r\n\r\n* Two quests, Hot Trail and Tropical Chill, have had Cold added as a requirement.","version":"0.5.0-pre2","timestamp":1718493537000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.0-pre2"},{"body":"## Changes to Generation\r\n\r\n* Filler items are no longer based on the list of items encountered in the shuffled locations in a vanilla playthrough of the game. Instead, when the generator requires a filler item, it randomly pulls one from the weighted filler item pools. The weights of the pools can be modified by changing relevant options (see the section in **Changes to Options**).\r\n\r\n## Changes to Options\r\n\r\n* Added Option **Start with Discs**.\r\n * If set to a value other than \"none\", the player will start with the corresponding disc items. Disc of Insight unlocks the records menu. Disc of Flora unlocks the botany menu.\r\n * This option was added to give players the ability to see one or both of these menus that are normally unlocked over the course of the game. In the case of the botany menu, this is especially helpful as it allows the player to work toward the botany analysis checks earlier.\r\n* Added Option **Start with Pet**.\r\n * If enabled, the player will start with a random pet.\r\n * This is just for fun (and for giving you emotional support as you endure the gauntlet of Archipelago).\r\n* Added Option **Progressive Area Unlocks**.\r\n * If enabled, the items that unlock overworld areas and dungeons (including shades and some passes) will be made progressive.\r\n * Players may choose to enable this for dungeon unlocks (i.e. Mine Pass, Yellow Sand Shade) or overworld unlocks (i.e. Blue Ice Shade, Green Seed Shade).\r\n * If both are enabled, players may choose whether to shuffle all area unlocks into a single pool or keep them separate.\r\n * This option was added as an alternative way to play through the game in a fashion that does not require the Get on My Level NG+ perk. It also serves as a way to demo the progressive item functionality ahead of the upcoming Progressive Equipment update. It will not be for everyone and may go away soon.\r\n* Added Options **Common Pool Weight**, **Rare Pool Weight**, **Epic Pool Weight**, **Legendary Pool Weight**, **Consumable Weight**, and **Drop Weight**.\r\n * These options allow the player to control the likelihood of drawing from each of the filler item pools. For each level (common, rare, epic, and legendary), there exist two pools, one for consumables (like sandwiches) and one for drops (including plant drops).\r\n * The chance of the game generating a common item is the common pool weight divided by the sum of all level weights. Then, the selection of consumable or drop is made using a similar weighted algorithm.\r\n * Experimentation with these options is encouraged as the current default values are essentially randomly chosen.\r\n * These options may disappear at some point if a generally accepted balance is reached.","version":"0.5.0-pre1","timestamp":1718493397000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.5.0-pre1"},{"body":"## Note\r\n\r\nThis release is labeled 0.4.6. This is not to be confused with the current release of Archipelago, whose version number is also 0.4.6. This similarity is purely coincidental and does not imply an equivalence.\r\n\r\n## Fixes to Logic\r\n\r\n* Two quests, Hot Trail and Tropical Chill, have had Cold added as a requirement.\r\n\r\n## Fixes to Mod\r\n\r\n* Fixed an issue where, when moving the cursor in the quest screen on quests with no decline button, it would then become impossible to complete those quests at any point.","version":"0.4.6","timestamp":1718495587000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.6"},{"body":"## Fixes to Logic\r\n\r\n* Outside grand krys'kajo bronze chest now requires correct shades to access\r\n* Outside So'najiz chest no longer requires wave\r\n* Omni Gilders basement chest is only present when Quest Randomization is enabled\r\n\r\n(thanks @Lurch9229)\r\n\r\n## Fixes to mod\r\n\r\n* Fix an issue where entering a loading zone while running a new game hosted by specific versions of the archipelago.gg web host would result in neverending loading.\r\n\r\n## Not fixed\r\n\r\n* It has been reported that subquests will not be assigned properly under certain circumstances. This has been reported twice but I have not attempted to reproduce it.","version":"0.4.5","timestamp":1716676624000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.5"},{"body":"## Fixes to Logic\r\n\r\n* Modified logic for several long quest chains to be more in line with changes made in [CC-Open-World version 0.3.2](https://github.com/buanjautista/cc-open-world/releases/tag/0.3.2).\r\n * A Promise is A Promise 2-4 can be started without their prerequisite quests, allowing players to complete the first four quests in the sequence in any order.\r\n * A Promise is a Promise 5 is only available after all four previous quests have been completed.\r\n * Trailblazing quests (excluding Henry Trailblazing) can be started without their prerequisite quests, allowing players to complete Autumn's Rise, Bergen, Maroon Valley, and Gaia's Garden Trailblazing quests, and their subquests in any order.\r\n * Henry Trailblazing is only available after all four previous quests and their subquests have been completed.\r\n* Fixed an issue where many rooms on floor U2 of Temple Mine were accessible in logic with one fewer key than was actually required to reach them.\r\n\r\n## Migration Guide\r\n\r\n* Worlds generated using the CrossCode APWorld version 0.4.4 **require** [CC-Open-World version 0.3.2 or greater](https://github.com/buanjautista/cc-open-world/releases/tag/0.3.2), otherwise games may become impossible to complete due to more locations being in logic earlier.\r\n* Upgrading to CCMWR 0.4.4 from worlds generated on versions 0.4.0 through 0.4.3 is optional, as no major changes to the mod have occurred.","version":"0.4.4","timestamp":1715993666000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.4"},{"body":"**New Features**:\r\n* Inserted the New Game+ prompt after the credentials screen while using Archipelago Start.\r\n\r\n**Fixes to Logic**:\r\n* Fixed an issue where locations in the final rooms of So'najiz Temple incorrectly do and do not require Shock to access.\r\n* Added Heat elemet as a prerequisite for the Bull on Fire quest.\r\n\r\n**Changes to APWorld**:\r\n* Removed lengthy and redundant topology section in spoiler logs.\r\n\r\n**Full Changelog**: https://github.com/CodeTriangle/CCMultiworldRandomizer/compare/0.4.2...0.4.3","version":"0.4.3","timestamp":1715145817000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.3"},{"body":"**Fixes to APWorld:**\r\n* Fixed an issue where, when generating with the Beta Dark Souls 3 release, the world would fail to generate.\r\n\r\n**Fixes to CCMultiworldRandomizer Mod:**\r\n* Fixed an issue where items would fail to be given correctly if other mods added new items.\r\n* Fixed an issue where, when the world had been played previously on a different save file, specific locations would fail to send or crash the game.\r\n\r\n**PLEASE NOTE:** Upgrading to 0.4.2 from 0.4.1 is supported and encouraged. You may receive a list of warning messages on the side of the screen the first time you start the game after the transition. This is expected and does not indicate any error.","version":"0.4.2","timestamp":1714289429000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.2"},{"body":"Changes:\r\n* Add additional metadata for an upcoming mod downloader from @krypciak.","version":"0.4.1","timestamp":1708711533000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.1"},{"body":"Changes:\r\n* Made the following changes to logic:\r\n * In Temple Mine, removed two key gates in the entrance to B3 and three key gates in the entrance to B4. This change was made to make the experience of finding all the keys for Temple Mine less miserable.\r\n * In So'najiz and Zir'vitar Temples, removed the puzzles in the entrances that require Heat and Cold. This change was made to allow the player more latitude in which order they decide to attempt the dungeons.\r\n * In So'najiz Temple, remove one key gate at the beginning of Trial of Persistence so that both branches are opened by one key.\r\n * These changes coincide with a change in cc-open-world which actually removes these puzzle elements in game.\r\n* Changed the specifications of some options:\r\n * **VT Shade Lock**: Settings have been added which allow the player more fine-tuned control over how the gate displays.\r\n* Added support for new options:\r\n * **Element Shuffle**: Where elements will appear in the multiworld.\r\n * **Small Key Shuffle**: Where small keys will appear in the multiworld.\r\n * **Master Key Shuffle**: Where master keys will appear in the multiworld.\r\n * **Chest Key Shuffle**: Where the Thief's Key, White Key, and Radiant Key (the keys that open bronze, silver, and gold chests, respectively) will appear in the multiworld.\r\n * **VW Meteor Passage**: Allows the player to create a gate between Sapphire Ridge and Vermillion Wasteland, unlockable using the Meteor Shade item.\r\n * **Keyrings**: If enabled, all keys for each dungeon are replaced by a single item that unlocks all doors in that dungeon. On the client side, this is implemented as giving 99 keys to the player so that they will never be able to run out.\r\n* Added support for new items:\r\n * **SP Upgrades**: When received, increases the SP of Lea and all of her party members.\r\n* Added support for new locations:\r\n * **Faj'ro SP Upgrade** and **Krys'kajo SP Upgrade**: the locations where the two SP upgrades are found in game.\r\n * **Bergen Village - Omni Gilders Basement Left (Bronze)**: A chest that contains a filler item located in the basement of the Omni Gilders' base in Bergen.\r\n* Changed all location names of chests to fit the tracker better.\r\n* Changed some behaviors:\r\n * When a party member is added, their SP level is set to Lea's SP level to coincide with SP Upgrades being receivable items. \r\n* Changed how chests display in game:\r\n * Items marked by archipelago as filler are light blue and have no icon (they display as vanilla).\r\n * Items marked by archipelago as useful are dark blue and have a \"+\" icon.\r\n * Items marked by archipelago as progression are dark green and have a \"!!\" icon.\r\n * Key and master key icons no longer appear on chests even if there is a key or master key in them.\r\n * Archipelago type icons will appear even if the chest is bronze, silver or gold.\r\n * To aid in legibility, the gold and silver chest textures have been modified such that the top of the chest is always visible.\r\n* Modified the generic progression item icon to be the same approximate color as the progression chest.\r\n* Added an analyze mode tooltip for chests. These include the chest name, what kind of item it stores (one of \"filler\", \"useful\" and \"progression\"), and what level of key it requires (one of \"bronze\", \"silver\" or \"gold\", if applicable).\r\n* Revamped the quest reward displays in the quest details view in the pause menu and the quest accepted/completed dialog.\r\n * Placed all item rewards in a scroll box.\r\n * Made long item names wrap.\r\n* Added an Archipelago New Game button to the main menu.\r\n * This does **NOT** allow you to set NG+ parameters, but it does allow you to put in your AP credentials before starting the game.\r\n\r\nFixes:\r\n* Fixed a bug where, if the player found an element for their own world, no entry would be shown in the Archipelago log.\r\n* Fix occasional crashes when an unexpected chest was loaded.","version":"0.4.0","timestamp":1708542596000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0"},{"body":"Changes:\r\n* Revamped the quest reward displays in the quest details view in the pause menu and the quest accepted/completed dialog.\r\n * Placed all item rewards in a scroll box.\r\n * Made long item names wrap.\r\n* Added an Archipelago New Game button to the main menu.\r\n * This does **NOT** allow you to set NG+ parameters, but it does allow you to put in your AP credentials before starting the game.\r\n\r\nFixes:\r\n* Fix logic for some Quests and Dungeons (thanks @lurch9229).\r\n* Fix occasional crashes when an unexpected chest was loaded.","version":"0.4.0-pre6","timestamp":1707379238000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre6"},{"body":"Changes:\r\n* Changed all location names of chests to fit the tracker better.\r\n* Changed how chests display in game:\r\n * Items marked by archipelago as filler are light blue and have no icon (they display as vanilla).\r\n * Items marked by archipelago as useful are dark blue and have a \"+\" icon.\r\n * Items marked by archipelago as progression are dark green and have a \"!!\" icon.\r\n * Key and master key icons no longer appear on chests even if there is a key or master key in them.\r\n * Archipelago type icons will appear even if the chest is bronze, silver or gold.\r\n * To aid in legibility, the gold and silver chest textures have been modified such that the top of the chest is always visible.\r\n* Modified the generic progression item icon to be the same approximate color as the progression chest.\r\n* Added an analyze mode tooltip for chests. These include the chest name, what kind of item it stores (one of \"filler\", \"useful\" and \"progression\"), and what level of key it requires (one of \"bronze\", \"silver\" or \"gold\", if applicable).\r\n* Added the following locations:\r\n * **Bergen Village - Omni Gilders Basement Left (Bronze)**\r\n\r\nMigration guide:\r\n* Requires version 0.4.0-pre5 of the CrossCode APWorld. You can download that [here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.4.0-pre5).","version":"0.4.0-pre5","timestamp":1705902501000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre5"},{"body":"Changes:\r\n* Added the following items:\r\n * **SP Upgrades**: When received, increases the SP of Lea and all of her party members.\r\n* Added the following locations:\r\n * **Faj'ro SP Upgrade** and **Krys'kajo SP Upgrade**: the locations where the two SP upgrades are found in game.\r\n* Changed the following behaviors:\r\n * When a party member is added, their SP level is set to Lea's SP level to coincide with SP Upgrades being receivable items. \r\n\r\nFixes:\r\n* Fixed a bug where, if the player found an element for their own world, no entry would be shown in the Archipelago log.\r\n\r\nMigration guide:\r\n* Requires version 0.4.0-pre4 of the CrossCode APWorld. You can download that [here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.4.0-pre4).\r\n* Requires version 0.3.0-pre2 of the CC-Open-World mod. You can download that [here](https://github.com/buanjautista/cc-open-world/releases/tag/0.3.0-pre2)","version":"0.4.0-pre4","timestamp":1705482974000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre4"},{"body":"Changes:\r\n* Added support for new options:\r\n * **Keyrings**: If enabled, all keys for each dungeon are replaced by a single item that unlocks all doors in that dungeon. On the client side, this is implemented as giving 99 keys to the player so that they will never be able to run out.\r\n\r\nMigration guide:\r\n* Requires version 0.4.0-pre3 of the CrossCode APWorld. You can download that [here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.4.0-pre3).\r\n* No CC-Open-World upgrade required.","version":"0.4.0-pre3","timestamp":1705395250000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre3"},{"body":"Changes:\r\n* Added support for new options:\r\n * New VT Shade Lock settings which allow the player more fine-tuned control over how the gate displays\r\n * The VW Meteor Passage option, which allows the player to create a gate between Sapphire Ridge and Vermillion Wasteland.\r\n\r\nMigration guide:\r\n* Requires version 0.4.0-pre2 of the CrossCode APWorld. You can download that [here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.4.0-pre2).\r\n* No CC-Open-World upgrade required.","version":"0.4.0-pre2","timestamp":1705300536000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre2"},{"body":"Changes:\r\n* Logic:\r\n * In Temple Mine, removed two key gates in the entrance to B3 and three key gates in the entrance to B4. This change was made to make the experience of finding all the keys for Temple Mine less miserable.\r\n * In So'najiz and Zir'vitar Temples, removed the puzzles in the entrances that require Heat and Cold. This change was made to allow the player more latitude in which order they decide to attempt the dungeons.\r\n * In So'najiz Temple, remove one key gate at the beginning of Trial of Persistence so that both branches are opened by one key.\r\n * This coincides with a change in cc-open-world which actually removes these elements in game.\r\n\r\nMigration guide:\r\n* This version requires cc-open-world version 0.3.0-pre1. You can download that [here](https://github.com/buanjautista/cc-open-world/releases/tag/0.3.0-pre1).\r\n* This version requires crosscode.apworld version 0.4.0-pre1. You can download that [here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.4.0-pre1).","version":"0.4.0-pre1","timestamp":1704958654000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.4.0-pre1"},{"body":"Fixes:\r\n* FINALLY FIX THE CURSED TEMPLE TREASURE ROOM BRONZE CHEST BUG","version":"0.3.0.1","timestamp":1702459089000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.3.0.1"},{"body":"New features:\r\n* Added support for the following generation options:\r\n * Quest Randomization\r\n * Hidden Quest Reward Mode\r\n * Hidden Quest Obfuscation Level\r\n * Quest Dialog Hints\r\n * Start with Chest Detector\r\n* Quest dialog boxes now show the quest reward information if the quest is randomized.\r\n* The Archipelago items feed GUI now shows an icon representing the item being received.\r\n* The client now sends a goal completion ping to the APWorld when the Creator is defeated.\r\n\r\nFixes:\r\n* Fixed a bug where a new session would be initiated every time the player dies.\r\n* Fixed a bug where acquiring the element change ability in Rhombus Dungeon would allow the player to upgrade circuits for elements they wouldn't have at that point.\r\n* Fixed a bug where a circuit tree that had been partially upgraded would be cleared after receiving the check for its corresponding element pillar.\r\n\r\nMigration Notes:\r\n* Make sure to have 0.4.0 of the poptracker and 0.2.1 of the cc-open-world mod.","version":"0.3.0","timestamp":1699854204000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.3.0"},{"body":"Fix some crashes with nonshuffled cutscene and quest items.","version":"0.3.0-pre8","timestamp":1698902204000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.3.0-pre8"},{"body":"**Fixes:**\r\n* Fixed a bug introduced in 0.1.5 where, when the player would collect a multiworld item as a quest reward, the game would behave normally and fail to send the item.\r\n* Fixed a bug introduced in 0.2.0 where, when the player would open a chest that the server already considers collected, the game would throw a non-critical error and would not show the item being sent.","version":"0.2.2","timestamp":1694134667000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.2.2"},{"body":"**Fixes:**\r\n* Fix an error where, after opening a chest that is not in logic with a save file, the game refuses to connect to the Archipelago server again when playing that save file.\r\n\r\n**Migration Notes:**\r\n* If you're upgrading from 0.1.x to 0.2.1, do not forget to follow all of the instructions in the [0.2.0 migration guide](https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.2.0).","version":"0.2.1","timestamp":1694104012000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.2.1"},{"body":"**Changes:**\r\n* Very little, just some internal stuff to work with new versions of other software.\r\n\r\n**Migration Notes:**\r\n* Pursuant to my [versioning policy](https://github.com/CodeTriangle/CCMultiworldRandomizer#a-note-on-versions), this release includes breaking changes to the client-server interface, meaning that you need version 0.2.x of the APWorld for this to work. [Get your APWorld here](https://github.com/CodeTriangle/Archipelago/releases/tag/crosscode-0.2.1) and feel free to check out the patch notes.\r\n* This mod now relies on version 0.1.7 or greater of `cc-open-world`. The new generation includes checks previously inaccessible due to sequence breaking, and `cc-open-world` adds ways to get those checks. [Get your copy of `cc-open-world` here](https://github.com/buanjautista/cc-open-world/releases/tag/0.1.7) and definitely read the patch notes on this one too.\r\n\r\nI have already said this, but massive thanks go to @buanjautista and @lurch9229 for making this release possible.","version":"0.2.0","timestamp":1693980503000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.2.0"},{"body":"**Changes:**\r\n* Added several new GUI elements to make checking connection status and joining games easier.\r\n\r\n**Migration Notes:**\r\n* `apConnection.json` is no longer read. Feel free to delete it.\r\n* All worlds associated with an archipelago connection retain that connection going forward unless modified in the menu.\r\n* I have added some **new dependencies** to facilitate the GUI additions:\r\n * [CCUILib](https://github.com/conorlawton/CCUILib/releases/latest): gives access to the text input box.\r\n * [nax-module-cache](https://github.com/conorlawton/nax-module-cache/releases/latest): technically just a requirement for CCUILib.\r\n* Note that there is a bug with CCUILib where pressing tab while a text input field is selected unfocuses the window. This is expected, just don't press tab. I've submitted a fixed release to the author, but that has not been released yet and I can't be bothered to package someone else's mod.","version":"0.1.5","timestamp":1693804590000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.5"},{"body":"**Fixes:**\r\n\r\n* *Actually* fix the issue I said I fixed last release. I did not test enough. Sorry.","version":"0.1.4","timestamp":1693086260000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.4"},{"body":"**Fixes:**\r\n\r\n* Element pedestals now send the correct items instead of adding the element that they would normally give and in some cases resetting the player's progress.","version":"0.1.3","timestamp":1693083767000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.3"},{"body":"**Fixes:**\r\n\r\n* Fix a bug where, after dying, checks would only be sent after going through a loading zone.","version":"0.1.2","timestamp":1693038604000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.2"},{"body":"Fixes:\r\n* Fixed an issue where elements received as multiworld would not be given to the player.\r\n* Fixed an issue where checks collected before a player associates their save file with an archipelago connection would not be uploaded when a connection is found.","version":"0.1.1","timestamp":1692946617000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.1"},{"body":"Initial Alpha release.\r\n\r\nIncludes basic randomization.","version":"0.1.0","timestamp":1692861616000,"url":"https://github.com/CodeTriangle/CCMultiworldRandomizer/releases/tag/0.1.0"}]},"open-world":{"metadataCCMod":{"id":"open-world","version":"0.5.0","title":"Open World patches","description":"Open World map patches for randomizer","repository":"https://github.com/buanjautista/cc-open-world","tags":["maps"],"authors":"buanjautista","plugin":"plugin.js","dependencies":{"ccloader":">=2.24.0","crosscode":">=1.4.0","cc-alybox":">=1.0.0","item-api":"^0.4.0"}},"installation":[{"type":"zip","url":"https://github.com/buanjautista/cc-open-world/releases/download/0.5.0-pre2/CC-Open-World-v0.5.0-pre2.ccmod","source":"","hash":{"sha256":"31dca9bdc4ef960059c2e339012780d2527b57d7d386b56c159ee18ab108538c"}}],"stars":3,"lastUpdateTimestamp":1767606075000,"releasePages":[{"body":"New:\r\n- Golden Bug quests are now separated from the Vagabond quest, which requires now 4 Golden Bug items instead of trial completion.\r\n- Fixed option to enable all maps as visited on new game. (In Options -> General)\r\n- Compat for DLC Quests\r\n- New options to disable Open World tips, and enable unavailable quests info in the hub. (In Options -> General)\r\n\r\nFixes:\r\n- Maroon Valley chest which respawned on room entry\r\n- Removed barrier event in Para Island since barrier has been removed\r\n- Vermillion Wasteland Hub is not inaccessible until a use is given to it (also to prevent crashes)\r\n- So'najiz Temple gauntlet barrier now opens after the fight instead of after opening the chests\r\n- Visited maps option now works, on creating a new save file\r\n- Fixed a lock inside Zir'vitar that happens by triggering the Sloth cutscene in Gaia's Garden\r\n- Meta Space patches not loading due to bad index\r\n- Fixed Master Sensei dialogue asking for Heat and Cold instead of the respective shades.\r\n- Removed rocks on Wheel Passage to ensure access to northern Sapphire Ridge (it was easily skippable and confusing)\r\n- Reworked Maroon Tree questline interactions so no member issues or weird stuff happens.\r\n- Removing cutscene in Temple Mine B3 Center and the two bottom sets of key pillars to ease the key confusion in runs.\r\n- Changed how Mick and the Black Market NPC to just work when having the Pass or Wave\r\n\r\nExtra Patches:\r\n- Extra Barriers: Adds new ways to move around from Rhombus Square, also adding reverse barriers to make some shades more usable from the get go\r\n- Closed Gaia: Adds more options to divide Gaia's Garden areas with the new East/West Gaia Passes, and the Azure Drop / Purple Bolt Shades\r\n- DLC: Base DLC (mostly dungeon) compatbility prepared for future patches\r\n- Extra Quests: Vermillion Trial Buildings, Gastropolis, Fall's Trailblazing, Sephisloth, and one more quest in Vermillion.\r\n\r\nCompatibility:\r\n- Re-added CC-Alybox as dependency\r\n- Added Item-Api as dependency for handling custom items (ex. new Gaia Passes)\r\n- Separated CCItemRandomizer compatibility into its own branch","version":"0.5.0-pre2","timestamp":1767606075000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.5.0-pre2"},{"body":"# v0.5.0\r\nNew:\r\n- Golden Bug quests are now separated from the Vagabond quest, which requires now 4 Golden Bug items instead of trial completion.\r\n- Fixed option to enable all maps as visited on new game. (In Options -> General)\r\n\r\nFixes:\r\n- Maroon Valley chest which respawned on room entry\r\n- Removed barrier event in Para Island since barrier has been removed\r\n- Vermillion Wasteland Hub is not inaccessible until a use is given to it (also to prevent crashes)\r\n- So'najiz Temple gauntlet barrier now opens after the fight instead of after opening the chests\r\n\r\nExtra Patches:\r\n- Extra Barriers: Adds new ways to move around from Rhombus Square, also adding reverse barriers to make some shades more usable from the get go\r\n- Closed Gaia: Adds more options to divide Gaia's Garden areas with the new East/West Gaia Passes, and the Azure Drop / Purple Bolt Shades\r\n- DLC: Base DLC (mostly dungeon) compatbility prepared for future patches\r\n\r\nCompatibility:\r\n- Re-added CC-Alybox as dependency\r\n- Separated CCItemRandomizer compatibility into its own branch","version":"0.5.0","timestamp":1753533204000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.5.0"},{"body":"bumping for plugin.js hotfix","version":"0.4.3","timestamp":1739529392000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.4.3"},{"body":"HOTFIX: \r\n- update plugin file","version":"0.4.2-hotfix1","timestamp":1739529392000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.4.2-hotfix1"},{"body":"Fixes: \r\n- Fixed getting stuck on the chest in Maroon Valley's Torn Road if you don't have the corresponding lock.\r\n- Made the visuals for Para Island barrier actually correlate to the barrier deactivated.\r\n- Removed Schneider interactions on guild area to avoid softlocking the Guild Pass check. Guild area should still be accesible with Guild Pass, and First Scholars with Guild Pass and Schneider check (which requires Mine Pass).\r\n- Removed the Quiz and some remainders from First Scholars. It will be more flat than before sorry about that.\r\n\r\nAdd: \r\n- Having maps visited by default should now be a YAML setting for Archipelago CCMultiworldRandomizer, or an option toggeable in Options for CCItemRandomizer.","version":"0.4.2","timestamp":1739529392000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.4.2"},{"body":"Fixes: \r\n- Having Emilie in party on the Rookie Harbor intro cutscene would softlock the game.\r\n- Steamy Booze and Steaks second quest now requires Flame Shade instead of Faj'ro.\r\n- D'kar 5th quest requirements now properly work.\r\n- Fixed typo on Temple Mine key intro cutscene.\r\n- Temple Mine B3 being exitable during the fight if you had Heat.\r\n\r\nChanges:\r\n- Added some extra quick details on B3 key cutscene","version":"0.4.1","timestamp":1712386197000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.4.1"},{"body":"Reworked code and requiring CCLoader v2.24 or higher due to improved patching. (CC-Alybox not needed anymore)\r\n\r\nChanges: \r\n- Removed Green Seed Shade requirement from Para Island entrance\r\n- Old Dojo can be entered without quest now as long as you have the key.\r\n- Trial of Golden Bug quest is now separate from Dojo entry and fights, so its easier to check it's pickup on randomizers\r\n- Autumn's Falls holo-bunny barriers are open by default\r\n- Actual fix for Smelter fight (map patch was wrongly named)\r\n- Fixed Ba'kii Kum NPC bird using wrong requirement for quests (dungeon instead of shade, compared to the other npcs)\r\n- Fixed not being able to use certain functions after returning back to the past.\r\n- Fixed a shop with wrong requirements in database\r\n\r\nAdd:\r\n- Extra Shade barriers on Sapphire Ridge and Gaia's Garden, leading to Autumn's Fall; and Maroon Valley leading to Bergen Trail \r\n- There's now an option to have all maps and areas visited beforehand.\r\n- Added an option to the Open World NPC in RH Info Hub to fix any quick menu limitations\r\n- Added extra sandwiches :)\r\n- Added a new cutscene to show the lower keys requirement in Temple Mine ","version":"0.4.0-pre3","timestamp":1712386197000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.4.0-pre3"},{"body":"**IMPORTANT!!!**\r\nThis version requires a new dependency for the new patching changes: CC-Alybox, which you can find **[here](https://github.com/lexisother/cc-alybox/releases/)**. Extra patches WILL NOT WORK without it.\r\n\r\n**Version Changes**\r\nReworked code and added cc-alybox / logic-steps as a dependency for easier patching from now on.\r\n\r\nChanges: \r\n- Removed Green Seed Shade requirement from Para Island entrance\r\n- Old Dojo can be entered without quest now as long as you have the key.\r\n- Trial of Golden Bug quest is now separate from Dojo entry and fights, so its easier to check it's pickup on randomizers\r\n- Autumn's Falls holo-bunny barriers are open by default\r\n- Actual fix for Smelter fight (map patch was wrongly named)\r\n\r\nAdd:\r\n- Extra Shade barriers on Sapphire Ridge and Gaia's Garden, leading to Autumn's Fall; and Maroon Valley leading to Bergen Trail \r\n- There's now an option to have all maps and areas visited beforehand.","version":"0.4.0-pre","timestamp":1712386197000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.4.0-pre"},{"body":"Update related to upcoming Mod Manager compatibility, with minor fixes/changes\r\n\r\nFixes:\r\n- Schneider doesn't spawn and fall into the void in Vermillion Basement\r\n- Smelter Digmo patch is now correctly named and works\r\n\r\nChanges:\r\n- Henry quest (Bergen, Maroon, Gaia) and Promise is a Promise (Bergen, Maroon, Gaia) quests can be started without the prerequisites\r\n- Moved the trigger that doesn't let you enter Guild HQ to First Scholars area instead of the whole guilds area. This allows doing Last Minute Heroes quest without issues","version":"0.3.2","timestamp":1710166002000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.3.2"},{"body":"Mostly fixes from previous update changes\r\n\r\nFixes:\r\n- Fixed weird collision issues with barrier blocks in Autumn's Fall entrance \r\n- Made the DLC maps requirements dependant on randomizer DLC activate options, for any possible dlc applications in the future\r\n- Fixed the Meteor Shade cutscene having wrong conditions which made the player softlock in RH expo space\r\n- Added a emergency exit NPC on Rookie Harbor expo space in case player gets stuck there\r\n- Fixed an error with shop index in database patch","version":"0.3.1","timestamp":1707895517000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.3.1"},{"body":"New:\r\n- DLC areas access first implementation. Now you should be able to get to these areas as soon as you gain access to their locations. This also includes being able to do the raid (for no reason yet)\r\n- **Enhanced Skip Beginning:** Allows skipping Rhombus Dungeon and start right away in Rookie Harbor quest hub.\r\n\r\nChanges:\r\n- Added visuals to determine when VT barrier is locked by boss or shades\r\n- Less clutter in Expo Space for easier maintenance later\r\n- Lower puzzle in Sinus Transmit room in Zir'vitar doesn't hard-require heat and cold anymore, and can be solved with any element (elements spawned by default)\r\n**- Entrances to So'najiz and Zir'vitar are active by default**\r\n**- Temple Mine B3 and B4 key locks only require 1 key each instead of 3 and 4 keys respectively**\r\n**- So'najiz Trial of Persistence only uses a key to open both South and North hallways**\r\n- Changed certain shop conditions for shop randomizer purposes\r\n- Added a Meteor Shade prop to show Rhombus Square also opens with the shade\r\n\r\nFixes:\r\n- Meta Space (after finishing the game), will send you back to CrossCentral instead of guild to avoid any weird potential issues\r\n- Removed extra unnecessary story events from Guild HQ \r\n- Fixed a locked door in Vermillion Wasteland Lea's Room (not a softlock but its inconvenient)\r\n- Hide Apollo cutscene in Autumn's Rise if you already done/meet him on Gaia's Garden\r\n- Hide Emilie on Bergen Trail entrance","version":"0.3.0","timestamp":1706113363000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.3.0"},{"body":"New:\r\n- DLC areas access first implementation. Now you should be able to get to these areas as soon as you gain access to their locations. This also includes being able to do the raid (for no reason yet)\r\n\r\nChanges:\r\n- Added visuals to determine when VT barrier is locked by boss or shades\r\n- Less clutter in Expo Space for easier maintenance later\r\n- Lower puzzle in Sinus Transmit room in Zir'vitar doesn't hard-require heat and cold anymore, and can be solved with any element (elements spawned by default)\r\n- Entrances to So'najiz and Zir'vitar are active by default\r\n- Temple Mine B3 and B4 key locks only require 1 key each instead of 3 and 4 keys respectively\r\n- So'najiz Trial of Persistence only uses a key to open both South and North hallways\r\n\r\nFixes:\r\n- Meta Space (after finishing the game), will send you back to CrossCentral instead of guild to avoid any weird potential issues\r\n- Removed extra unnecessary story events from Guild HQ \r\n- Fixed a locked door in Vermillion Wasteland Lea's Room (not a softlock but its inconvenient)\r\n- Hide Apollo cutscene in Autumn's Rise if you already done/meet him on Gaia's Garden\r\n- Hide Emilie on Bergen Trail entrance","version":"0.3.0-pre2","timestamp":1705515098000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.3.0-pre2"},{"body":"New:\r\n- DLC areas access first implementation. Now you should be able to get to these areas as soon as you gain access to their locations. This also includes being able to do the raid (for no reason yet)\r\n\r\nChanges:\r\n- Added visuals to determine when VT barrier is locked by boss or shades\r\n- Less clutter in Expo Space for easier maintenance later\r\n- Lower puzzle in Sinus Transmit room in Zir'vitar doesn't hard-require heat and cold anymore, and can be solved with any element (elements spawned by default)\r\n- Entrances to So'najiz and Zir'vitar are active by default\r\n- Temple Mine B3 and B4 key locks only require 1 key each instead of 3 and 4 keys respectively\r\n- So'najiz Trial of Persistence only uses a key to open both South and North hallways","version":"0.3.0-pre1","timestamp":1704957424000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.3.0-pre1"},{"body":"Fixes:\r\n- More guild fixes (hopefully) to prevent softlocks due to NPCs not spawning\r\n\r\nChanges: \r\n- A NPC to remove any party-locks has been introduced in Rookie Harbor - Info Hub GF\r\n- All SP upgrades are now incremental instead of fixed (which also includes a small \"fix\" of game code)\r\n- Kit quest (An unfortunate series of features) can now be started with party\r\n- VT Boss&Shade barrier can now be set to be only boss, only shades or both\r\n\r\nCC-Item-Randomizer specific:\r\n- Any toggles are now saved into storage.\r\n- GUI is hopefully now fixed (again) since .ccmod files don't read directories?","version":"0.2.2","timestamp":1703453380000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.2.2"},{"body":"Grab only the .ccmod release, unless something goes wrong and you need the folder version.\r\n\r\nFixes:\r\n Emilie now is not locked anymore if she joins through the guild cutscene in Old Obelisk\r\n Guild intro is now completable\r\n Hlin should be present for observatory quest intro in Guild HQ (it was locked to plot being around post-meteor shade events)\r\n V'rda Vil NPCs should now hide properly\r\n Smelter Digmo only activates when entering the room after having Infected Digmo killed\r\n\r\nChanges:\r\n All the shareholder events in Rhombus Square can be now done as soon as you gain access to Rhombus Square, and finish the guild intro\r\n","version":"0.2.1","timestamp":1701800218000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.2.1"},{"body":"Fixes:\r\n- Emilie now is not locked anymore if she joins through the guild cutscene in Old Obelisk\r\n- Guild intro is now completable (and works properly in pre3 hopefully)\r\n- Hlin should be present for observatory quest intro in Guild HQ (it was locked to plot being around post-meteor shade events)\r\n- V'rda Vil NPCs should now hide properly\r\n- Smelter Digmo only activates when entering the room after having Infected Digmo killed (pre-2)\r\n\r\nChanges:\r\n- All the shareholder events in Rhombus Square can be now done as soon as you gain access to Rhombus Square, and finish the guild intro (pre-2)","version":"0.2.1-pre","timestamp":1699828815000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.2.1-pre"},{"body":"New Patches:\r\n- Open Faj'ro (still a prototype, could be quite messy)\r\n- Meteor Wasteland (Locks Vermillion Wasteland passage behind a Meteor Shade barrier)\r\n\r\nChanges:\r\n- Made the VTower-ShadeLock barriers 2 instead of 4 for clarity (and it looked kind of awful to be honest)\r\n- Can explore Sephisloth cave now and beat the boss\r\n- Changed Emilie being Offline after starting the Maroon Tree until you finished it.\r\n- Changed Faj'ro Top cutscene to be a single cutscene rather than 2 \r\n\r\nFixes:\r\n- Fixed the compatiblity between multiple extra patches, which wasn't working at all since VT Skip patch was added\r\n- Fixed a few V'rda Vil mentions about the cat plague, and also removed the cat plague outside Elder's House (there's still a few outside K'tara's House lets pretend these are their pets)\r\n- Fixed a wrong variable that didn't let you start Mr. Nomsworth second quest in Rookie Harbor\r\n- Fixed the Black Market guard despawning after talking to him once\r\n- Fixed the missing GUI labels for Item-Rando menus for Open World finally. (pre2)\r\n- Fixed a small issue that arise from meeting Sephisloth, that raised a barrier in Zir'vitar entrance\r\n- A few Open Faj'ro fixes (pre2)","version":"0.2.0","timestamp":1697926092000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.2.0"},{"body":"First patch for quest rando implementation.\r\n\r\nNew patches:\r\n- Vermillion Tower floor skips: Enables all Tower floors once you finish the ground floor fight. This allows skipping the entirety of Vermillion Tower up to the last fight before the boss\r\n\r\nFixes:\r\n- Sprouting Business quest is not longer locked if you open the black market barriers first (still tied to obtaining Wave)\r\n- Meteor Shade cutscene wasn't tracking conditions properly \r\n- Added a check to not start Apollo fight if you have a party \r\n- Extra conditions checks in V'rda Vil area that were missing \r\n\r\nChanges:\r\n- Rookie Harbor quests after Faj'ro Temple, now unlock when you obtain Red Flame Shade\r\n- Bergen Village quests after Temple Mine, now unlock after obtaining Blue Ice Shade\r\n- Ba'kii Kum quests after Faj'ro Temple, now unlock after obtaining Red Flame Shade\r\n- Basin Keep quests after So'najiz and Zir'vitar, now unlock after obtaining Azure Drop Shade and Purple Bolt Shade instead\r\n- Last Minute Heroes quest unlocked after obtaining Meteor Shade","version":"0.1.8","timestamp":1694329306000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.1.8"},{"body":"- Made access to Guild Area tied to meeting Schneider after getting Mine Pass, and not tied to plot.line\r\n- Changed Meteor Shade room cutscenes in Sapphire Ridge's Old Dojo to not be tied to plot.line\r\n- Made the Vermillion Tower stealth section only completable up till the basement to allow grabbing chest, but not enter Vermillion Tower from there\r\n\r\n- Removed the dependencies entirely, for compatibility with either CCItemRando, CCMultiworldRandomizer, or standalone purposes.\r\n- Added Shade Lock option compatibility for Multiworld","version":"0.1.7","timestamp":1693975626000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.1.7"},{"body":"- Changed how the shade-boss lock patch in Vermillion Tower works. Extra event patches per dungeon not needed anymore.\r\n- Fixed a remaining save fix issue that locks landmarks after a certain point of the plot.line\r\n- Fixed two dungeon end maps that had wrong key info\r\n\r\n\r\n- Added a secondary version that doesn't require item-rando as dependency.","version":"0.1.6","timestamp":1690754369000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.1.6"},{"body":"- Open World now requires Item Randomizer mod 0.4.3+ to be loaded.\r\n- Add a optional feature to patch the end of Vermillion Tower to have boss and shade locks.\r\n- Fix for Basin Keep center not loading patch correctly","version":"0.1.5","timestamp":1690754369000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.1.5"},{"body":"- Fixes a bug with the end cutscene in Vermillion Tower entrance not playing.\r\n- Fixes a syntax error in Rhombus Dungeon entrance.\r\n- Adds a few barriers in Vermillion Tower Entrance that require beating the 4 element dungeon bosses and getting each of its shades.\r\n- Fixes the barrier in Autumn Fall not having visuals","version":"0.1.4","timestamp":1690685296000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.1.4"},{"body":"Patches to remove barriers, and story progress. Plus extra changes\r\n\r\n- Removes save fix prompts and story updates.\r\n- More party invite options and less locked team layouts.\r\n- Optional duels between Apollo and Shizuka.\r\n- Vermilion Wasteland access available at any time.","version":"0.1.3","timestamp":1690600634000,"url":"https://github.com/buanjautista/cc-open-world/releases/tag/0.1.3"}]}} \ No newline at end of file