CHANGELOG

1.2.0

  • New:
    • Universal Tracker support! Specifically for blueprint_items + recipe_shuffle, and trade locations.
      • This was tricky for me, so please report if there are still any issues.
    • Added Brineworks to the item pool.
  • Changed:
    • If you have a biome key in your starting inventory, the apworld should no longer hand you another.
    • On connection, gifts with the same name and sender should be aggregated into one alert.
  • Fixed:
    • Upgraded bat houses location now properly requires copper ore.
    • Resolved issue where Training Expedition panel wouldn't open when disconnected from AP.
    • Fixed villager needs showing incorrect icons when unlocked.

1.1.6

  • Fixed:
    • Fixed issue where trying to use ap.connect on the world map to a new URL/slot would give an error instead of a prompt to use ap.connectForce.
    • Potential fix for when game would give "Could not load settlement" error on game launch.
    • Fixed receiving duplicate filler when disconnected and reconnecting in a settlement, when it's the first load of that settlement.

1.1.5

  • Fixed:
    • (Hopefully) Finally fixed glade events glitching out, getting stuck and not sending their checks.
    • Caught occasional harmless NullReferenceException on settlement load to reduce distractions in console.
    • Delegated receipt of Survivor Bonding, hopefully eliminating related crash.

1.1.4

  • New:
  • Changed:
  • Fixed:
    • Nothing. Just dropped in a fresh version of the mod, MC.Net, and Gifting.Net dlls, hoping this fixes the glade event issue. Maybe dlls are like lightbulbs.

1.1.3

  • Fixed:
    • Resolved potential crash related to game alerts on receiving a biome key.

1.1.2

  • Fixed:
    • Fixed Fishing Huts crashing & weird issues.

1.1.1

  • Fixed:
    • Correct some biomes believing they are locked after receiving their key.

1.1.0

  • New:
    • Added biome keys! When enabled, you will be unable to play in a biome until receiving its corresponding key.
      • The UI should try to keep you from embarking locked biomes, however checks will be blocked inside locked biomes as well.
    • Added per-profile connection memory! Now ap.c will keep track of your url:port + slot per ATS profile.
      • ap.connect will be blocked when using a different slot/url, and prompt you to use ap.connectForce instead.
      • This does unfortunately mean your existing ap.c memory will be ignored, as it's not currently associated with a profile.
    • Added in game command to toggle deathlink state. Will reset to yaml setting whenever connecting to AP.
    • Added an alert when checking a location. Control the feature with ap.toggleLocationAlerts.
    • Added an alert when you get disconnected from the AP server.
    • Added an alert indicating when connecting to AP is successful.
  • Changed:
    • Internal: switched to using delegates for generically wrapping game actions that need to happen in a Unity thread.
  • Fixed:
    • Perhaps resolved an issue with glade events not properly clearing/sending their locations?
      • I didn't take any active steps to fix this, but I saw the issue before and no longer do now. I am guessing recompiling the mod on the latest game version might have fixed this.
    • Deathlink related crashes should now be resolved, using the above mentioned delegate system.
    • Removed some leftover self.multiworld.random references.
    • Fishing huts now automatically disable primary recipes that are locked.

1.0.0

  • New:
    • Item and location groups. These now let you do things like !hint the earliest raw food or exclude_location all of a biome at once.
    • Added Nightwatchers DLC content!
      • Note: to add the new dlc, the old enable_dlc option has been split into enable_keepers_dlc and enable_nightwatchers_dlc.
      • Standard species locations for Bats.
      • Standard biome locations for Bamboo Flats and Rocky Ravine.
    • Included manifest in apworld, meaning it should survive the impending breaking change with AP v.0.7.0.
  • Changed:
    • Completely refactored the entire apworld and game mod. So added plenty of bugs!
    • It should now be very unlikely for a blueprint to wind up with two recipes of the same resource with recipe shuffle.
    • Updated the resource lock icon, to make it more distinct from the generic AP logo.
    • Need icons should now also show lock icons when appropriate.
  • Fixed:
    • Resolved issue that rendered Salt logically unusable.
    • The giant node locations in marshlands should properly require their respective camps.
    • The fully upgraded housing check for Frogs now properly checks for level 4 housing.
    • Took another pass at fixing gifting. Please report any issues with interactions with other games.
      • The in game notification should now say the resource name, not the name of the gift from its source game.

0.9.6

  • Changed:
    • Updated Multiclient.Net to v6.6.0, fixing incompatible version issue with AP 0.6.2.

0.9.5

  • Fixed:
    • Now attempts to connect to proper game name.

0.9.4

  • Fixed:
    • Updated dependency Multiclient.Net and Gifting.Net libraries. You can now send gifts to other updated games again.
    • The mod should now block platform achievements, so it should be safe to use goals.unlockAll.

0.9.3

  • Fixed:
    • Receiving the item Fish should now unlock the resource rather than the fish totem decoration.

0.9.2

  • Fixed:
    • Bumped extra_trade_locations max from 51 to 52.

0.9.1

  • Fixed:
    • Caught some recipe balance changes in 1.5 that I missed.
      • Add Eggs to Biscuits.
      • Remove Eggs from Pie.
      • Swap Porridge and Dye on Apothecary and Cookhouse.

0.9.0

  • New:
    • Game version 1.5 support! All Ashen Thicket features should be behind the enable_dlc option.
      • Added Salt as an item, as a trade location, and to various recipes' logic.
      • Added standard reputation and victory locations for Ashen Thicket.
      • Added locations for forging custom cornerstones in the Ashen Thicket.
  • Changed:
    • Removed building material requirements from some trade locations for raw resources that would never need buildings.
  • Fixed:
    • Corrected Coastal Grove expedition logic where later expeditions could be considered available before earlier ones.
    • !collected Coastal Grove expeditions should no longer throw off the progressive location checker.

0.8.3

  • Changed:
    • Added Ceramic GiftTrait to Pottery item.
  • Fixed:
    • Glade event decision tag locations should now work in any language.

0.8.2

  • Fixed:
    • Default and min range for grove expedition count are no longer swapped.
    • Resolved multiple issues related to using multiple ATS slots in the same multiworld.

0.8.1

  • Fixed:
    • Added some checks to avoid trying to receive gifts while in the world map.

0.8.0

  • New:
    • Added gifting! Use ap.gift to send resources to other players through the Archipelago gifting system.

0.7.2

  • Fixed:
    • Corrected location counting function that resulted in incorrect amount of filler getting generated.

0.7.1

  • Fixed:
    • Corrected typo in 20 housed frogs location.

0.7.0

  • New:
    • Added option to skip the Makeshift Post in Recipe Shuffle.
    • Added Survivor Bonding as a rarer filler item.
    • Added biome specific locations.
      • 2 in Cursed Royal Woodlands, to deal with a Calm/Angry Ghost.
      • 3 in The Marshlands, to harvest from each of the giant nodes.
      • 3 in Scarlet Orchard, to reconstruct each of the archeological digsites.
      • 0-20 in Coastal Grove, to go on expeditions for AP items instead of blueprints.
  • Changed:
    • Added building materials to many locations' logic (mostly trade locations) and reverted starting building materials back to 7.
    • Added start_inventory_from_pool opt in.
    • Added get_filler_item_names. Filler will no longer be chosen in equal quantities but randomly picked each time.
    • Added messaging on connection to in game console as well.
  • Fixed:
    • Logic no longer believes leather is a fabric ingredient.
    • Filler items received asynchronously should now be received by in-progress settlements.

0.6.2

  • New:
    • Added ap.c, which uses your most recently used url:port and slotName to conveniently connect.
    • Trades now scout their items and report it in the reward column, in place of 0 Amber.

0.6.1

  • Fixed:
    • Actually included the mod .dll in the Thunderstore upload.

0.6.0

  • New:
    • Update 1.4 and DLC content!
      • Added an option to tell AP whether you have the DLC and thus, whether to randomize it.
      • New locations for Frogs and the Coastal Grove biome.
    • Added AP mod version indicator to menu screen.
  • Changed:
  • Fixed:
    • Added Crystallized Dew as a requirement to Fox housing location.
    • If you disconnected and reconnected in a settlement, location hooks will no longer be dropped.

0.5.3

  • Changed:
    • Farms now also automatically disable their recipe when you don't have the item.
  • Fixed:
    • No longer notifies the player on every new settlement of every Filler and Blueprint they've already received.

0.5.2

  • Changed:
    • Increased the default embarkation of each resource to 8, to permit constructing most buildings and prevent logic locks.
  • Fixed:
    • Actually changed the villager requirement from 30 to 20 on the housed villager locations.

0.5.1

  • Fixed:
    • Removed debug commands.

0.5.0

  • New:
    • Added trade locations for almost every item in the game. Generation will choose a configurably random number of them.
    • Added reputation locations to the Sealed Forest, but of course not for victory.
    • Added locations for each of the 3 glade event decision tags.
    • Added option to continue getting blueprints drafts from reputation in game along with blueprint AP items.
    • Added option to shuffle items that are required to reforge the Seal, adding macguffins to the multiworld.
    • Added option to require multiple seal tasks to be completed simultaneously, resulting in a much more difficult final settlement.
  • Changed:
    • Changed the upgraded housed villager locations from 30 to 20 villagers.
    • Moved AP server message output to BepInEx log, as the in game console would often cause crashes receiving them.
  • Fixed:
    • With blueprint items and recipe shuffle, it was rarely possible to generate a logically impossible seed, with all recipes for an item on glade events.

0.4.8

  • Changed:
    • Added some additional logging during connection as user feedback.
  • Fixed:
    • Corrected some more building item mappings: Druid's Hut, Alchemist's Hut, Forester's Hut, and Small Farm.

0.4.7

  • Changed:
    • Added silencing to unknown location id print.
  • Fixed:
    • Fixed Scarlet Orchard victory location not sending.

0.4.6

  • Changed:
    • Now gathering camps will automatically disable their gathering "recipes" when you don't have the AP item for their primary resource.

0.4.5

  • Changed:
    • Disabled Shift+N input, which was a Dev shortcut for skipping to the next season.
    • Any resources not unlocked through AP will now be stripped from event rewards upon event completion.
    • The Training Expedition menu now defaults to some more convenient settings recommended by this randomizer.

0.4.4

  • Fixed:
    • Fixed location check silencer.

0.4.3

  • New:
    • Added alert informing player when receiving a BP from AP (for blueprint_items setting).
  • Changed:
    • The console should now suggest "archipelago.gg:" for the url parameter of ap.connect.
    • Moved biome and species reputation location checks to SlowUpdate, reducing intensity every frame.
    • Added some logging surrounding location checks.
  • Fixed:
    • Water related trade route locations should now send their name properly.

0.4.2

  • Fixed:
    • Cleaned up debugging commands.

0.4.1

  • Fixed:
    • Resolved "Packs of " trade location incompatibility between v0.3.3 and v0.4.0.
    • Patched more missing slot data between v0.3.3 and v0.4.0.

0.4.0

  • New:
    • Added ap.say command to send messages to the AP server such as !hint.
      • With that, AP messages from the server now appear in the dev console as well.
    • Added working filler, drawing from the world events in the base game. (Eg. 20 Pipes, 10 Tools, 2 Villagers)
    • Added reputation_locations_per_biome yaml option to control number of reputation ticks as locations.
    • Added the ability to receive blueprints as items from AP.
      • This disables the natural blueprint drafting function. Will probably add a yaml option for this in the future.
    • Added custom neighbor to trade routes page to accept all trade based locations.
  • Changed:
    • Changed the 30 housed villager locations to not be checked at victory (Can now be fulfilled at any time).
    • Deprecated the function of ap.randomizeRecipes, but kept the command so it can be used as a recipe randomizer without needing to connect to AP.
    • Updated ATS_API to version 1.2.3.
  • Fixed:
    • Recipes should no longer start forced enabled if you have the AP item for them.
    • Corrected "Marhslands" typo, should now correctly send relevant checks.
    • Corrected "Moorlands -> Scarlet Orchard" mapping, should now correctly send relevant checks.
    • Corrected swapped locations related to Beavers and Lizards.

0.3.3

  • Fixed:
    • Corrected game name on game mod side.

0.3.2

0.3.1

  • Fixed:
    • Actually included the assets/ with the Thunderstore upload.

0.3.0

  • New:
    • Added lock icon to show which goods are locked by AP.
      • Added ap.toggleLockIcons to turn these on and off.
  • Changed:
    • Recipes for locked items now start automatically disabled.
  • Fixed:
    • AP connection status alert now automatically dismisses on connect.
    • Item received alerts should no longer crash the game.

0.2.0

  • New:
    • Added Recipe Shuffle! What ATS randomizer would be complete without recipe randomization?
    • Added deathlink support.
    • Added some debug commands such as ap.restoreProduction and ap.randomizeRecipes to override mod features.
  • Changed:
    • The mod now tells the game to run as a dev build, meaning you no longer need to switch to experimental to access the console.
    • The ap.connect command can now be run on the world map, and will persist connection until the game is closed.
    • Updated MultiClient.Net to 6.1.1

0.1.1

  • Added dependencies.

0.1.0

  • Initial version.