Against The Storm for Archipelago
Archipelago Randomizer for ATS
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.
- Universal Tracker support! Specifically for blueprint_items + recipe_shuffle, and trade locations.
- 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.connecton the world map to a new URL/slot would give an error instead of a prompt to useap.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.
- Fixed issue where trying to use
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.cwill keep track of your url:port + slot per ATS profile.ap.connectwill be blocked when using a different slot/url, and prompt you to useap.connectForceinstead.- This does unfortunately mean your existing
ap.cmemory 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.
- Added biome keys! When enabled, you will be unable to play in a biome until receiving its corresponding key.
- 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.randomreferences. - Fishing huts now automatically disable primary recipes that are locked.
- Perhaps resolved an issue with glade events not properly clearing/sending their locations?
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_dlcoption has been split intoenable_keepers_dlcandenable_nightwatchers_dlc. - Standard species locations for Bats.
- Standard biome locations for Bamboo Flats and Rocky Ravine.
- Note: to add the new dlc, the old
- 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_locationsmax from 51 to 52.
- Bumped
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.
- Caught some recipe balance changes in 1.5 that I missed.
0.9.0
- New:
- Game version 1.5 support! All Ashen Thicket features should be behind the
enable_dlcoption.- 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.
- Game version 1.5 support! All Ashen Thicket features should be behind the
- 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.giftto send resources to other players through the Archipelago gifting system.
- Added gifting! Use
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.
- Added
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.
- Update 1.4 and DLC content!
- Changed:
- Updated Archipelago.Multiclient.Net to 6.3.1, and added Archipelago.Gifting.Net.
- Rearranged logic to 1.4 update.
- Halved the amber requirement of the 3 Trade Amber locations.
- 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.
- The console should now suggest "archipelago.gg:" for the url parameter of
- 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.saycommand 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_biomeyaml 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.
- Added
- 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
- Fixed:
- Replaced Archipelago.MultiClient.Net in upload, which should hopefully fix the dev console not opening.
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.toggleLockIconsto turn these on and off.
- Added
- Added lock icon to show which goods are locked by AP.
- 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.restoreProductionandap.randomizeRecipesto 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.connectcommand 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.