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Releases: ArchipelagoMW/Archipelago

Archipelago 0.1.3

24 Jun 17:21
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General [@Berserker66]

  • The big yaml rip
    • The format and layout of the settings files, .yaml has drastically changed and all existing yamls will need to be remade or updated to the new format.
    • New options for all ranges (crystals, triforce pieces etc.):
    • added new root option: requires, which can be used to throw an error if the yaml requires a certain version or plando features to function as expected.
  • Placement error text now tries to blame a particular player's plando for the fill failure. (Only works if the placement directly lead to an error, not if it's emergent later)
  • /received should now work correctly in the LttP and Factorio client

A Link to the Past

  • New Logic: Hybrid Major Glitches [@espeon65536]
    • There are 4 underworld clips that may be required: Kiki Skip, Mire -> Hera, Hera -> Swamp, and Ice Palace entrance clip.
    • You will never be expected to open a chest in an incorrect dungeon state, or dupe a prize in a different dungeon.
    • However, utilizing these clips as methods to access the dungeon in the correct state, or in order to access the region surrounding the dungeon, may be required.
  • remove - and _ from hint tile texts [@Berserker66]
  • non-native items are now the Power Star [@Berserker66]

Factorio [@Berserker66]

  • fix Recipe Time randomization not being deterministic in non-race mode.
  • fix funnels getting sorted when they should be random
  • Rocket Silo is now a "Static" node, which means it will not be in any shapes and always retain its cost (local goal, essentially)
  • The option "random_tech_ingredients" is gone and its functionality is now default.
  • visibility option is now tech_tree_information and gained a new option: only show if a node is a logical advancement or not
  • fix vanilla ghost tech entries appearing

Technical [@Berserker66]

  • There is now the beginnings of a World Loader, in the future this will be built out to allow plugin-like handling of world types.
  • Improved, but not resolved, linux compatibility of MultiMystery.py
  • Fix yaml triggers not allowing to write back a new result of what they triggered on

Archipelago 0.1.2

07 Jun 17:57
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General

Webhost [@Berserker66]

Minecraft [@espeon65536]

  • Very Very Frightening now properly accounts for getting a villager into the overworld by curing a zombie villager.
  • Hot Tourist Destinations no longer requires striders.
  • Saddles are now also obtainable from raids by killing a ravager (100% drop rate).
  • require end crystals for Free the End, since it's possible to kill the dragon with beds and not receive the advancement.
  • Added campfire for Sticky Situation, by popular demand.
  • Structure plando! Works identically to plando_connections for ALttP. now you can make sure you get the ideal structure layout of overworld city/fortress, nether village/outpost, end bastion.

Factorio [@Berserker66]

  • Recipe Time Randomization was added.
  • First Version of a graphical client.
  • Bridge File is no longer read at inverval, but after confirmed creation.
  • Bridge File is now created upon researching a sendable or starting up, removed remaining timer.
  • Logic now has crafting machine awareness, making logic stabler for modded Factorio (no effect on vanilla).
  • Various fixes for multi-Factorio setups.
  • Working beatable-only accessibility.
  • Advancement items, if visibility is on, are now marked and described differently to "trash".
  • Ingame text for AP chat is now color capable.
  • Pyramid and funnel tech tree layouts are gone, in their stead small, medium and large, pyramids and funnels respectively; were added.
  • Factorio Client is now available as its own installation package.

A Link to the Past

  • Fix progressive starting items not writing to ROM. [@Berserker66]
  • Ice Rod Hunt is now a 1 out of 1 triforce piece hunt, to allow getting items from Pyramid/Pedestal without forfeit. [@Berserker66]
  • Fix import error in Adjuster. [@CaitSith2]

Technical

  • requirements have been split into multiple files, per game. ModuleUpdater has been updated accordingly. [@Berserker66]

Archipelago 0.1.1

16 May 22:19
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General

  • manifest.json now includes the full version number, so you can look there if you're unsure what you have installed. [@Berserker66]
  • hint_cost is now relative to the total checks a slot can make, so a hint_cost of 10 means you need 10% of your checks to have enough for a !hint [@Berserker66]
  • Fix !remaining not knowing about other games [@KonoTyran]
  • Server hints are now only send to the up to two people that concern them. [@Berserker66]
  • Add "start_hints" option, which allows prefilling server hints with certains items [@Berserker66]

A Link to the Past

Factorio

  • Fix a caching issue that prevented multiple Factorio worlds in one Multiworld [@Berserker66]
  • if tech tree is visible, prefill it into start_hints [@Berserker66]
  • FactorioClient now passes through cmd args, so you can do FactorioClient --port 2000 as an example. [@Berserker66]
  • Client will now recognize if it's trying to connect to the wrong multiworld and abort connection. [@Berserker66]

WebHost

  • added Factorio setup tutorial (draft) [@Berserker66]
  • regain hosting and tracking capability [@Berserker66]
  • Error message to the user if generation failed, instead of no reaction on button click [@LegendaryLinux]
  • Temporarily the webhost lives at http://archipelago.gg:48484, to become the main webhost when it's ready. For now you can use it for hosting and tracking, everything else is rather broken still.

Minecraft

Technical

  • Major version updates to Flask -> 2, jinja -> 3, waitress -> 2, websockets -> 9 [@Berserker66]
  • removal of flask plugin "autoversion", as this feature is now in Flask 2 [@Berserker66]
  • removed suppress rom cmd line switch [@Berserker66]
  • Multiserver saving and loading is faster now [@Berserker66]

Archipelago 0.1.0

10 May 10:07
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Minecraft [@KonoTyran, @espeon65536]

  • Advancement-Based
    • Each Minecraft advancement is a location that could hold an item for you or your friends.
    • Some classic achievements from pre-1.12 are back, such as When Pigs Fly and The Lie.
    • Some advancements are marked as hard or insane, and are only required if you turn those options on in your yaml.
  • Items
    • Your main progression items are crafting recipes!
    • Shuffled recipes:
      • Progressive Tools
        • Pickaxes, shovels, and hoes are all considered tools.
        • You will start with just wooden tools.
        • 3 copies of "progressive tools" are in the pool. Each one unlocks the next tier of tools: stone -> iron -> diamond
        • Unlocking diamond tools allows you to craft netherite ingots, which means diamond tools are required to obtain netherite equipment.
      • Progressive Weapons
        • Swords and axes are a part of this group and follow the same rules as progressive tools.
        • 3 copies: stone -> iron -> diamond
      • Progressive Armor
        • All armor pieces (helmet, chestplate, leggings, boots) fall under this catagory.
        • 2 copies: iron -> diamond
      • Ingot Crafting: furnaces and nugget <-> ingot recipes
      • Resource Blocks: all ingot <-> block recipes, notably Iron, Gold and Glowstone
      • Brewing: blaze powder and brewing stand
      • Enchanting: enchantment table, anvil, bookshelf
      • Archery: bow, crossbow, arrows
      • Bucket
      • Flint and Steel
      • Bed
      • Bottles
      • Shield
      • Fishing Rod (and Warped Fungus on a Stick)
      • Campfire
    • Along with recipes, you will also receive a variety of items to help you along your journey.
      • Netherite Scrap
      • Various Enchanted Books
      • Iron, Gold, and Diamond Ore
      • Emeralds
      • Lapis Lazuli
      • Ender Pearls
      • Stacks of food (and some rotten flesh)
      • XP packs
  • Structure Randomization
    • To add a new twist to your Minecraft world, we've also shuffled important structures throughout the dimensions, changing your ability to scour the world for resources.
    • Villages, Pillager Outposts, Nether Fortresses, Bastion Remnants, and End Cities will now be swapped with each other. You can explore an underground Nether Fortress in the Overworld or find a village made of warped planks in the Nether.
  • Built-In Multiplayer
    • You can play either in singleplayer or on a server with your friends. The entire server will count as one player, working together to complete advancements.
    • Everyone will receive copies of the items, so don't worry about people hoarding the diamonds!

For instructions on setting up Minecraft to connect and play on Archipelago, follow the tutorial at https://archipelago.gg/tutorial/minecraft/minecraft/en

Factorio [@Berserker66]

  • Assembling Machine 1 can now use fluids for crafting
  • default enable Research Queue
  • add mod thumbnail
  • now receives Archipelago chat (doesn't send yet)
  • added option "visibility", which controls how much information is visible to you on the tech tree
  • buffered free samples, that you receive when your inventory allows [@dewiniaid]
  • grant items to players that join late [@dewiniaid]
  • added option "random_tech_ingredients", which picks random ingredients from within the max science pool roughly evenly, generally improving the progression curve (sphere sizes)
  • Game Completion is now send, allowing forfeit on sending a rocket and other hooks that depend on it.
  • mod name now contains the slot name
  • slot name is automatically read now
  • bridge file location is automatically found now
  • a bridge file is automatically created on first startup, even if the game is paused
  • added starting_items option
  • For the time being, to make absolutely sure the logic doesn't deadlock, a particular recipe product is currently only "in logic" if all methods of creating it are available. Prior, it could select either fluid-handling, oil-processing or advanced-oil-processing for petroleum, now it needs all 3; as an example.
  • Rocket Part Recipe now scales by max science, more info: https://docs.google.com/spreadsheets/d/1xa91Lurj4w7GF111tPFUHU9Y9wuuS8lccP-9JREtvm8/edit#gid=0

A Link to the Past

Technical

  • fix `!missing" was displaying IDs instead of text [@KonoTyran]
  • seed_name is now stored in Archipelago and sent on RoomInfo [@Berserker66]
  • Mystery.py gained the argument seed_name [@Berserker66]
  • Set correct default path for data files for unittests [@Berserker66]
  • update_sprites is now a cmd argument to LttPAdjuster [@Berserker66]
  • improved speed of can_beat_game method [@Berserker66]

Archipelago 0.0.3

11 Apr 22:26
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MultiServer

  • Check for correct game
  • add log_network argument
  • Fixed some inconsistencies between documented protocol and exhibited behaviour

Generation

  • Fix dynamic attributes and fixes not updating
  • Fix Maseya Palette path issue

WebHost

  • not publicly hosted yet and still has many issues
  • Fix MultiTracker crashing on Hint use
  • Fix Uploading of Multiworlds

Factorio

  • Add Tech Tree shapes:
    • Funnel
    • Pyramid
    • Small Diamonds
    • Medium Diamonds
  • Bridge Notification is less spammy
  • Mod is output as a zip, that can be directly loaded
  • Implement free samples option
  • Implement visibility option
  • Correctly ignore Infinite Technologies

A Link to the Past

  • weapons option is now just swordless: on/off

All of them by @Berserker66, so no need to write that behind each.

For the Factorio side of things there's now a setup guide by @LegendaryLinux:

https://www.youtube.com/watch?v=ZRKBaYT2i0s

Archipelago 0.0.2

01 Apr 18:40
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Changelog is incomplete, too many things changed to keep track of, so the quick notes:

  • New Server/Client Architecture, incompatible with Bonta's Multiworld or Berserker's Multiworld
  • Client can now download newer databases from the server, of items, locations and games it doesn't know exist yet.
  • Added Game: Hollow Knight
    • Generation for it mostly works, client is still WIP, no known timeline for release.
  • Added Game: Factorio
    • Logic issues that can resolve in deadlocks, you may need to /send technologies to circumvent them for now.
    • Quick instructions: (Tutorial doesn't exist yet)
      • Create a yaml with game: Factorio
      • copy the resulting mod from your output folder into a Factorio headless server and any person's local Factorio install.
      • make sure your headless Factorio server is configured correctly in your host.yaml
      • run Factorio --create Archipelago, the server will exit, copy the resulting Archipelago.zip next to FactorioClient
      • run FactorioClient, it should auto-start the Factorio Server and connect to it. You then use /connect to connect it to the Archipelago server.
      • in FactorioClient you can use /factorio <any text> to send that text to the Server console, such as /factorio /save
      • Connect with any amount of modded Factorio games to the server
      • You can run up to 255 Factorio Worlds in each Archipelago Multiworld

Factorio was an obvious choice for Archipelago, as it needs a very similar time to completion to a Link to the Past and should mix nicely.
(edit: the above sentence was a bit of an april fool's. But just that sentence, Factorio Integration is very much real.)
You can find some screenshots from playtesting here:
https://imgur.com/a/H4kmJcL