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CHANGELOG.html
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<div>
<strong>Note</strong>: Previous versions of the rando can be accessed by clicking the links below. These may take
about 15 seconds to load.
<br><br>
<p><a href="https://version-29---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 29 (???)</a>:
<ul>
<li>The randomizer is rewritten in Rust. This is an internal change but it has some observable effects:
<ul>
<li>The randomization runs much faster.
<li>Improved flexibility in the implementation allows some logic issues to be resolved (more to come soon):
<ul>
<li>The Baby Metroid drain is taken into account.
<li>Reserve energy is taken into account properly. As a result, Reserve Tanks may now be placed as progression items
(Previously they were the only item that could not be; they would only be placed at the end.)
<li>The Shinespark minimum of 29 energy is taken into account properly, and as a result the logic assumes (and
spoiler log shows) an initial maximum of 99 energy instead of 70.
</ul>
<li>With an overhaul like this, it is expected that inevitably some bugs are introduced. If you
notice problems, please let us know (on <a href="https://github.com/blkerby/MapRandomizer/issues">GitHub</a>
or the <a href="https://discord.gg/Gc99YV2ZcB">Discord</a>)!
</ul>
<li>The pause-menu map is now centered in the available space (instead of being skewed to the top-left corner).
<li>Elevator tiles are restored to their vanilla form with blue/pink pixels indicating if they have been explored.
<li>Minor changes to spoiler log:
<ul>
<li>Routes show total resources remaining (e.g., energy, Missiles, etc.) instead of resources consumed in a given step.
<li>Escape route shows cumulative distance instead of distance on each step. If applicable, the routes
to and from the animals are shown separately.
</ul>
<li>(TODO:) Spoiler maps are now drawn using in-game map tiles, so they show items, saves, bosses, etc.
</ul>
<p><a href="https://version-28---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 28 (2022-01-10)</a>:
<ul>
<li>Overhaul of the item placement algorithm:
<ul>
<li>The algorithm now runs faster, especially on Easy and Open modes, which should greatly reduce or eliminate
timeouts that were common before.
<li>Key items are now only placed at locations that are both able to be reached from the Ship and able to
return back to the Ship without the use of the new item.
<ul>
<li>This means it is now less likely for a player to need to take a leap of faith down a path that they
apparently cannot return from.
<li>Note, however, that the return path back to the Ship doesn't necessarily need to be the same as the
path to the item from the Ship. This means that in some cases a leap of faith can still be required,
unless the player has enough map information to either identify or rule out the possibility of a return
path back to the Ship with their current items.
</ul>
<li>The structure of the spoiler log is updated: consistent with the new placement algorithm, for each key
item a possible route is indicated for how to get from the Ship to the item and back.
<li>Various quirks of the old algorithm are eliminated:
<ul>
<li>Key items are no longer biased to be placed in rooms with obstacles such as Big Pink.
<li>It should no longer happen that extra unnecessary key items are sometimes dumped right at the beginning
of the game (which occasionally happened before).
</ul>
</ul>
<li>A new item placement strategy "Semiclosed" is added:
<ul>
<li>This is similar to "Closed" except it does not have the same tendency to withhold Energy Tanks and
additional Supers & Power Bombs (only the first Supers and PowerBombs).
<li>See the updated descriptions of all three item placement strategies.
</ul>
<li>When going down Warehouse Entrance elevator, an elevator map tile is revealed which was previously missed.
</ul>
<p><a href="https://version-27---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 27 (2022-01-08)</a>:
<ul>
<li>Enable Bowling Alley chozo during escape (to be able to activate bowling).
<li>Adjustments to escape timer, which overall make it more lenient:
<ul>
<li>Make corrections to distances for rooms where a straight-shot path is not possible.
<li>Simplify the computation to assume a speed of 2.0 seconds per unit of map-tile Manhattan distance
on Expert settings (eliminated an upper-confidence limit calculation that was used before).
<li>Adjust the difficulty presets so that the default escape timer multipliers align with resource multipliers
(with Expert now having a multiplier of 1.0).
</ul>
</ul>
<p><a href="https://version-26---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 26 (2022-01-06)</a>:
<ul>
<li>Fix the far right platform in Mother Brain Room to be solid tiles instead of slopes,
to avoid the possibility of falling through the tiles and being trapped by running into the room (since
the attempted fix in Version 19 didn't go through).
<li>Fix the area names in the spoiler log.
<li>Logic updates from sm-json-data (<a href="https://github.com/kjbranch/sm-json-data/compare/5339470..6bef471cc81db2c857c619a29c1dff326215f992">diff</a>).
</ul>
<p><a href="https://version-25---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 25 (2023-01-04)</a>:
<ul>
<li>Arrows on the pause menu map are colored according to the destination area:
<ul>
<li>Dark gray = Crateria
<li>Green = Brinstar
<li>Red = Norfair
<li>Yellow = Wrecked Ship
<li>Blue = Maridia
<li>Light gray = Tourian
</ul>
</ul>
<p><a href="https://version-24---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 24 (2023-01-03)</a>:
<ul>
<li>When Samus dies, skip game over screens, reloading immediately from last save.
<li>Reload from last save during gameplay by pressing L + R + Select + Start.
</ul>
<p><a href="https://version-23---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 23 (2023-01-03)</a>:
<ul>
<li>A couple improvements applicable before acquiring the area map:
<ul>
<li>When using elevators, mark its tiles explored (fixes a gap in map tiles which previously affected elevators).
<li>When crossing areas, mark the corresponding arrow tiles as explored.
</ul>
<li>Restore the vanilla message box font (which was unintentionally changed in Version 19 as a side effect of the
new map patch).
</ul>
<p><a href="https://version-22---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 22 (2023-01-02)</a>:
<ul>
<li>Fix crash that happened in Version 21 when picking up X-Ray.
</ul>
<p><a href="https://version-21---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 21 (2023-01-02)</a>:
<ul>
<li>Escape timer is tailored to the seed based on the distance back to the ship.
<ul>
<li>A multiplier is available under "Customize skill assumptions" to adjust the escape time.
<li>An option is available to include the extra distance needed for saving the animals.
</ul>
<li>Samus collects & equips all items (excluding beams, ammo, and tanks) when acquiring Hyper Beam.
<ul>
<li>Items collected in this way do not count toward the "rate for collecting items" shown after the credits.
</ul>
</ul>
<p><a href="https://version-20---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 20 (2023-01-01)</a>:
<ul>
<li>During the Kraid, Draygon, Ridley, and Golden Torizo fights, restore gray door locks, making it no longer
possible to run through the room without defeating the boss.
<ul>
<li>The door through which you entered is kept blue, so it is still possible to back out of the fight.</li>
</ul>
<li>Allow Samus to move freely during the Kraid fight (instead of being constrained to the left half of the room
during the first phase), making it possible to exit to the right if you entered from that direction.
<ul>
<li><strong>Note</strong>: The camera is still constrained to bottom screens during the first phase of the
fight, which means it is possible for Samus to go off-camera here.
</ul>
<li>During the escape, allow passage through the Acid Statue room (by spawning the Acid Chozo "enemy"
that stopped spawning in Version 19).
</ul>
<p><a href="https://version-19---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 19 (2022-12-30)</a>:
<ul>
<li>During the escape, enemies and bosses no longer spawn.
<li>During the escape, entering Kraid's room no longer cancels the escape music.
<li>Fixed glitched graphics when pausing during Kraid fight (caused by map changes in version 18).
<li>Fixed some issues with the Mother Brain room:
<ul>
<li>Prevent (non-existent) door from closing when entering the room from the left.
<li>Fixed the far right platform to be solid tiles instead of slopes,
to avoid the possibility of falling through the tiles and being trapped by running into the room.
<li>During the escape, the escape door on the left is now always open.
<li>During the escape, the invisible spike tiles where Mother Brain used to be are now gone.
</ul>
<li>Corrected a few map tiles: right door in Fish Tank, item dot in West Ocean, and passage in Green Hills (errors in version 18).
<li>The map station on the title screen is animated.
</ul>
<p><a href="https://version-18---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 18 (2022-12-29)</a>:
<ul>
<li>Improvements to map/mini-map:
<ul>
<li>Doors are shown as 2-pixel-wide openings (vs. as solid walls in vanilla).
<li>False walls/passageways within rooms are shown as 4-pixel-wide openings (vs. as solid walls in vanilla).
</ul>
</ul>
<p><a href="https://version-17---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 17 (2022-12-27)</a>:
<ul>
<li>Music is based on map area! (This causes some glitches with sound effects which can be fixed later.)
</ul>
<p><a href="https://version-16---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 16 (2022-12-26)</a>:
<ul>
<li>Tech is partially cleaned up and grouped by difficulty for easier navigation.
<li>Logic updates (<a href="https://github.com/kjbranch/sm-json-data/compare/5339470..6bef471cc81db2c857c619a29c1dff326215f992">diff</a>).
</ul>
<p><a href="https://version-15---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 15 (2022-12-26)</a>:
<ul>
<li>Refining the behavior introduced in version 10 on how Phantoon's Room is placed:
<ul>
<li>Phantoon's Room will always be two rooms away from the Wrecked Ship Map Room (which is as close as possible).
<li>The Wrecked Ship Save Room will always be in the same area as Phantoon's Room and the Wrecked Ship Map Room.
<li>These rooms no longer have any tendency to be in a smaller area.
<li>They can still be in an area with any name, including possibly Crateria.
</ul>
<li>Bugfix: Include Frog Savestation in the algorithm for balancing save stations.
<li>Include good farm rooms (those with 5x Gamet spawns) in the algorithm for balancing refills.
<li>Add "Map Rando" to the title screen.
</ul>
<p><a href="https://version-14---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 14 (2022-12-24)</a>:
<ul>
<li>With the rolling save functionality introduced in version 13, also advance the current save slot. This ensures
that after a reset the default save slot to load will be the one most recently saved.
</ul>
<p><a href="https://version-13---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 13 (2022-12-23)</a>:
<ul>
<li>Supers now do double damage to Mother Brain 2.
<li>Saving at a different save station from the last save will advance to the next slot before saving (wrapping
back to slot 1 if the last save was on slot 3).
<li>Fix graphical glitches that sometimes occurred when leaving Phantoon's Room before defeating Phantoon.
</ul>
<p><a href="https://version-12---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 12 (2022-12-23)</a>:
<ul>
<li>Fix an issue that caused new games (other than the first new game) to start at the wrong save location.
<li>Fix graphical glitches that sometimes occurred when leaving Crocomire's Room before defeating Crocomire.
</ul>
<p><a href="https://version-11---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 11 (2022-12-22)</a>:
<ul>
<li>Using a Missile Refill station refills all ammo types: Missiles, Supers, and Power Bombs.
<li>The current tile can be un-explored (i.e., turned back to black/blue on the map) by pressing Angle Up and Item Cancel
simultaneously. To be effective, these inputs must be held while exiting the tile, since otherwise the game will
immediately re-explore the tile.
<li>Max ammo is shown in the HUD.
<li>Restore rising acid in Tourian Escape Room 4 (unintentionally removed in version 8).
</ul>
<p><a href="https://version-10---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 10 (2022-12-21)</a>:
<ul>
<li>Replace the special behavior for Wrecked Ship introduced in version 9 with the following instead:
<ul>
<li>The Wrecked Ship Map Room and Wrecked Ship Save Room will always be in the same area as Phantoon's Room.
<li>The area with Phantoon's Room will tend to be smaller than the other areas.
<li><strong>Note</strong>: Phantoon's Room can once again be in any area, including Crateria.
</ul>
<li>A new "-config.json" file is added to the returned ZIP, containing details about the version, random seed, and
difficulty config used to generate the ROM.
</ul>
<p><a href="https://version-9---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 9 (2022-12-21)</a>:
<ul>
<li>Spread out the distribution of Save Room and Refill Rooms more evenly.
<li>Add special behavior for the Wrecked Ship area:
<ul>
<li>Phantoon's Room will always be in Wrecked Ship.
<li>The Wrecked Ship Map Station will always be in Wrecked Ship.
<li>Wrecked Ship will tend to be smaller than the other areas.
</ul>
<li>Various corrections to the logic used for item placement (<a href="https://github.com/kjbranch/sm-json-data/compare/a544435..5339470">diff</a>).
</ul>
<p><a href="https://version-8---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 8 (2022-12-19)</a>:
<ul>
<li>Add blue door in Tourian Eye Door Room, removing Gadora graphics.
<li>Remove explosions & shaking in Tourian Escape rooms when not in escape sequence.
<li>Restore sandfall layouts to be more similar to vanilla game, with only minimal changes to ensure safe transitions.
<li>Remove the wall that spawned when entering Tourian Escape Room 1 from the right.
<li>Set up door-specific FX correctly (applicable when entering rooms through a certain door):
<ul>
<li>Rising Tide left door: lava rises
<li>Volcano Room left door: lava rises and room is heated
<li>Speed Booster Hall right door: lava rises if Speed Booster is collected (Note: only happens until completed
once, and the lava will never rise or be high when entering from the left.)
<li>Acid Statue Room bottom-right door: acid is lowered
<li>Amphitheatre right door: acid is raised
<li>Climb bottom-left door: disable door-specific FX from the vanilla game, to prevent the
lava from rising when entering from Tourian Escape Room 4 (except during the escape).
</ul>
</ul>
<p><a href="https://version-7---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 7 (2022-12-18)</a>:
<ul>
<li>Map station tiles are visible from the start of the game.
<li>Spoiler log is simplified; areas and a summary section are added.
<li>Fixed bug in West Ocean that caused Tripper graphics to be messed up and G4 statues sounds to play.
<li>Fix Wrecked Ship Save Room, which had a broken map instead of a usable save station (bug introduced in version 6).
<li>Minor graphical fixes to map: fix external wall in Lower Norfair Firefleas Room, and remove an item dot from
Big Pink that wasn't supposed to be there.
</ul>
<p><a href="https://version-6---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 6 (2022-12-17)</a>:
<ul>
<li>Upper Tourian Save Room is replaced with a map station.
<li>Entering Tourian First Room no longer gives the area map.
<li>Each area gets exactly one map station.
<li>Cross-region arrow markers are added, becoming visible after getting the area map.
<li>Fixed a problem where the new tiles (e.g., the concentric square map tile) overwrote water graphics.
</ul>
<p><a href="https://version-5---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 5 (2022-12-16)</a>:
<ul>
<li>Fixed graphics after leaving Kraid.
<li>Unlocked camera in Spore Spawn Room so that entering from the right with Spore Spawn alive does not glitch the graphics.
<li>Fixed graphics when entering Shaktool Room from the right (before Shaktool finishes digging).
<li>Changes to make the in-game map more informative (more to come soon):
<ul>
<li>Refill stations (and the Ship) are marked by "+"-shaped tiles.
<li>Map stations are marked by concentric square-shaped tiles.
<li>G4 bosses and Mother Brain are marked by "X"-shaped tiles.
<li>Items are consistently marked by a dot (and only tiles with an item have a dot).
<li>Walls within a room are now consistently one pixel wide on the map.
<li>Walls between rooms are now consistently two pixels wide on the map.
</ul>
<li>Added a description of Open/Closed item placement, and a link to the new <a href="https://discord.gg/Gc99YV2ZcB">Discord</a> server.
</ul>
<p><a href="https://version-4---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 4 (2022-12-14)</a>:
<ul>
<li>Mother Brain rainbow beam no longer drains ammo (in case ammo is needed in the escape).
<li>Mother Brain is marked defeated after the Mother Brain fight, so that if the player re-enters Mother Brain room
Mother Brain will not spawn again.
</ul>
<p><a href="https://version-3---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 3 (2022-12-14)</a>:
<ul>
<li>Stop Crateria map from getting messed up when save station is used.
<li>Skip map screens in file select. This was originally a temporary change for debugging the save map problem, but
seemed worth keeping as a tiny quality-of-life change, making it faster to restart after resetting.
</ul>
<p><a href="https://version-2---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 2 (2022-12-13)</a>:
<ul>
<li>Fixed left door entrance to Crocomire Room and Mother Brain room.
<li>Disabled demo (which was broken).
</ul>
<p><a href="https://version-1---sm-map-randomizer-544gn3gvwq-uc.a.run.app/">Version 1 (2022-12-11)</a>:
<ul>
<li>Initial release
</ul>
</div>