Releases: randovania/py-randomprime
Releases · randovania/py-randomprime
v1.27.0
Fixed
- Crashed Frigate Biotech Research Area 1 giving the player pre-floaty when traversing in reverse
backwardsLowerMines
not working on JP/PAL
Added
See the JSON API for details
actorId
for scanpointsnoHud
option for content creation purposes
Changed
- Cosmetic improvements when passing through Impact Crater after defeating final bosses
v1.26.0
Added
- Proper support for adding/editing cameraHints and cameraHintTriggers
Changed
- deprecated the legacy cameraHints implementation
Fixed
- Crash when entering Ruined Courtyard
- Landing Site cutscene unskippable under certain circumstances
- legacy cameraHintTriggers breaking the camera when leaving their bounding box
v1.25.0
Fixed
- Crash in Central Dynamo/Quarantine Access A due to the memory from extra blast shields
- Crash in Deck Beta Security Hall due to the memory from extra blast shields and auto-loads
- Non-NTSC 0-00 Ruined Courtyard thermal conduit patch exploit where Super Missiles could be skipped
- Research Core door forcefield/shield having the wrong color/vulnerability when a custom blast shield is placed
- Research Core door opening while unpowered if a custom blast shield is destroyed
- Export error when using (deprecated) Major cutscene skips
- Shorelines lighthouse cutscene skip not working if the player had visited the save station
- Missing black bars in Elite Research bottom platform activation cutscene
- Black bars sometimes disappearing prematurely in Chozo Ice Temple cutscene
- Missing screen fade-in from Arrival cutscenes in Transport to Chozo Ruins East and Transport to Tallon Overworld South when skipped
- Ghost music in Furnace not playing when coming from Energy Core
- Temple security station blast shield patching export error when using trilogy iso
Added
- New pickup models:
"Zoomer"
and"Cog"
2024-07-23_13-09-28.mp4
- Spring ball can be bound to any item (or available immediately). See API documentation for details.
- Exposed more API properties for "liquids"
Changed
- Updated tournament winners scan text
v1.24.5
Fixed
- Arboretum - Gate not staying open on room reload if the gate cutscene was skipped
- Sunchamber - Artifact unveil cutscene black bars not going away
v1.24.4
Fixed
- Flaahgra health bar not going away if death cutscene was not skipped
- Stuttering when loading Research Entrance
- Incinerator Drone not exploding if cutscene was not skipped
v1.24.3
Fixed
- Softlock in Elite Quarters if player didn't skip OP Death cutscene
v1.24.1
Fixed a crash in certain elevator rooms when warping the moment connecting room(s) finish loading
v1.24.0
Fixed
- Unable to skip back from save cutscene in landing site
- Getting blinded if skipped Transport to Phendrana Drifts South (Magmoor) arriving cutscene
- Ventilation Shaft cutscene black bars not appearing
- Player not having control for a few seconds after skipping either of the Bomb Slot cutscenes in Sunchamber
Added
See api documentation for more details
cameras
camreaWaypoints
cameraFilterKeyframes
Changed
- Shadow Pirates in Research Entrance so they can no longer override music if both 1st and 2nd Pass layers are active when they die
- Pirates in Omega Research to now change the music on DeathRattle instead of Dead
- [Cosmetic] The platform to Plasma Processing in Geothermal Core now immediately extends after opening the ceiling
v1.23.1
Fixed
- Indestructible artifact totems during Ridley fight if less than 12 totems are required
- Energy Core - Water not draining if the puzzle wasn't done on the first ever room load
- Observatory - Cutscene black bars not going away in after the Bomb Slot 1 cutscene is finished
v1.23.0
Fixed
- MacOS building sometimes failing
- Crashes in several rooms when skipping cutscenes exactly 1 second from the end
- Incorrect shield texture for vertical Power Beam Only doors
- Elite Research: Stutter when loading room
- Ruined Shrine Access: Still playing Beetle fight music after leaving
- Research Entrance: Soflock if player kills pirates before touching the cutscene trigger (reverse labs)
- randomprime platforms unable to consistently follow waypoints
- Mine Security Station: Wave Pirates not dropping down if the player didn't skip the cutscene immediately
- Uncrashed Frigate: Escape music sometimes playing at inappropriate times
- Furnace: Ghost elements re-appearing when re-entering from East Furnace Access
- Ruined Courtyard: Water platforms breaking when skipping cutscene on the last possible frame
- Main Plaza: Vault Ledge door cosmetic fix
- Hive Totem: Incorrect water height when not skipping cutscene, improved cutscene skip timing
- Observatory: Projector activation cutscene skip activating the projector twice if skipped the cutscene late
- Control Tower: Flying Pirates incorrectly flying away from the player when skipping cutscene
- Research Core: Combat Visor being forced upon grabbing the pickup on Competitive Cutscene mode
- Research Entrance: Fog disappearing after clearing the 1st Pass Pirates and before the 2nd Pass Shadow Pirates
- Energy Core: Underwater sound incorrectly playing even if you are not underwater
- Energy Core: Puzzle music no longer incorrectly plays if player leaves room during countdown
- Ruined Shrine: Beetle music incorrectly continues playing after leaving via morph tunnel
- Save Station B: Incorrectly playing save station music instead of Phendrana music if the player leaves too quickly
- Observatory: Fixed incorrect music playing when the projector is active
- Observatory: Panel activation cutscene incorrectly playing on 2nd Pass when the projector is already active
- Phendrana Shorelines: Unable to use IS to collect item behind ice like in vanilla
- Missing dependencies in End Cinema pak
- Unable to patch STRG
1979224398
Added
See API Documentation for details
- New object types:
distanceFogs
(separate from ambient fog level)bombSlots
controllerActions
playerActors
(missing deps)worldLightFaders
- New config
patchWallcrawling
which makes it nearly impossible to transition docks while oob - New config
doorDestinationScans
config option to allow for room rando without door scans - New mode for
staggeredSuitDamage
-Additive
- New platform types
Block
,HalfBlock
,LongBlock
,BombBox
,Empty
- More object types support the
"speed"
property in"editObjs"
- More object types support specifying
id
,active
andlayer
Changed
- Updated Tournament winner scan
- Ventilation Shaft: Cutscene skip no longer waits for load
- Mine Security Station: Timing of activation of Wave Pirates is now the same regardless of what death animation the Shadow Pirates Play
- Mine Security Station: Adjusted cutscene trigger so it can't be accidentally skipped
- Ruined Shrine: Adjusted position of the cutscene skip lock-on point
- Patch statistic printed to stdout is now more accurate
- Minor item acquisition jingle for health/pb/missile refill instead of major
- Optimized number of layers used
- Formatting refactor and dependency cleanup
- Skippable cutscene JSON/scripting cleanup
- Sun Tower Elevator: Rotated Samus Actor 90 degrees
- Control Tower: "Doors Unlocked" HUD Memo in Control Tower once the fight is done on Competitive Cutscene mode
- Ruined Fountain: Morph Ball can no longer get stuck at the bend in Spider Track
- Ruined Courtyard: Cosmetic improvement to the lower water cutscene
- Energy Core: Increased the size of the Load Trigger to Furnace Access
- Hive Totem: Adjusted the Hive Totem scan position to match PAL
- Observatory: Restored an unused particle effect for the projector
- Observatory: The projector now loads activated instead of activating immediately upon load