Release 0.28.0 (beta): Boss Shuffle, more Dungeon Entrance Shuffle
icebound777
released this
19 Nov 17:44
·
6 commits
to main
since this release
Changelog
0.28.0 (beta)
Feature Changes
Boss Shuffle
option:- Allows shuffling which boss is encountered at the end of each dungeon area. The map and cutscenes are unaffected by this, but a different boss will load upon fading into the battle.
- During
Vanilla Difficulty
andShuffle Chapter Difficulty
the shuffled boss inherits the difficulty of the chapter it is encountered in (instead of the difficulty assigned to its original chapter)- Example: General Guy gets shuffled as the boss within Koopa Bros. Fortress, then General Guy will have the same difficulty as the rest of chapter 1.
- During
Boss Shuffle
Mario can run away from the seven dungeon boss battles on the very first turn. This will place Mario one room before the boss battle. After the first turn the option to run away will again be disabled. - Note: Whichever boss gets shuffled into chapter 3, thus replacing the Tubba's Heart battle, will not give any star points. This is to mimic the original Tubba's Heart battle not giving star points, either. If Tubba's Heart is shuffled into another chapter, then it will now grant star points. That battle is still won by lowering the Heart's HP to 5 or lower.
- Note: For technical reasons bosses cannot appear in more than one chapter at the moment. So each of the seven main chapter bosses will always be encountered exactly once per seed.
- Changed
Progression On Rowf
:- Instead of marking either all or none of Rowf's item sets for holding progression, now allows choosing the maximum number of item sets which may hold progression.
- Can be turned off, or set a value from 1-5
- Changed
Include Dojo
:- Instead of either having the four degree-cards and the diploma being vanilla, or having them all removed and placing other random items as dojo rewards, now allows choosing the maximum number of dojo battles that can hold random items
- Can be turned off, or set a value from 1-5 (for Chan, Lee, and Master 1-3)
- The battles that won't hold random items will still keep the original degree-cards / diploma items
- Any value from 1-5 will count all 5 dojo item locations on the pause menu's map, even if some of them don't hold shuffled items
- Changed
Shuffle Partners
/Partners In Default Locations
:
This setting now has three different values:- Partners completely vanilla
- (new) Partners shuffled among vanilla partner locations
- Partners shuffled anywhere
- Changed
Star Way Spirits Required
:- If
Star Way Spirits Required
is set to random, then a number between 1 and 7 spirits will be chosen for opening Star Way (was: a number between 0 and 7)
- If
- Changed
Star Beam Spirits Required
:- If
Star Beam Spirits Required
is set to random, then a number between 1 and 7 spirits will be chosen for receiving the Star Beam (was: a number between 0 and 7)
- If
- Changed
Shuffle Dungeon Entrances
:
This setting now has three different values:- No dungeon shuffle
- Shuffle spirit dungeons
- (new) Shuffle spirit dungeons, and include Bowser's Castle
(Note: For inclusion of Bowser's Castle, theStar Way Spirits Needed
setting has to be set to require fewer than 7 star spirits.)
- Changed
Hammerless Start
andJumpless Start
item placement logic:- Now has a vastly increased chance of placing the first gear item later into the seed progression.
- It happened quite often during these seeds that the first hammer/boots upgrade (respectively) could be found super early, somewhat defeating the point of these settings. This change tries to combat this. While it will still happen that you find these gear upgrades right away, the chances of that happening should be lower now.
- Does not affect seeds that are made with neither
Hammerless Start
norJumpless Start
settings.
Logic changes
- Reaching the top of Shooting Star Summit now expects having the Boots (formerly expected Boots or Parakarry)
- Fixed logic always expecting Parakarry or Boots for reaching the vanilla location of the Odd Key item
- Fixed logic not requiring being able to climb ledges in Gusty Gulch, while there are very obvious ledges preventing Mario from continuing (only affected glitched logic seeds)
Quality of Life
- Adjusted the Pulse Stone key item
- Beeping now turns off permanently after using tricks to enter the Dry Dry Ruins entrance loading zone without raising the ruins
Miscellaneous
- Spoiler log
- Moved
Ruined Castle Grounds - Muss T. Letter Reward
from thePeachs Castle Grounds
area to theToad Town
area - Moved
Hijacked Castle Entrance - Hidden Block
from thePeachs Castle Grounds
area to thePeachs Castle
area - The
Peachs Castle Grounds
area is a bit weirdly laid out, so these changes were made to make finding these two locations within the spoiler log easier
- Moved
Additional Technical Changelog
- Yaml settings changes:
- Changed
ProgressionOnRowf
- Value data type is now
int
(wasboolean
) 0
= Off,1
-5
: 1-5 item sets may hold progression
- Value data type is now
- Changed
IncludeDojo
- Value data type is now
int
(wasboolean
) 0
= Off,1
-5
: 1-5 dojo battles may hold progression
- Value data type is now
PartnersInDefaultLocations
:- Renamed to
PartnerShuffle
- Changed: Value data type is now
int
(wasboolean
) 0
= vanilla,1
= shuffled among vanilla locations,2
= anywhere
- Renamed to
- Changed
ShuffleDungeonEntrances
- Changed: Value data type is now
int
(wasboolean
) 0
= Off,1
= spirit dungeons,2
= spirit dungeons + Bowser's Castle
- Changed: Value data type is now
- Added
BossShuffleMode
0
= Off,1
= Shuffle Chapter Bosses
- Changed
- Misc. generator changes:
- Fixed broken Python requirements file
- Added Dockerfile and devcontainer configuration
- (not sure if the Docker container is set up 100% cleanly, but the devcontainer works)