- Across Doom 1993 and Doom 2, any items that are accessible in Ultra-Violence from the start of the level without putting the player in any danger are now considered in logic when that level is first received, without needing any weapons available. This is intended to give generation more possible outs for bad placements.
- This affects the following maps in Doom 1993:
- Toxin Refinery (E1M3): 1 location.
- Command Control (E1M4): 1 location.
- Computer Station (E1M7): 1 location.
- Deimos Lab (E2M4): 1 location.
- Tower of Babel (E2M8): 1 location.
- Unholy Cathedral (E3M5): 1 location.
- This affects the following maps in Doom 2:
- The Waste Tunnels (MAP05): 2 locations.
- Dead Simple (MAP07): 2 locations.
- The Pit (MAP09): 1 location.
- Refueling Base (MAP10): 1 location.
- Nirvana (MAP21): 1 location, except see below.
- Icon of Sin (MAP30): 9 locations.
- Grosse (MAP32): 2 locations.
- Doom 2 has had some more significant logical adjustments made.
- The following Pro tricks have been added to Pro logic:
- Circle of Death (MAP11): Lowering the exit wall without the Red key by hitting the switch to do so from the nukage. This makes three items previously locked behind the Red key available early, as well as the exit.
- Suburbs (MAP16): Reaching the exit without any keys, as the gap between the pillar and the wall is large enough to let you through if you position yourself well. While multiple other squeeze glides exist (for example, you can skip the Yellow key in MAP21 by using one), this one is significantly easier than the rest; it does not require much precision, nor does it require vertical mouse movement.
- Nirvana (MAP21): Skipping the Blue key, as there is a gigantic gap between the bars that attempt to block you.
- The Chasm (MAP24): Skipping the Blue key by going extremely far through the nukage and finding one of a couple specific teleporters is now considered a Pro trick, and standard logic now expects the key to be obtained.
- The following levels have had other logic adjustments:
- The Waste Tunnels (MAP05): Requirements lowered to Shotgun + Super Shotgun + (Chaingun | Plasma gun).
- The Crusher (MAP06): Requirements lowered to Shotgun + (Chaingun | Plasma gun) for areas immediately accessible. Going beyond the Blue key door also requires Super Shotgun.
- The Factory (MAP12): The outdoors area, and the little room to the right of where you start, are accessible in sphere 1. These three items are all easily obtainable with only the pistol. The remaining items that are not in the central area are accessible with (Super Shotgun | Plasma gun), while the items in that area are accessible with Super Shotgun + Chaingun + (Plasma gun | BFG9000). This fixes Episode 2 not having an available sphere 1, and allows solo Episode 2 games.
- Nirvana (MAP21): As above, the item in the starting room is accessible in sphere 1. Every other item that doesn't require a key is accessible with (Super Shotgun | Plasma gun). The room in which you use the Yellow key is accessible with Super Shotgun + Chaingun + (Plasma gun | BFG9000). This fixes Episode 3 not having an available sphere 1, and allows solo Episode 3 games.
- The Catacombs (MAP22): The four items in the opening room only require (Shotgun | Super Shotgun | Plasma gun). The rest of the level is as before.
- Bloodfalls (MAP25): Requirements lowered to Shotgun + Super Shotgun + Chaingun, as this level is unusually easy for its placement in the game. Progressing past the Blue key door additionally requires (Rocket launcher | Plasma gun | BFG9000) solely to deal with the Arch-vile at the end of the level.
- Wolfenstein (MAP31): Requirements lowered to Chaingun + (Shotgun | Super Shotgun). This is closer to what the game expects from a non-secret hunting player from a pistol start.
- The following logic bugs in Heretic have been fixed:
- Quay (E5M3): An item in a Blue key locked hallway was previously marked as being in the "Main" region, thus considered to be accessible without that key. It has been moved to the appropriate "Blue" region.
- Courtyard (E5M4): Logic previously assumed you could reach the Wings of Wrath from the opening room, when that isn't actually possible. Changing this moved some items previously in the "Main" region into a new "Green" region, and items previously in the "Kakis" (Yellow OR Green) are now in a "Yellow" region instead. Fixes#4662.
- For known problematic solo episodes, some additional special cases have been added.
- Doom 1993, Episode 3: One of either the Shotgun or Chaingun is placed early. Slough of Despair (E3M2) is given as an additional starting level.
- Doom 2, Episode 3: One of either the Super Shotgun or Plasma gun is placed early.
- Heretic, Episode 1: The Docks (E1M1) - Yellow key is placed early.
- The following levels (and thus, their items and locations) were renamed, due to typos or other oddities:
- `Barrels o Fun (MAP23)` -> `Barrels o' Fun (MAP23)`
- `Wolfenstein2 (MAP31)` -> `Wolfenstein (MAP31)`
- `Grosse2 (MAP32)` -> `Grosse (MAP32)`
- `D'Sparil'S Keep (E3M8)` -> `D'Sparil's Keep (E3M8)`
- `The Aquifier (E3M9)` -> `The Aquifer (E3M9)`
* Doom, Doom 2, Heretic: customizable ammo capacity
* Do not progression balance capacity up items
* Prog fill still doesn't agree, just go with our original idea
* Clean up the new options a bit
- Gave all options a consistent and easily readable naming scheme
(`max_ammo_<type>` and `added_ammo_<type>`)
- Don't show the new options in the spoiler log,
as they do not affect logic
- Fix the Doom games' Split Backpack option accidentally referring to
Heretic's Bag of Holding
The logging change across all three games is incidental, as at some
point I did run into that condition by happenstance and it turns out
that it throws an exception due to bad formatting if it's reached
* Do the visibility change for Heretic as well
* Update required client version
* Remove spoiler log restriction on options
* Remove Visibility import now made redundant
for doom 2, some of the armor and health weights were nudged down
to compensate for the addition of the megasphere
for heretic, the torch was just added without changing anything else,
as I felt doing so would negatively impact the distribution of
artifacts (and personally I already feel there's too few in a game)
* Update contributing.md
* Update contributing.md
* Update contributing.md
* Update contributing.md
* Update contributing.md
* Update contributing.md
Added non-AP World specific information
* Update contributing.md
Fixed broken link
* Some minor touchups
* Update Contributing.md
Draft for version with picture
* Update contributing.md
Small word change
* Minor updates for conciseness, mostly
* Changed all instances of settings to options in info and setup guides
I combed through all world docs and swapped "setting" to "option" when this was refering to yaml options.
I also changed a leftover "setting" in option.py
* Update contributing.md
* Update contributing.md
* Update setup_en.md
Woops I forgot one
* Update Options.py
Reverted changes regarding options.py
* Update worlds/noita/docs/en_Noita.md
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update worlds/sc2wol/docs/en_Starcraft 2 Wings of Liberty.md
revert change waiting for that page to be updated
* Update worlds/witness/docs/setup_en.md
* Update worlds/witness/docs/en_The Witness.md
* Update worlds/soe/docs/multiworld_en.md
Fixed Typo
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update worlds/witness/docs/en_The Witness.md
* Update worlds/adventure/docs/en_Adventure.md
* Update worlds/witness/docs/setup_en.md
* Updated Stardew valley to hopefully get rid of the merge conflicts
* Didn't work :dismay:
* Delete worlds/sc2wol/docs/setup_en.md
I think this will fix the merge issue
* Now it should work
* Woops
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>