* Add cccharles world to AP > The logic has been tested, the game can be completed > The logic is simple and it does not take into account options ! The documentations are a work in progress * Update documentations > Redacted French and English Setup Guides > Redacted French and English Game Pages * Handling PR#5287 remarks > Revert unexpected changes on .run\Archipelago Unittests.run.xml (base Archipelago file) > Fixed typo "querty" -> "qwerty" in fr and eng Game Pages > Adding "Game page in other languages" section to eng Game Page documentation > Improved Steam path in fr and eng Setup Guides * Handled PR remarks + fixes > Added get_filler_item_name() to remove warnings > Fixed irrelevant links for documentations > Used the Player Options page instead of the default YAML on GitHub > Reworded all locations to make them simple and clear > Split some locations that can be linked with an entrance rule > Reworked all options > Updated regions according to locations > Replaced unnecessary rules by rules on entrances * Empty Options.py Only the base options are handled yet, "work in progress" features removed. * Handled PR remark > Fixed specific UT name * Handled PR remarks > UT updated by replacing depreciated features * Add start_inventory_from_pool as option This start_inventory_from_pool option is like regular start inventory but it takes items from the pool and replaces them with fillers Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Handled PR remarks > Mainly fixed editorial and minor issues without impact on UT results (still passed) * Update the guides according to releases > Updated the depreciated guides because the may to release the Mod has been changed > Removed the fixed issues from 'Known Issues' > Add the "Mod Download" section to simplify the others sections. * Handled PR remark > base_id reduced to ensure it fits to signed int (32 bits) in case of future AP improvements * Handled PR remarks > Set topology_present to False because unnecessary > Added an exception in case of unknown item instead of using filler classification > Fixed an issue that caused the "Bug Spray" to be considered as filler > Reworked the test_claire_breakers() test to ensure the lighthouse mission can only be finished if at least 4 breakers are collected * Added Choo-Choo Charles to README.md * CCCharles: Added rules to win > The victory could be accessed from sphere 1, this is now fixed by adding the following items as requirements: - Temple Key - Green Egg - Blue Egg - Red Egg --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com>
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Choo-Choo Charles
Game page in other languages
Where is the options page?
The Player Options page contains all the options to configure and export a yaml config file.
What does randomization do to this game?
All scraps or any collectable item on the ground (except from Loot Crates) and items received from NPCs missions are considered as locations to check.
What is the goal of Choo-Choo Charles when randomized?
Beating the evil train from Hell named "Charles".
How is the game managed in Nightmare mode?
At death, the player has to restart a brand-new game, giving him the choice to stay under the Nightmare mode or continuing with the Normal mode if considered too hard. In this case, all collected items will be redistributed in the inventory and the missions states will be kept. The Deathlink is not implemented yet. When this option will be available, a choice will be provided to:
- Disable the Deathlink
- Enable the soft Deathlink with respawn at Player Train when a Deathlink event is received
- Enable the hard Deathlink with removal of the game save when a Deathlink event is received
What does another world's item look like in Choo-Choo Charles?
Items appearance are kept unchanged. Any hint that cannot be normally represented in the game is replaced by the miniaturized "DeathDuck" Easter Egg that can be seen out from the physical wall limits of the original game.
How is the player informed by an item transmission and hints?
A message appears in game to inform what item is sent or received, including which world and what player the item comes from. The same method is used for hints.
Is it possible to use hints in the game?
No, this is a work in progress. The following options will be possible once the implementations are available:
At any moment, the player can press one of the following keys to display a console in the game:
- "~" or "`" (qwerty)
- "²" (azerty)
- "F10" Then, a hint can be revealed by typing "/hint [player] ".