* map option objects to a `World.options` dict * convert RoR2 to options dict system for testing * add temp behavior for lttp with notes * copy/paste bad * convert `set_default_common_options` to a namespace property * reorganize test call order * have fill_restrictive use the new options system * update world api * update soe tests * fix world api * core: auto initialize a dataclass on the World class with the option results * core: auto initialize a dataclass on the World class with the option results: small tying improvement * add `as_dict` method to the options dataclass * fix namespace issues with tests * have current option updates use `.value` instead of changing the option * update ror2 to use the new options system again * revert the junk pool dict since it's cased differently * fix begin_with_loop typo * write new and old options to spoiler * change factorio option behavior back * fix comparisons * move common and per_game_common options to new system * core: automatically create missing options_dataclass from legacy option_definitions * remove spoiler special casing and add back the Factorio option changing but in new system * give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly * reimplement `inspect.get_annotations` * move option info generation for webhost to new system * need to include Common and PerGame common since __annotations__ doesn't include super * use get_type_hints for the options dictionary * typing.get_type_hints returns the bases too. * forgot to sweep through generate * sweep through all the tests * swap to a metaclass property * move remaining usages from get_type_hints to metaclass property * move remaining usages from __annotations__ to metaclass property * move remaining usages from legacy dictionaries to metaclass property * remove legacy dictionaries * cache the metaclass property * clarify inheritance in world api * move the messenger to new options system * add an assert for my dumb * update the doc * rename o to options * missed a spot * update new messenger options * comment spacing Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * fix tests * fix missing import * make the documentation definition more accurate * use options system for loc creation * type cast MessengerWorld * fix typo and use quotes for cast * LTTP: set random seed in tests * ArchipIdle: remove change here as it's default on AutoWorld * Stardew: Need to set state because `set_default_common_options` used to * The Messenger: update shop rando and helpers to new system; optimize imports * Add a kwarg to `as_dict` to do the casing for you * RoR2: use new kwarg for less code * RoR2: revert some accidental reverts * The Messenger: remove an unnecessary variable * remove TypeVar that isn't used * CommonOptions not abstract * Docs: fix mistake in options api.md Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * create options for item link worlds * revert accidental doc removals * Item Links: set default options on group * Messenger: Limited Movement option first draft * The Messenger: add automated setup through the launcher * drop tomllib * don't uselessly import launcher * The Messenger: fix missing goal requirement for power seal hunt * make hard mode goal harder * make fire seal a bit more lenient * have limited movement force minimal accessibility * add an early meditation option * clean up precollected notes tests a bit * add linux support * add steam deck support * await monokickstart * minor styling cleanup * more minor styling cleanup * Initial implementation of Generic ER * Move ERType to Entrance.Type, fix typing imports * updates based on testing (read: flailing) * Updates from feedback * Various bug fixes in ERCollectionState * Use deque instead of queue.Queue * Allow partial entrances in collection state earlier, doc improvements * Prevent early loops in region graph, improve reusability of ER stage code * Typos, grammar, PEP8, and style "fixes" * use RuntimeError instead of bare Exceptions * return tuples from connect since it's slightly faster for our purposes * move the shuffle to the beginning of find_pairing * do er_state placements within pairing lookups to remove code duplication * requested adjustments * Add some temporary performance logging * Use CollectionState to track available exits and placed regions * remove seal shuffle option * some cleanup stuff * portal rando progress * pre-emptive region creation * seals need to be in the datapackage * put mega shards in old order * fix typos and make it actually work * fix more missed connections and add portal events * fix all the portal rando code * finish initial logic implementation * remove/comment out debug stuff * does not actually support plando yet * typos and fix a crash when 3 available portals was selected * finish initial logic for all connections and remove/rename as necessary * fix typos and add some more leniency * move item classification determination to its own method rather than split between two spots * super complicated solution for handling installing the alpha builds * fix logic bugs and add a test * implement logic to shuffle the cutscene portals even though it's probably not possible * just use the one list * fix some issues with the mod checking/downloading * Core: have webhost slot name links go through the launcher so that components can use them * add uri support to the launcher component function * generate output file under specific conditions * cleanup connections.py * set topology_present to true when portals are shuffled * add requirement for ghost pit loc since it's pretty hard without movement * bring hard logic back * misc cleanup * fix asset grabbing of latest version * implement ER * just use the entrances for the spoiler instead of manipulating the cache * remove test defaults * remove excessive comprehension * cleanup and cater data for the client * add elemental skylands to the shuffle pools * initial attempts at hint text * use network items for offline seeds * change around the offline seed data again * move er after portal shuffle and ensure a minimal sphere 1 * Add a method to automatically disconnect entrances in a coupled-compliant way Update docs and cleanup todos * Make find_placeable_exits deterministic by sorting blocked_connections set * add more ER transitions * fix spoiler output of portal warps * add path to hint_data * rename entrance to tot to be a bit clearer * cleanup imports and update description for hard logic * cleanup for PR to main * missed a spot * cleanup monokickstart * add location_name_groups * update docs for new setup * client can reconnect on its own now, no need for a button. * fix mod download link grabbing the wrong assets * cleanup mod pulling a bit and display version it's trying to update to * plando support * comment out broken steam deck support * supports plando * satisfy flake for currently unused file * fix the items accessibility test * review comments * add searing crags portal to starting portals when disabled like option says * address sliver comments * rip out currently unused transition shuffle * add aerobatics warrior requirement to fire seal --------- Co-authored-by: el-u <109771707+el-u@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@yahoo.com> Co-authored-by: Sean Dempsey <dempsey.sean@outlook.com> Co-authored-by: qwint <qwint.42@gmail.com>
79 lines
3.7 KiB
Markdown
79 lines
3.7 KiB
Markdown
# The Messenger
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## Quick Links
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- [Setup](/tutorial/The%20Messenger/setup/en)
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- [Options Page](/games/The%20Messenger/player-options)
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- [Courier Github](https://github.com/Brokemia/Courier)
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- [The Messenger Randomizer AP Github](https://github.com/alwaysintreble/TheMessengerRandomizerModAP)
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- [PopTracker Pack](https://github.com/alwaysintreble/TheMessengerTrackPack)
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## What does randomization do in this game?
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All items and upgrades that can be picked up by the player in the game are randomized. The player starts in the Tower of
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Time HQ with the past section finished, all area portals open, and with the cloud step, and climbing claws already
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obtained. You'll be forced to do sections of the game in different ways with your current abilities.
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## What items can appear in other players' worlds?
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* The player's movement items
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* Quest and pedestal items
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* Music Box notes
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* The Phobekins
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* Time shards
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* Shop Upgrades
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* Power Seals
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## Where can I find items?
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You can find items wherever items can be picked up in the original game. This includes:
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* Shopkeeper dialog where the player originally gains movement items
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* Quest Item pickups
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* Music Box notes
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* Phobekins
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* Bosses
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* Shop Upgrades, Money Wrench, and Figurine Purchases
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* Power seals
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* Mega Time Shards
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## What are the item name groups?
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When you attempt to hint for items in Archipelago you can use either the name for the specific item, or the name of a
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group of items. Hinting for a group will choose a random item from the group that you do not currently have and hint
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for it. The groups you can use for The Messenger are:
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* Notes - This covers the music notes
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* Keys - An alternative name for the music notes
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* Crest - The Sun and Moon Crests
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* Phobekin - Any of the Phobekins
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* Phobe - An alternative name for the Phobekins
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## Other changes
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* The player can return to the Tower of Time HQ at any point by selecting the button from the options menu
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* This can cause issues if used at specific times. Current known:
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* During Boss fights
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* After Courage Note collection (Corrupted Future chase)
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* This is currently an expected action in logic. If you do need to teleport during this chase sequence, it
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is recommended to quit to title and reload the save
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* After reaching ninja village a teleport option is added to the menu to reach it quickly
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* Toggle Windmill Shuriken button is added to option menu once the item is received
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* The mod option menu will also have a hint item button, as well as a release and collect button that are all placed when
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the player fulfills the necessary conditions.
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* After running the game with the mod, a config file (APConfig.toml) will be generated in your game folder that can be
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used to modify certain settings such as text size and color. This can also be used to specify a player name that can't
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be entered in game.
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## Known issues
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* Ruxxtin Coffin cutscene will sometimes not play correctly, but will still reward the item
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* If you receive the Magic Firefly while in Quillshroom Marsh, The De-curse Queen cutscene will not play. You can exit
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to Searing Crags and re-enter to get it to play correctly.
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* Sometimes upon teleporting back to HQ, Ninja will run left and enter a different portal than the one entered by the
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player. This may also cause a softlock.
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* Text entry menus don't accept controller input
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* In power seal hunt mode, the chest must be opened by entering the shop from a level. Teleporting to HQ and opening the
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chest will not work.
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## What do I do if I have a problem?
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If you believe something happened that isn't intended, please get the `log.txt` from the folder of your game installation
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and send a bug report either on GitHub or the [Archipelago Discord Server](http://archipelago.gg/discord)
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