- *Major* - Added: The text of the scan that unlocks an elevator now includes the
elevators destination.
- *Major* - Added: Translator gates can be configured as Unlocked: the hologram will be invisible and can be scanned
without any translator.
- *Major* - Added: The default in-game options can now be configured from Randovania.
- *Major* - Added: How much ammo each beam uses to shoot uncharged, charged and charge combos is now configurable,
along with the ammo it uses.
- *Major* - Changed: The database now uses a new format which allows for any combination of "Or"/"And" statements.
The Data Visualizer and Editor were both updated to take advantage of this.
- Added: An option to connect Sky Temple Gateway directly to the credits, skipping the final bosses.
- Added: How much energy you get for each Energy Tank is now configurable.
- Added: The in-game Hint System has been removed. The option for it remains, but does nothing.
- Changed: The spoiler log now lists the order in which items where placed, with their location and hints,
instead of a detailed playthrough for completion.
- Changed: The logbook entries that contains hints are now named after the room they're in, with the categories
being about which kind of hint they are.
KNOWN ISSUE: While scanning something, the categories that show up are incorrect.
- Added: Open -> Trick Details menu entry, similar to what's available in the
Trick Level tab when customizing a preset.
- Added: Play -> Import game file, to load spoiler logs.
- Added: The "Heals?" checkbox in the database editor now works.
- Added: The permalink import dialog now shows an error message for invalid permalinks.
- Changed: One-way elevators now have a chance of warping to credits.
- Changed: Clarified that the item from Space Jump Guardian and Power Bomb Guardian
must be collected for the appropriate events to be triggered.
- Changed: In Menu Mod, the list of rooms to warp to is now sorted.
- Changed: The export-areas command line option now outputs details about requirements for each area.
- Internal: A human-readable copy of the database is now kept next to the database file, for easier diffs.
- Fixed: Debug logs can no longer be enabled for non-spoiler permalinks.
- Added: Missile Expansions have a 1/8192 chance of using Dark Missile Trooper model.
- Fixed: Progress bar no longer goes to an indefinite status when generation fails.
- Added: Checkbox for automatically exporting a spoiler log next to the ISO.
- Fixed: Only the last digit of the game id is changed, instead of the full game id.
Logic Database changes
- Fixed: Staging Area is now correctly considered a dark world room.
- Fixed: The Ing Cache in Dark Oasis now requires Power Bombs.
- Fixed: Bioenergy Production correctly requires Scan Visor for connections using the racks.
- Added: In Bioenergy Production, method of reaching the Storage C door with Space Jump and Screw Attack (Easy and above)
- Added: In Bioenergy Production, method of reaching the Storage C door using a roll jump (Normal and above).
- Added: In Bioenergy Production, method of reaching the Ventilation Area B door using Screw Attack without Space Jump (Normal and above).
- Added: In Bioenergy Production, additional upper level connections using Space Jump and Screw Attack.
- Added: In Sandcanyon, method of reaching the center platform using a roll jump and boost ball (Hard and above).
- Changed: In Command Center Access, the wall boosts to reach the lower Central Mining Station and Command Center doors from the morph ball tunnel are now Normal difficulty (from Hard).
- Changed: In Portal Chamber (both light and dark Torvus) , all wall boosts are now Normal difficulty (from Hard).
- Changed: In Undertransit Two, all wall boosts are now Easy difficulty (from Hard).
- Changed: In Temple Security Access, all wall boosts are now Normal difficulty (from Hard).
- Changed: In Watch Station, all wall boosts are now Normal difficulty (from Hard).
- Added: In Watch Station, a wall boost method of reaching the Watch Station Access door from the Sentinel's Path door using Spider Ball and Boost Ball (Normal and above).
- Changed: In Service Access, methods using a wall boost to reach the Meeting Grounds door from the upper Morph Ball tunnel are now Normal difficulty (from Hard).
- Changed: In Great Bridge, the wall boost to reach the lower Temple Access Door from the Path of Roots door is now Easy difficulty (from Hard).
- Changed: In Transit Tunnel East, the wall boost to reach the Training Chamber door from the Catacombs door is now Easy dififculty (from Hard).
- Changed: In Transit Tunnel South, all wall boosts are now Easy difficulty (from Hard).
- Added: In Hall of Honored Dead, a method of obtaining the item with Power Bombs (Trivial and above).
- Added: Many Light Ammo/Dark Ammo/Morph Ball/Charge Beam requirements.
- Added: In Bioenergy Production, methods of reaching the item and the door to Ventilation Area B using a Bomb Space Jump and Screw Attack without Space Jump (Hypermode).
- Fixed: Biostorage Station now requires Space Jump or Scan Visor to reach the upper level (No Tricks and above).
- Changed: In Sand Processing, the method of reaching the item without Boost Ball requires the Bomb Space Jump trick, and no longer requires Screw Attack.
- Added: In GFMC Compound, a method of reaching the ship item with Screw Attack (Normal and above).
- Added: In Main Gyro Chamber, a method of reaching the bottom of the gyro area from the middle of the room with Screw Attack (Easy and above).
- Changed: In Workers Path, Morph Ball Bomb is no longer required.
- Changed: In Main Reactor, unlocking the gate no longer requires Space Jump, and is now Trivial difficulty (from Easy).
- Added: In Landing Site, a method of reaching the door to Service Access using Morph Ball Bomb and a Slope Jump (Normal and above).
- Added: Methods of climbing Central Station Access and Warrior's Walk using Screw Attack (Hard and above) and a wall boost (Hypermode).
- Added: A method of opening the echo gate in Hive Dynamo Access from the Hive Gyro chamber side using Sonic Boom or Darkburst (Easy and above).
- Changed: In Reliquary Grounds, the method of reaching the door to Ing Reliquary using Screw Attack is now Normal difficulty (from Hard).
- Added: In Reliquary Grounds, a method of reaching the door to Ing Reliquary using Morph Ball Bomb and Screw Attack without Space Jump (Easy and above).
- Added: In Phazon Pit, a method of reaching the door to Phazon Grounds using a roll jump and boost ball (Hard and above).
- Changed: Climbing Hall of Stairs with Space Jump is now Trivial difficulty (from Easy).
- Added: In Transport Center, a method of reaching the elevator door from the portal using Screw Attack without Space Jump (Trivial and above).
- Added: In Mining Station A, a method to reach the Temple Access door using Screw Attack (Trivial and above).
- Added: In Gathering Hall, a method to reach the Transit Tunnel South from the Gathering Access door using Space Jump (Easy and above).
- Added: In Industrial Site, a method of opening the Industrial Site gate from the wrong side using a missile (Trivial and above).
- Fixed: Removing the Aerial Training Site barrier requires Scan Visor.