Randovania

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1.0.1

Fixed
- Collecting suits right after a room transition no longer causes issues.

1.0.0

- *Major* - Added: Support for multiple presets of options, as well as saving your own presets.

- *Major* - Changed: The user experience for creating a new game has been changed completely.

- Added: Three new methods of shuffling elevators: *Two-way, unchecked*, *One-way, elevator room*
and *One-way, anywhere*. The elevators tab has more details of how these work.

- Added: Add a setting for how strict the damage requirements are.

- Added: It's now possible to exclude locations from having any progression on them.

- Added: You can choose an arbitrary number of locations to choose randomly from for starting location.

- Changed: A Luminoth Lore scan is less likely to have hints for what was already accessible
when that scan was found.

- Changed: Power Bombs and Progressive Grapple are now slightly more likely to appear earlier.

- Changed: The hints randomly assigned at the end of generation are less likely to be repeats.

- Changed: Loading a new game will automatically clear any existing one.

- Changed: Minimal Checking now also checks of Dark Agon Temple Keys and Dark Torvus Temple Keys.

- Removed: The Progressive Launcher has been removed.

- Removed: The settings for fixing the translator gates have been removed for now, to be re-added
on a future "Advanced" tab.

- Removed: The create-permalink command line argument has been removed.

Logic Database changes

- Fixed: Spider Guardian fight now requires Dynamo Works Quads Gone to be triggered.

- Fixed: Boost Guardian now properly requires Bombs.

- Added: Escaping Dark Torvus Arena with a BSJ, for Normal. (See 581).

- Added: Activating the Industrial Site gate backwards, using charged Annihilator Beam, for Trivial. (See 582).

0.29.1

- Fixed: Fix AttributeError preventing major/minor randomization from working.

- Fixed: Seeds where no progression is needed to finish should no longer fail to generate.

0.29.0

- *Major* - There is now an option for a major/minor split randomization mode, in which expansions and
non-expansion items are shuffled separately.

- *Major* - Changed: Item hints and Sky Temple Key hints now distinguish between the light and dark worlds.
For example, the room in which Quadraxis resides will be shown as "Ing Hive - Hive Temple" rather than
"Sanctuary Fortress - Hive Temple".

- *Major* - Added: the "Invisible Objects" trick in places where a visor would otherwise be used to be able to see
something (such as an invisible platform).

- *Major* - Added: Title screen now shows a three-word representation of the seed hash.

- Added: As an experimental feature, it is now possible to shuffle Power Beam, Charge Beam, Scan Visor and Morph Ball.
These items use Energy Transfer Module model in game.

- Added: You can now place a pickup that temporarily gives Cannon Ball when collected. It uses Boost Ball's model.

- Changed: Some item categories were given clearer names:
- Dark Agon Keys, Dark Torvus Keys, and Ing Hive Keys are now referred to as "red Temple Keys" instead of
"Temple Keys".
- Items that aren't keys or expansions are collectively referred to as "major upgrades" instead of "major items".
- Red Temple Keys and Sky Temple Keys are now collectively referred to as "Dark Temple Keys" instead of "keys".

- Fixed: "Beam combos" are now called "charge combos".

- Changed: The hints acquired from keybearer corpses now clarify that the item is the one contained in a Flying
Ing Cache.

- Changed: Each hint for the items guarded by Amorbis, Chykka, and Quadraxis now contains the corresponding
Guardian's name.

- Changed: The hint for the vanilla Light Suit location now has special text.

- Changed: Item names in hints are now colored orange instead of red.

- Changed: Some hints were added, some removed, and some modified.

- Changed: Item scans were slightly edited.

- Changed: The Sky Temple Key hints no longer use ordinal numbers.

- Added: The seed hash is shown in Randovania's GUI after patching is done.

- Changed: Generation will now be retried more times before giving up.

- Changed: Joke hints are now used at most once each when placing hints.

- Changed: The generator is now more likely to fill the worlds evenly.

- Fixed: Added proper default nodes for rooms that were missing one, allowing those rooms to be selected as the
starting room.

- Fixed: Minimal Checking now correctly handles progressive suit and grapple.

- Fixed: Config files with invalid JSON are now correctly dealt with.

- Changed: Improved the performance of the resolver considerably.

- Added: In the data visualizer, the damage requirements now have more descriptive names.

- Added: In the data visualizer, requirements are now described with simpler to understand terms.

- Changed: Windows releases are now created with PyInstaller 3.5.

- Changed: The generator is now more likely to fill the worlds evenly.

Logic Database changes

- Changed: All NTSC-specific tricks are now in logic. These are always in logic, since the fixes from other versions
are patched out.

- Changed: Screw Attacking without Space Jump Boots in Hive Temple is no longer required on No Tricks.

- Changed: In Hive Temple, scan dashing to the door to Temple Security Access is now Hypermode difficulty,
from Hard and above.

- Changed: The method to get the Main Research item with only Spider Ball was removed.

- Fixed: Using charged Light Beam shots to get the item in Hazing Cliff now requires 5 or more Light Ammo.

- Added: Method to open the gate in Main Reactor with Space Jump Boots and Screw Attack.

- Changed: Opening the barrier in Crypt with Screw Attack is now always Easy and above.

- Added: Method to climb to the door to Crypt Tunnel in Crypt via a Bomb Space Jump (Normal and above).

- Added: Method to open Seeker Launcher blast shields with four missiles, Seeker Launcher, and Screw Attack (Easy
and above). Underwater, the trick Air Underwater is also required, and the difficulty is Normal and above.

- Fixed: Dark world damage during the Quadraxis fight is now correctly calculated.

- Fixed: Requirements for crossing Sacred Path were added.

- Added: Method to cross gap in the upper level of Command Center using Screw Attack without Space Jump Boots
(Trivial and above).

- Added: In Central Mining Station, a method to get to upper door to Command Center Access using a
Bomb Space Jump (Easy and above) and another using Space Jump Boots and Screw Attack (Easy and above).

- Added: Methods to climb Mining Plaza using the Morph Ball Bomb (Trivial and above) and using Screw Attack
without Space Jump Boots (Easy and above).

- Changed: In Forgotten Bridge, the difficulty of scan dashing to the door to Abandoned Worksite or the portal to
Dark Forgotten Bridge was lowered to Easy, from Normal.

- Added: In Forgotten Bridge, a method to get to the door to Grove Access from the portal to Dark Forgotten Bridge
using only Screw Attack (Easy and above).

- Added: In Forgotten Bridge, a method to get to the door to Abandoned Worksite via a roll jump (Easy and above).

- Added: In Forgotten Bridge, a method to get to the bridge center from the door to Grove Access via a scan dash
(Easy and above).

- Added: In Hydrodynamo Station, a method to get from the room's top to the door to Save Station B with Screw Attack
without Space Jump Boots (Trivial and above).

- Changed: Climbing Hydrodynamo Station with only Gravity Boost and before all three locks are unlocked is now
Trivial difficulty (from No Tricks).

- Changed: Getting to the three doors in the middle section of Hydrodynamo Station using Air Underwater is now
Normal difficulty (from Hard).

- Fixed: A method to get the item in the Sunburst location by abusing terminal fall now has a damage requirement.

- Added: A method to get to the turret in Sanctuary Entrance with only Space Jump Boots and Screw Attack, even
after the bridge is destroyed.

- Fixed: Lowering the portal barrier in Hive Dynamo Works now requires five missiles.

- Added: Methods to cross Hive Dynamo Works using a roll jump (Easy and above) and using Space Jump Boots and
Screw Attack (No Tricks).

- Added: In Hive Dynamo Works, a method to cross the gap from the door to Hive Dynamo Access by abusing terminal
fall (Easy and above).

- Changed: In Hive Dynamo Works, returning from the Flying Ing Cache location using Space Jump Boots and
Screw Attack is now Trivial difficulty (from Easy).

- Added: Method to cross Watch Station Access from the door to Main Gyro Chamber using a Bomb Space Jump and
Screw Attack without Space Jump Boots (Normal and above).

- Added: In Watch Station Access, method to get from the scan post to the door to Watch Station by bomb jumping
(Trivial and above) and by using Screw Attack without Space Jump Boots (Easy and above).

- Fixed: The instant morph into the Morph Ball tunnel in Hall of Honored Dead now lists the Instant Morph trick.

- Added: Method to get into the Morph Ball tunnel in Hall of Honored Dead using Space Jump Boots and Screw Attack
(Easy and above).

- Added: In Phazon Site, methods to get to the door to Bitter Well and to remove the barrier using Screw Attack
without Space Jump Boots (both Easy difficulty).

- Changed: The method to go over the Training Chamber statue from the back using Boost Ball and Spider Ball is
now Normal difficulty (from Hard).

- Added: In Phazon Site, a method to get to the door to Bitter Well by bomb jumping (Trivial and above).

- Added: Many connections in Sacrificial Chamber.

- Added: A method to get to the door to Fortress Transport Access from the top of the statue in Training Chamber
using only Space Jump Boots (Easy and above). Morph Ball is also required if the statue hasn't been moved.

- Added: A method to get to the doors to Transit Tunnel West/East in Training Chamber using Air Underwater (Normal
and above).

- Fixed: The method to get to the top of the Training Chamber statue using Gravity Boost and Spider Ball now lists
the Instant Morph trick.

- Added: In Training Chamber, a method of getting to the top of the statue from the door to Fortress Transport Access
using just Space Jump Boots (Easy and above).

- Added: Many connections in Windchamber Gateway.

- Added: Method to get from the Kinetic Orb Cannon to the door to Transit Tunnel West via Grapple Beam in
Gathering Hall.

- Fixed: The slope jump in Abandoned Base now has a damage requirement.

- Added: Method of getting the Temple Assembly Site item with Screw Attack and without Space Jump Boots.

- Changed: The slope jump to get to the item in Temple Assembly Site is now Normal difficulty (from Hard).

- Fixed: Requirements for crossing Dynamo Access were added.

- Added: In Landing Site, method of reaching the door to Service Access from the Save Station using Space Jump and
Screw Attack (No Tricks and above).

- Fixed: The Culling Chamber item now has a damage requirement.

- Changed: The trick to shoot the Seeker targets in Hive Dynamo Works from the wrong side is now Easy (from Trivial).

- Fixed: The Watch Station Access roll jump now has a damage requirement.

- Changed: The Watch Station Access roll jump is now Normal (from Easy).

- Fixed: Added missing Space Jump Boots requirement for a Bomb Space Jump in Mining Station B.

- Added: Method to unblock the portal in Mining Station B without Scan Visor (Normal and above).

- Added: Method to get to the Darkburst location in Mining Station B with just Space Jump Boots and Screw Attack,
and without using slope jumps or bomb space jumps (Hypermode difficulty).

- Added: Method to manipulate Power Bomb Guardian into opening the Power Bomb Blast Shield on the door to
Undertemple Access, using Boost Ball (Normal and above).

- Fixed: The method to open the Hydrodynamo Station Seeker door using Screw Attack without Seeker Launcher now
requires Gravity Boost to not have been collected.

- Added: Method to get to the portal in Mining Station B with Space Jump Boots and Screw Attack (Trivial and above).

- Fixed: Transport A Access, Collapsed Tunnel, Dynamo Chamber, Trooper Security Station, Mining Station Access, and
Portal Access A now correctly require Morph Ball.

- Fixed: Elevator rooms with missing Scan Visor requirements now have them.

- Fixed: Removed erroneously added method to cross Sanctuary Entrance with Screw Attack without Space Jump Boots.

- Fixed: Going through Sacred Bridge on No Tricks now requires Scan Visor and Morph Ball when coming from GFMC
Compound.

- Added: Method to skip Scan Visor and Morph Ball using Space Jump Boots in Sacred Bridge, when coming from GFMC
Compound (Easy and above).

- Fixed: Added Scan Visor requirement in Temple Transport Access (Sanctuary).

- Changed: Connections in Venomous Pond were redone.

- Changed: Getting to the door to Dark Transit Station in Trial Grounds with no items is now Hard difficulty, from
Easy.

- Added: Methods to get to the door to Dark Transit Station in Trial Grounds with Screw Attack without Space Jump
Boots (Easy and above) and with a Bomb Space Jump (Normal and above).

- Fixed: Added missing requirements for the Dark Samus 3 and 4 fight.

- Changed: Fighting Dark Samus 2 with only Echo Visor is now Trivial difficulty, from Easy.

- Fixed: Power Bomb doors now require Morph Ball, and Super Missile doors now require Power Beam and Charge Beam.

- Added: Method to destroy the second web in Hive Tunnel when going through the room backwards using Sonic Boom
(Easy and above).

0.28.1

- Fixed: Resetting settings would leave the launchers' configuration in an invalid state.

0.28.0

- *Major* - Changed: The resolver now keeps track of current energy during resolution.
This ensures you'll always have enough Energy Tanks for trips to Dark Aether.

- *Major* - Added: Scanning a keybearer corpse provides a hint of what is in the matching Flying
Ing Cache.

- Added: The tracker now persists the current state.

- Added: Some generation failures are now automatically retried, using the same permalink.

- Added: Buttons to see what a difficulty unlocks that doesn't involve tricks at all.

- Changed: Increased Hint Scan value for logic to the intended value from the previous
change.

- Changed: There's no more hints with joke locations.

- Changed: The lore hint in Mining Station A is now able to be scanned from the room center.

- Added: A warning is now displayed when trying to disable validation.

- Fixed: Seeker Missile's included missiles now respect the "needs Missile Launcher"
option.

- Changed: Progressive Launcher is now disabled by default.

- Fixed: Clicking the connection's link in the Data Visualizer should now always work.

- Changed: Hint Locations page now has a more usable UI.

- Changed: On No Tricks, the logic will ensure that you can get Missiles, Seeker Launcher, and either
Grapple Beam or both Space Jump Boots and Screw Attack before fighting Chykka.

- Added: Methods to cross Workers Path with Screw Attack.

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