Releases: LiquidCat64/LiquidCatipelago
CVLoD apworld v1.1
Relatively small update with some new things that might be appreciated, especially if you are a Cornell fan!
Added two new options:
Detransform at Will(true or false): If enabled, Cornell will be able to detransform from wolf to human at any time by pressing L again. This should make his wolf form a lot more viable to use!Restore Cornell Fall Voice(true or false): So, in the vanilla game, the voice clip you normally hear when falling as Cornell is the same as Reinhardt's and Henry's. But, fun fact: a unique falling voice clip for him actually does, in fact, exist in the game's files! And it has an assigned ID and everything, so why they didn't use it is beyond me. Enabling this option will enable the voice clip when falling as Cornell.
The following fixes and adjustments were made:
- Added two new text spots at the ends of Villa and Castle Center that will tell you which stage each of the available branching paths will lead you to, so testing them yourself should no longer be necessary to find out. The text spots are on the Villa coffin and behind the Castle Center elevator respectively.
- Changing character in the warp menu while Cornell is in wolf form is now prevented; he MUST detransform first to allow character changing again.
- Whether the Villa maze enemies that only show up once the child Henry escort begins are placed is now dependent on the
Villa Maze Kidoption, not the Villa State option like before. - Very slightly moved the Gardener actor so that entering his spawn radius from the Villa servant entrance door area is now impossible. This prevents a possible vanilla softlock wherein grabbing the Copper Key location on the servants' path on Hard Mode and then spawning him in this way would trigger the Hard-exclusive fight with him and lock all doors/gates, trapping you entirely in a spot wherein he cannot actually be fought.
- Fixed a vanilla US-exclusive bug wherein trying to pause after child Henry dies and before the fadeout concludes would crash the game. Pausing is now disabled entirely during this moment, which is how JP and PAL also fixed it.
- Fixed
Tower of Execution: Top balcony last excavator pillarnot spawning as the correct item and not setting its flag properly on Hard Mode. As far as difficulty-specific pickups go, evidently I missed this one... - Fixed the Tower of Sorcery cyan diamonds not being properly removed from the created locations pool if Empty Breakables is off.
Castle Wall: Central rampart broken pillaris now considered a sub-weapon location, instead of a regular one.
Note that seeds generated on previous versions will be incompatible with this one, as I changed an item ID as part of the Castle Wall location. Enjoy and as always, let me know if you find issues!
CVLoD apworld v1.0 hotfix
Day two hotfix update already, because surprise, surprise, bugs there certainly were! How many more of these am I going to end up putting out in the next week or two, I wonder?
The following things were addressed:
- Fixed the warp menu crashing when entering it on Hard Mode if Special1s Per Warp was higher than 2. Don't ask...
- Fixed a logic oversight that expected you to be able to go from the rear side of the Maze Garden to the front (this is impossible with the Villa State on Cornell or Hybrid).
- Fixed the location Tower of Ruins: Labyrinth Room B6 Left Statue not spawning if you picked up Tower of Science: Cube Factory Second Corner first. Yeah, fun fact: the three invisible items in this map are all normally configured to not spawn if certain Tower of Science pickup flags are set, and this particular one I forgot to remove.
- Fixed Mary's dialogue that tells you what item she has turning ALL the gameplay textbox text yellow after the item name if it's a local progression item.
- Added the Castle Center Maids Vase location to the list of freestanding item locations to slightly lower down if a Cross, Axe, or Cornell quest item lands there. You could technically grab these here before, but it required you to awkwardly jump onto the vase (which could especially cause confusion if the item is invisible).
A very special thanks to BMS for reporting all of these!
CVLoD apworld v1.0
It has been too long since the last time I posted an apworld here on this release page, but yes! After many, MANY consecutive months of pretty much nonstop locking in during the little (much less than I used to) free time that I have these days, the first full release of the Castlevania: Legacy of Darkness apworld is finally, FINALLY ready! Yes, no more of this two-stage demo business that it was before, the full game (all stages) is now implemented!
And what's more, a good chunk of the options that the CV64 AP has are already implemented in this first release, including all extra breakables; most quality-of-life things like the countdown number, previous subweapon droppping, permanent powerups, etc.; DeathLink (including the explosive variety!); and more! I also went to the effort of giving you a lot, lot more control over which stages are included in your runs this time, basically being able to add/drop any specific ones. You'll just have to see the options yourself, there is a lot.
Do note that not EVERY option from CV64 is implemented right now. The big things right now are shopsanity, ice traps, the panther dash, music/lighting randomizer, item pool difficulties, and big toss. I would like to add all of these things eventually, though it's probably going to take a while longer yet to get there. Still though, with how much I did manage to bring over from it already, I hope people will be satisfied for a while! The wait for this was worth it, I promise!
A very special thanks to @moisesPC for the CVLoD Extended Stage Select mod that I heavily modified to make the new warp menu in this AP, and to the few people who partook in the test sync I ran (a few more bugs got caught and fixed because of that)! As with all my other apworld releases, instructions are in the README. Also included is a new obscure checks document that I took the time to make specifically for this game, similar to the CV64 one. Have fun and let me know if you run into any bugs! Being a very new AP release, and with how much stuff there is in this one, there's probably bound to be something somewhere...
Due to the, uhhhhh, funny timing in which I happen to be dropping this, I guess I feel obligated to also say happy 40th anniversary Castlevania, huh? Maybe we'll get THIS game and CV64 in a collection one of these days, who knows...? Also, it's Friday the 13th when I drop this, the perfect time to be playing a randomizer of a game featuring a guy with a chainsaw chasing you around, isn't it? Heh!
Update: Had to put out a hotfix already! Please see the Releases page for the most up-to-date version.
CVHoDis apworld v2.0 hotfix
It turned out there were a couple noteworthy bugs with the last release, sooooo...hotfix release, GO:
- Cyclops and Pazuzu's boss kill flags should now be communicated to the map tracker properly. Before I was checking for the wrong flags, so uh, oops.
- Fixed the warp room portals not working as intended with the Castle Warp Condition option set to None. If you are currently playing a multi with this option choice, reapply your
.apcvhodispatch with this apworld and you should get a fixed ROM without losing your current progress.
Just as an aside, if you ever enter a round gate warp room and the gate spawns already open with Death nowhere in sight, then this is unintended behavior, and it should be reported. The vanilla game has the gates spawn like this until you've met Death at Clock Tower which properly enables them (for the sake of said cutscene's behavior), but they need to be in their closed state in order to warp by pressing down, so I altered their behavior heavily for this.
CVHoDis apworld v2.0
Well, this update is pretty significant if only for one reason: it contains the first entrance randomizer implementation for this particular rando! More specifically, it uses the General Entrance Randomizer (GER) that was merged and properly added to AP in it's 0.6.0 update and onwards. This thing is absolutely amazing and surprisingly easy to use, and I can't wait to add it to my other worlds one day! @BadMagic100 deserves a very special thanks for making it.
Entrance Randomizer may be the main attraction here, but that doesn't mean there isn't other stuff worth drawing attention to as well. So with that said, let's roll the changelog:
- Added the new
Entrance Randomizercategory of options. The options under this category at the moment are:Area Shuffle: Randomizes where every transition to a differently named area of the map leads to. The choices currently available are "None", "Separate", and "Combined". The difference between "Separate" and "Combined" is that the former will keep the Castle A and B transitions randomized separately in their own pools while the latter will allow them to be mixed together to create one massive creature of chaos! The spoiler log will contain which entrances are supposed to lead to where in case you get stuck.Decouple Transitions: Decouples transition entrances and exits from each other ifArea Shuffleis enabled. Also known as "Insanity ER", this means going back through an area transition you just came through will not necessarily send you back to the same place that you came from...Link Door Types: Whether special door types should only be linked with each other (all skull doors link to other skull doors and all MK's Bracelet doors link to other MK's Bracelet doors).
- In addition to all the ER stuff, the following options were added as well:
Castle Warp Condition: You can now choose what you want the condition for being able to change castles at Warp Rooms to be; yes, you are not always forced into it being finding JB's Bracelet anymore! The currently available choices are:- "None": No condition; the gates are all usable from the beginning.
- "Bracelet": The gates will unlock upon finding JB's Bracelet, which was previously the only available option.
- "Death": The gates will unlock after talking to Death at Clock Tower A like in the vanilla game. The cutscene with him here will be restored for this specific purpose.
Double Sided Warps: If enabled, you will be allowed to change castles at a warp gate without having fulfilled the castle warp condition provided you have been to that particular warp room in both castles. This is purely for convenience and should not affect logic.
- The game will now autosave after the intro Talos chase, so you won't have to go out of your way to save at a save room to enable the quick save feature. Trust me when I say using the warp-to-start feature will probably become significantly more important when playing Entrance Randomizer!
- Added more stuff to slot data (including the ER connections) as well as more client set events which should help @Armipotent's map tracker for this apworld.
- Fixed a logic error wherein Skeleton Cave B's left side exit was connecting to the bottom of Entrance A instead of B. Whoops!
- Corrected the documentation for the Spellbound Boss Logic option, so it should name the correct choices everywhere (and how many books are required for which bosses with each option). Hopefully, there shouldn't be any more confusion here.
- Updated the README with the new options, as well as a link to the after mentioned map tracker.
NOTE: Patch files generated with an older version of the apworld will not be accepted by this one, and if you try to patch with an older version patch file using this version it will tell you of the version mismatch.
I've playtested a few ER seeds fairly extensively, so there should hopefully be minimal logic errors here, if not none at all. But of course, if you do think you've managed to find an unbeatable seed, you'll know where to find me. In my opinion, I think this game's logic becomes significantly more interesting with ER involved; if you haven't yet, I highly recommend trying it! And for those wondering, more options like ensuring both castles' transitions are linked to their same equivalent areas will be added at a later time, after GER sees a few more improvements in a future AP release. So, stay tuned for that eventually!
CVHoDis apworld v1.2
Another release with even more fixes and refinements! Once again, I would like to give a big thanks to everyone who has given feedback and reported bugs and logic mistakes and whatnot. You guys are awesome!
NOTE: Patch files generated with an older version of the apworld will not be accepted by this one, and if you try to patch with an older version patch file using this version it will tell you of the version mismatch. I should've updated the identifier version in the last update when I relocated the custom decoupled warp room actor data, but I kinda forgot I had that capability to begin with, ooops. Better late than never, I guess!
Changes:
- Added a new option,
Spellbound Boss Logic. When enabled, certain bosses that are considered "medium" or "hard" in difficulty will logically expect you to have spell books in order to get past them. More specifically, the "medium" bosses (Devil, Giant Merman, Max Slimer, Peeping Big, Legion (saint), and Shadow) will expect one book with thenormalchoice and two books with theeasychoice, whereas the "hard" bosses (Pazuzu, Minotaur Lv2, Legion (corpse), Talos, Death, and Cyclops) will expect two books with thenormalchoice and three books with theeasychoice. The rest of the bosses are all considered "easy" in difficulty and don't expect anything regardless of what's chosen. This has been a highly requested feature since the initial release of this apworld, and I am happy to be delivering on it now! - Your start inventory is now built into the ROM directly; it is no longer necessary to connect to the multiworld in order to receive it.
- Replaced the second Lucky Charm in the multiworld item pool with a Steel Glove instead, the best arm accessory in the game. This Castlevania is one of the series' Four Horsemen of Practically Useless Luck Stats, you see...
- Reclassified the Healing Mail to Useful instead of Filler; unlimited healing is still unlimited healing even if you have to wait around for it...
- Fixed DeathLink seemingly ceasing to function if you load a savestate after being killed but before making it to the Game Over screen; the client will now see you as "alive" again if it notices you don't have 0 HP while it thinks you are "dead".
- The map screen should now be in Castle A + B mode from the very start, and it should no longer revert to the starting gray version when using the warp to start feature.
- Fixed logic associated with the following locations:
Room of Illusion A: Crawlspace to the Other World: No longer always expects you to have Lizard Tail no matter what; you can reach this location by coming in from the Room A/Treasury B portal.Shrine of the Apostates A: Lizard land storerooms - LeftandRightandShrine of the Apostates B: Bouncing bone zone coffinandabove coffin: These all no longer expect Lizard Tail. The only location in both Shrines that should isShrine of the Apostates A: Lower lizard crawlspace.Clock Tower A: Pinball zone end - Bottom-left,Top,Middle, andBottom-right: These now hard expect Sylph Feather specifically. The race is technically winnable with Griffin's Wing, but you have to be EXTREMELY lucky and persistent in order to do it. So, to be more reasonable for an average player, Griffin's Wing is no longer considered for this.Entrance B: Secret skeletal passage - Upper: Now properly expects Crushing Stone. I had this one in the wrong region, so up until this point it wasn't. Whoops!
CVHoDis apworld v1.1
Quick update with a few minor fixes and additions. Thanks to everyone who played and gave feedback!
Changes:
- Added a new option, Early Lizard. When enabled, your Lizard Tail will be forced somewhere in the multiworld's sphere 1, which should hopefully make needing to take the harder, scarier paths early on less likely.
- You can now supply patches for the apworld to apply to the ROM before any of the AP rando patches are applied. To do this, make a folder in the root of your Archipelago installation named
cvhodis_user_patches, put whatever patches you want applied in there (currently only the.ipsformat is supported), and patch the ROM with the.apcvhodisfile like you normally would. You'll need to do this if you want to use the JonataGuitar and sorrow recolor patch, because for some reason it will try changing some items back to vanilla if you apply it to the AP rom after it's created (I haven't done a full AP run with it, so I still can't say how well it works beyond the opening areas).- Moved the custom actor lists for most of the individual Castle A warp rooms to not overlap a hack the above patch makes.
- Fixed the Luminous B Execution Elevator items not being changed to what they should be in the room's alternate post-elevator-ridden state.
CVHoDis apworld v1.0
Happy April Fools Day/Archipelago 0.6.0 Release Day/Switch 2 Direct Day/DK64 AP Release Day/Croc Remastered Release Day/Whatever Else May Be Happening, My Goodness There's A Lot(tm)! To commemorate Circle of the Moon finally being on the archipelago.gg website, what no better way to celebrate than with the grand debut of the next Castlevania game for the GBA for AP that I've been quietly working on in the background for the last month and a half or so! Yeah that's right, Harmony of Dissonance is now playable! For those still waiting patiently for the Legacy of Darkness full game apworld, don't worry, I haven't abandoned it; I just got...way more sidetracked than I want to admit, that's all.
This game is huge, and pretty open too! Just to give you an idea of what you can expect here, in my test run, I got Crushing Stone and Gryffin's Wing as my sphere 1 escape items and I wanna say that alone opened up...80-90 percent of the entire game? Yeah, it's quite something. I don't really know how much I can do about it other than implement ER, I guess. On the bright side, at least you can probably rest assured you'll never get stuck in a Burger King playing this game!
The options are pretty light right now, I was focused more on having a minimum viable product for the initial release of this. More stuff will come to this later, but the main things right now are you can choose goal send condition(s) to mix and match (including how many pieces of furniture you need) and DeathLink because it was actually quite simple for me to implement on top of everything I had already done. Other notable features you should probably know of while playing are: vague multiworld hints on Hint Card descriptions, JB's Bracelet being required to use the round warp gates (you don't start with it in this), and the ability to return to Entrance A by holding R while saving (which sets it as your spawn point next time you load your save). Anything else you can probably figure out on your own.
Now that Archipelago's Generic Entrance Randomizer is actually finally in a stable release, it may now be time to play around with that...
Have fun and let me know if you find any bugs! The README contains setup instructions and more information (no, you don't need the ROM to generate if you're not playing, if that's what you're wondering). This is the first release, and Harmony is a pretty big game, so there is probably bound to be something I missed somewhere...
CVCotM apworld v4.2
Hello everyone, and happy release of Archipelago 0.5.1! What better way to celebrate the occasion than with a new release version of the Circle of the Moon apworld, as minor as this one may be? Only two changes, really, but the first one is an essential fix to a mistake that I wish I knew about earlier, so, without further ado, here's the changelog:
- Fixed the Iron Maiden Behavior option's Start Broken choice not properly applying the BrokenMaidens.ips patch during the patching process, resulting in the Iron Maidens not actually starting broken even though the logic was properly accounting for it. Whoopsie!
- Removed the forced change in options when using both Required Skirmishes on All Bosses And Arena and Completion Goal on just Arena. Mainly because I don't want to ruin the fun for those who like to glitch into the Ceremonial Room early over such a specific combination!
Note that this release will only work as-is on Archipelago 0.5.1 and onwards due to a change in the general Accessibility option that happened during 0.5.1's development. In the last few apworld releases I put out I would deliberately go out of my way to remove Accessibility from the presets file so that it would work on stable 0.5.0 as well as up-to-date source branches and 0.5.1 release candidates, but now that 0.5.1 is out proper I don't feel like doing that anymore, so I highly recommend just updating your AP version now if you haven't already. The README and included YAMLs have been updated with the new Accessibility options.
P.S. Now that we are finally out of The Great 0.5.1 Feature Freeze™, new worlds are going to start being merged into main Archipelago again soon before long. And this particular one has been sitting in the core review waiting room since that time, so unless more critical bugs are found, this will very likely be its last apworld release before that merge happens. If you know of any more bugs that need to be addressed, I would appreciate you reaching out to me sooner rather than later so that I won't have to submit a separate pull request to fix them after the fact! Thank you and happy playing!
EDIT: It's now merged! When 0.6.0 eventually drops, you can now expect to see CotM fully supported! 🎉
CVCotM apworld v4.1
Mostly fixes and adjustments, as well as cleaning things up for the merge. When will that happen? Only time will tell...
- Changed the following items to the Progression + Useful classification instead of just Progression:
- Double
- Roc Wing
- All ice/stone cards
- Kick Boots if the Roc Wing is nerfed
- Added a new Archipelago Item to represent Progression + Useful items from other games; it'll have both a plus and an arrow.
- Changed the appearance of the Trap Archipelago Item to be significantly less obvious. If you don't already know what it now looks like, I won't spoil it here!
- Changed the sound that plays when you send a Trap item to someone else from the freeze sound to the "buttons are duplicated" sound from the config menu. This one is more universally fitting for all the various traps you could be sending instead of just ice-related ones, I would say!
- Changed the Early Double option to Early Escape Item instead and updated the README and included YAMLs with the change. The new choices for this option are none, double, roc_wing, or double_or_roc_wing. Unlike the previous option, which would only let you place the Double early, this one will also let you place the Roc Wing early instead if you so desire or to pick one or the other at random. With the Nerf Roc Wing option being a thing, more people may prefer this.
- Fixed a bug introduced in the last version by my refactoring that would cause the majors Countdown to behave like the all_locations one (it was literally a one-operator mistake! Hahaha, oooops).
- The patcher can now detect if a supplied patch was generated on an incompatible APWorld version and let you know with an error. If someone else generated the seed and sent you the patch, then this should tell you that either you or they need to update their APWorld!
- The patcher can now tell you if an IPS patch was removed from the APWorld's ips folder when it tries to apply them.