Releases: LostArtefacts/TR-Rando
V1.5.3
V1.5.2
New Features
- Random Game Strings - Huge thanks to Lilly Jericho once again for coordinating this!
- Random Secret Rewards
- Random Items and Key Items
- Random Enemies, including cross-level enemies!
- Random Textures - including some more fantastic texture sets (E.G. Skyboxes) provided by JimmyBeon!
- Night Time Mode (Recommend using default gamma).
What's Changed
- TR3 Globe Display and Reward Cameras by @lahm86 in #239
- TR3 SFX and Secret Flipmap Triggers by @lahm86 in #249
- TR3 Secret Trapdoor Checks by @lahm86 in #251
- #243 Secret Reward Fix by @lahm86 in #252
- Texture Corrections by @lahm86 in #258
- TR3 Texture Fixes and Enemy Randomization by @lahm86 in #263
- TR3 Secret Handling Improvements by @lahm86 in #265
- Item Locations by @lahm86 in #268
- TR3 Texture Randomization and Enemy Updates by @lahm86 in #270
Full Changelog: V1.5.1...V1.5.2
V1.5.1
What's Changed
#230 Secret/Reward Room Fixes
- Fixes an issue with the visibility portal on leaving one of the reward rooms in Antarctica.
- Replaces the reward room entirely in Puna to avoid flip map issues and not being able to reach it after entering the boss room.
- Moves the City reward rooms so they are not linked to flip map rooms.
- Fixes the ladder texture for City if the alternate level end approach is used (textures missing from the flipped room).
- Amends the logic of removing existing secret triggers so that it retains any other action list items other than the secret itself. An example is in room 201 in Antarctica, where we want to retain the savegame crystal trigger action but remove the secret action.
- Reduced the minimum proximity radius to 5 to allow all 6 secrets to be allocated in Puna when this level has that number.
#231 Alternative City Ending
Because of the issue with the electrified fields and level sequencing, the alternative ending for City (used when it is in Cavern's sequence) is now used whenever the level is out of sequence. Additional crystals are added to the level to help with reaching the end trigger. This also adds an AddEntity function to the environment editor.
#232 South Pacific Spikes
The game initialises spikes in Coastal Village and Madubu to a certain height, but this is dependent on these levels being in their original sequences. If they are off-sequence, the height will be amended accordingly. For other levels that have spikes and end up in these sequences, their heights are unaffected as they don't have triggers like the South Pacific ones (barbed wire in London, Nevada, tooth spikes in India). Each "spike" level has been tested when they are in these sequences.
#234 Lara Locking Issue
If replacing Lara in a level, her animations will be retained as this appears to be causing the locking issue after pressing buttons. So only her meshes and frames will be replaced when replacing her outfit. Each level has been tested with each different outfit (including invisibility) after using a button/lever/switch.
#235 UPV Amendments
- Amended the angles for UPV locations to ensure Lara doesn't have to mount against a wall, as she was voiding in some locations such as Jungle when using the default angle in
Location. - Only one vehicle type per level is possible because of
LaraVehicleAnimation_Hbeing tied to each vehicle, so for Nevada, if the UPV is placed, we also replace the quad with another UPV otherwise the level can't be ended normally.
#233 Corrected an issue where secret was assigned to a flipmap room and therefore not visible.
V1.5.0
TR3 Randomization is Here!!!
- Random level order and sequencing. This includes interesting side effects such as varying levels with freeze meter and varying weather.
- Random unarmed levels.
- Random ammoless levels.
- Random secrets. Secrets are now PICKUPS! - there are also secret reward rooms hidden around for finding all secrets in a level!
- Random Audio - trigger tracks and secret tracks.
- Random outfits - The classic haircut, invisible lara and persistent outfit.
What's Changed
- Initial TR3 Support by @lahm86 in #220
- Make IsInRoomSpace default to false and convert all locations to world space by @chreden in #221
- Hiding Entities and TR1 Secrets by @eycore1 and @lahm86 in #223
- Model Transport by @lahm86 in #224
- TR3 Secret Randomization by @lahm86 in #225
- TR3 Secret Randomization by @lahm86 in #226
- TR3 Preparations by @lahm86 in #229
Full Changelog: V1.4.2...V1.5.0
V1.4.2
It's that time of week again, it's another bloody rando update!
There are two major points to cover in this release.
- #215 From @Anopob - Anopob has been kind enough to implement another difficulty adjustment which will be quite challenging. "One Limit" means that pickup items like ammo and guns can only spawn a max of once per level for each unique type.
- #218 From @lahm86 - Lahm has introduced a long-request feature of sound effects randomization! Sound effects like weapons, footsteps, enemy grunts etc. are now all randomized! The implementation is also pretty smart by categorizing "types" of sfx. So for example an enemy death noise will always be replaced by an alternate death noise rather than a footstep.
Lahm has also introduced the following improvements:
- For unarmed levels, extra ammo will now be added directly to the inventory instead of creating additional entities in the level. This avoids situations where the savegame would have to save all these entities and now only saves a single value.
- Purist Mode - Even when environmental randomization was disabled, some were still applied for corrections or backtracking. A purist mode option is now added to ensure levels are in a completely original state (apart from very minor fixes such as those related to pathfinding).
For full details, please see the linked PRs.
Thanks!
What's Changed
- Add item difficulty option by @Anopob in #215
- Unarmed Level Ammo, Purist Mode and SFX Randomization by @lahm86 in #218
Full Changelog: V1.4.1...V1.4.2
V1.4.1
#214 - Thanks to Lahm for the PR. For detailed information, click the link.
- Resolves AI Pathfinding problems introduced by Environment Randomization.
- Resolves pathfinding issues with invalid overlaps (E.G. Catacombs of the Tailon)
- General ammendments to environment randomization (Fix for a potential inaccessible glitched secret, and minor improvements).
V1.4.0
Note: There are substantial changes in this version. Although extensive testing has been done, there are likely to be issues. Please report them on the discord or raise an issue here. We will aim to follow up with a 1.4.1 with fixes similar to how 1.3.1 was handled.
#196 - Some initial work on Randomizer difficulty from Anopob!
#200 #205 #206 & #207 - Environmental randomization, variety of languages, texture updates by Lahm, Lilly, Jimmy Beon and all the language contributors (there are so many to list!!!)
#201 - Update of projects to SDK format by chreden.
Please see the merge requests listed above for implementation details (they are worth the read!). A summary can be found as follows:
- Enemy difficulty can be modified between its normal behaviour and an "unrestricted" mode which removes a few restrictions to bring an even crazier rando experience.
- Opera House and Barkhang Monastery entity freezing issues have been fixed. This was caused by water enemies essentially not cleaning up due to their lift to the heavens.
- Improvements to dragon interactions and behaviour.
- Fix for start positions resulting in inaccessible secrets.
- Additions of a huge amount of languages ranging from German to Finnish, Russian to Japanese.
- Huge amount of new textures including secrets and themes.
- Environment randomization: this includes mirroring of levels, randomization of traps, obstacles, keyholes, doors, water and even completely new geometry and ways to complete and progress through levels!.
- Ability to choose the level of brightness for night mode.
V1.3.3
#168 - Removed rooms from burner chip pool on Diving Area that can cause softlocks.
#152 - Dagger on Lara's dressing gown can be hidden if she has not completed a level wit ha dragon in it.
#152 - Invisibility cloak option for Lara. She will be completely invisible except for her shadow.
#183 - Cutscenes are now Randomized.
V1.3.2
Many thanks to Anopob, Lahm and Topixtor for this release.
- #154 - Fix to skidoo limits to avoid game throwing assertion/exit.
- #157 - Corrected issues with flame randomization.
- #161 - Correction to Barkhang Freeezing by keeping the original set of Merc1 and MonkWithLongStick entities. Barkhang will no longer include non-killable enemies and docile chickens. This was necessary for now to prevent this freeze bug occurring.
- #161 - Correction to skybox with TR2Main which was caused by the flat colour palette not matching the randomized texture (thanks to Topixtor).
- #161 - Winston can now appear in-game. He will appear in at most 2 different levels, and a maximum of twice in those levels. He is treated as a hazard, so won't appear in HSH, at the end of DA or in Barkhang
- #172 - Various UI improvements implemented by Anopob.
- #176 - Randomized Outfits - Correct various issues and support for haircuts.
- #176 - Randomized Inventory - Medikit colours are now randomized for each level. The Floater Spooky theme will still have black medikits. The inventory background, font, UI frame (i.e. the border for the in-game statistics, level list etc) and the passport textures are now randomized. Themes are used to ensure text is legible against the different backgrounds
- #176 - Randomized Gamestrings - Randomization of game text.
- #176 - Randomized Offshore Keycards - Keycard textures on rig and DA can now be randomized. This can be disabled by selecting the original key sprites option.
- #176 - Randomized Secret Sprites - Secrets sprites are now randomized (for all levels) with the option to disabled if required (similar to above, there is an option to use original secret textures).
- #181 - Night Mode - For a chosen number of levels, the environment (all rooms) will be darkened. NightModeRandomizer includes some logic to remove entities that don't make sense in a dark environment such as venice washing lines or singing birds. Night mode overrides sunset.
- #181 - FDControl Updates - Improvements to the FDControl library to support greater manipulation of floordata.
- #181 - Audio Randomization - Randomizes soundtrack triggers as well as secret collection sounds.
- #181 - Starting Position Randomization - Lara can now start levels in different locations and facing different directions.
- #181 - Enemies.md has been added to describe rules relating to cross-level enemies.
V1.3.1
Bug Fixes and improvements on V1.3.1:
I would like to thank Lahm86 and Anopob for big contributions to these fixes, and also the entire community for providing us with detailed information and bug reports so we can continue to improve the rando.
- #130 - TRex Softlock Issue Fixed
- #131 - Added option to protect monks (they wont drop key items or be necessary to kill for progress)
- #133 - Ensured hidden gong on catacombs is randomized
- #110 - Implemented ability to parse, modify and write floordata for modification of triggers
- Various item location fixes and additional items provided by Anopob
- #128 - Option added to include glitched secrets or keep them out
- #136 - Barkhang entity freeze fix
- #137, #139 - Texture corruption fixes
- #147 - New randomized sky in DA and Rig
- #148 - Cross Level enemies now in HSH
- #145 - Added option to stop key item textures changing
- #121 - Water draining tempeorarily disabled due to softlock issues
- Corrected various issues of inaccessible secrets and key items being zoned incorrectly
- #149 - Fixed issues where savegame buffer would overflow as the entity limit was exceeded
- #146 - All dragon triggers are now OneShot, which avoid crashes of re-triggering the dragon