Archipelago
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SC2: New Settings, Logic improvements
What is this fixing or adding?
New Options:
- Mission Order gains Mini Campaign, Grid, Mini Grid, Blitz, and Gauntlet options, which dramatically reduce the length of the campaign, designed for 2-4 hour multiworlds and replayability. This is accompanied by mission and inventory randomizers that ensure that the reduced game is still beatable.
- Shuffle No Build: Replaces Relegate No Build with True/False values reversed, as the existing naming scheme was inconsistent with Shuffle Protoss and confused some players.
- Early Unit: Guarantees that a new unit appears in the first mission, comparable to Early Morph in Super Metroid.
- Required Tactics: Logic level, with Standard, Advanced, and No Logic as options. Standard is more forgiving than the original logic and Advanced is less forgiving than Standard.
- Units Always Have Upgrades: Determines whether all units in a randomized inventory in will have upgrades, assuming that the inventory must be reduced in size.
- Locked Items: Set of items that will always appear in the randomized inventory.
- Excluded Items: Set of items that will never appear in the randomized inventory. Unlike the other inventory randomization options, this one will also apply when the inventory does not need to be reduced (excluded items will be replaced with junk).
- Excluded Missions: Missions that cannot appear in the randomized campaign, if playing on reduced length settings.
New Logic The reduced mission orders could create paths that were valid under old logic but may not have been possible in-game on the hardest difficulty. Several logic requirements were tightened, some missions were given defensive requirements, and the final mission of the game was given logic (it had no logic previously apart from region connection rules).
Minor Client Changes The final mission is now marked on the client to help emphasize it on mission orders where the final mission is different from vanilla. A special condition was added on Grid settings to skip full pathfinding checks for mission unlocks, as otherwise those settings create infinite recursion. New column names for some of the new mission settings.
How was this tested?
Four progressive beta tests, five individual single-world runthroughs, and 1000 successful generations on a fully-random yaml.
If this makes graphical changes, please attach screenshots.
Mini Campaign (Start)

Grid (Partway through)

Mini Grid (Completed)

Blitz

Gauntlet

Noticed a rare issue that could cause an item reference to be duplicated, fixed that and took the opportunity to push a small logic improvement. I do not intend to push any more impromptu changes in this pull request.
And will then need the final approval from @TheCondor07
And will then need the final approval from @TheCondor07
Tested. Looks good!