Oracle of Seasons 7.0
Pre-release🥇 Main Features
-
The patcher is now integrated inside the APWorld!
- This means you no longer have to download an external patcher, the APWorld does everything
- The person who generates gives you an
.apoos
patch, just grab the same APWorld as the server and you can use that patch file to create your ROM through the Archipelago Launcher - Everything was rewritten basically, allowing for lots of improvements in all aspects
-
Quick season switching
- When using the rod to change a season, you now have a way to choose which season you want to summon instead of cycling through all seasons
- Right after using the rod (or at the same time if you buffer out of a menu), hold the diagonal on the D-Pad which points to the icon of the season you want to summon (you can look at the top bar to see the icon layout when the rod is equipped)
- If you hold no specific button, seasons cycle the same way they’ve always done
-
Options rework
- 🛑 Please re-create your YAML option files from scratch, since many options changed names / values
- Many two-values options (”vanilla / randomized”) are now toggles (”true / false”) which are better presented on the options webpage
- Many options were moved over to the cosmetic options system (see below for more details), and are now read from the
host.yaml
file of the person who patches the ROM
-
Improved filler item pool
- Filler item pool used to be filled to the brim with Rupees, which made it uninteresting at best and frustrating at worst
- Random rings (following the ring quality option) can now appear as filler items, giving rings that weren’t placed previously. This means you get slightly more ring variety on each seed.
- Smaller Ore Chunks (x10 and x25) can now appear in the item pool as filler items. It was tough to put packs of 50 Ore Chunks in big amounts, those two new items will help providing a more continuous flow of Ore Chunks throughout the seed.
🗳️ New Options
-
Shuffle Essences (”Essence-sanity”)
- If enabled, all essences are shuffled anywhere in the multiworld instead of being locked at the end of their respective dungeons
- This also means post-boss pedestals can host any item, leading to potentially… interesting situations
-
Deterministic Gasha Nuts (”Gasha-sanity”)
- Sets the number of Gasha Nuts that will contain pre-generated items, from 0 to 16 (defaults to 0)
- Each one of those nuts will have to be obtained from trees planted on unique soil: setting a value of 16 will require you to plant a tree on every single soil in the game
- As those are handled in logic, this means those nuts can contain progression items required by you or your friends to complete the seed
- Logic expects you to:
- be able to reach a new soil each time
- have enough seeds to plant
- be able to kill enemies in order to make the seed grow
- be able to harvest the nut (any sword or Fool’s Ore)
- Once all deterministic Gasha Nuts have been opened, the vanilla random reward algorithm kicks in for any other Gasha Nut obtained. Soils that previously disappeared will stay dead forever, though.
-
Extended Portal Shuffle
- You can now choose among “Shuffle Outwards” and “Shuffle” to set if portals can lead to other portals from the same dimension
- This means you can now have Holodrum portals leading to other Holodrum portals (and the same goes for Subrosia)
- One portal is guaranteed to link both dimensions to avoid blocking a full dimension entirely
- Picking “Shuffle Outwards” does the exact same thing as before, forcing portals to connect to a portal from the opposite dimension
-
Start With Maps & Compasses
- Enabling this makes you start with Maps & Compasses for every dungeon, which is especially useful for newcomers
- It also removes those items from the pool, adding variety to items that can be found inside dungeons
- Unlike
start_inventory_from_pool
, items are given silently and instantly at the beginning of the seed
-
Randomize Lost Woods Main Sequence:
- In a similar way to “Randomize Lost Woods Item Sequence”, this enables randomizing the sequence which leads to Tarm Ruins / D6
- If enabled, you need to use a shield against the Deku Scrub in a rabbit hole right after the jewel gate to learn the secret sequence
✨ Cosmetic Options
Cosmetic options are a new type of options which are contained inside the host.yaml
config file of the person who patches the ROM, instead of being in the YAML file you pass to the generator.
In a racing context, it means a given seed can lead to ROMs with different cosmetic options for each of the racers.
By design, these options are guaranteed not to impact generation (at all) nor gameplay (in a significant manner).
-
Character Sprite
⚠️ No longer in the options YAML- It is now possible to manage your own sprite library in your local Archipelago install folder (inside
data/sprites/oos_ooa
) - As instructed in the docs, a repo has been set-up to have a comprehensive list of downloadable sprites: https://github.com/Dinopony/oracles-sprites/
- You can put
random
as a value to pick a random sprite from your library for each generated ROM
-
Character Palette
⚠️ No longer in the options YAML- You can put
random
as a value to pick a random color for each generated ROM
-
Heart Beep Interval
⚠️ No longer in the options YAML
-
Reveal Hidden Subrosia Digging Spots
⚠️ No longer in the options YAML (as a value to “Shuffle Golden Ore Chunks”)- This also enables putting this on while not randomizing the contents, which is something you might want if you’re new to the game
-
Remove Music:
- if enabled, this removes all music in the game while keeping sound effects intact
- This is about the 491th time you’re clearing the game, it was about time you could play with your own music.
- if you want to remove the SFX as well, you can just turn off the sound output from your emulator instead
⏫ Improvements
- Initial Maku Tree text has been shortened significantly
- Once they have been taken at least once, portals now tell where they lead when selected on the map menu
- Rod of Seasons are now colored matching their season to make them recognizable when they are freestanding items
- When keysanity is on for a given set of dungeon items (small keys, boss keys, maps & compasses), getting such an item tells for which dungeon that item is in the textbox.
- Compass chimes are not triggered anymore when entering a room containing a Dungeon Map
- Dungeon-specific compass chimes are now only used when keysanity is on
- Versions are now strictly checked between generation and patching to ensure compatibility
- When selecting “Enforce Potion in Horon Shop”, the corresponding shop location is now removed (which was especially annoying for tracker completion)
- D8 is now introduced as “Sword & Shield Dungeon” instead of “Sword & Shield Maze” when entering it (since every other mention of it was using “Dungeon” naming)
- When Keysanity is enabled for Small Keys, keydrops no longer have skipped textboxes (to be able to see which dungeon that key is for)
- Shopkeeper now tell the real item name for remote items and who it belongs to (still truncated if it’s too long though). Hints are still given when entering shops to know the full item name
- When “Master Keys” option is set to “All Dungeon Keys”, they now have the sprite of the Boss Key instead of the Small Key to reflect their behavior better
- Improved secondary items subscreen layout (fixing Bomb Flower display at the same time)
- The Subrosia Seaside digging spot containing the item is now fixed, being decided at generation time. This was made to ensure better fairness and randomness
- Lost Woods sequences can now require transitions to the right, which wasn’t the case before for technical reasons
- Lost Woods sequences hints now use arrows to describe directions, which is cleaner and more visually understandable
- Moblin King doesn’t talk to you anymore when he notices you to the right of his fort near Sunken City
🧠 Logic
- Fixed D1 Goriya chest potentially being logically accessible without Ember Seeds, whereas it’s impossible in-game (thanks Ishigh)
- Fixed Fixed D2 backwards logic not expecting the player to kill enemies when going from the arrow room to the main entrance, whereas it’s needed (thanks Ishigh)
- Added bracelet to the list of tools enabling Ore Chunks farming in medium+ logic
- Jumping over a 6-wide liquid (with cape + pegasus seeds) is now in medium logic instead of casual
- Fixed logic expecting the player to go from D6 entrance to Old Man near D6 when spring was not the default season (preventing the player from breaking the “flower pillar”)
- Fixed a rare logic issue where Sunken City shop would become out of logic because there was not enough rupees in the seed
🛠️ Bugfixes
- Fixed a bug preventing from excluding D8 locations using the appropriate location group
- Fixed a bug preventing from putting dungeon items in “start_inventory” or “start_inventory_from_pool”
- Fixed buying Zora Ring, Fist Ring, Whimsical Ring or Protection Ring from a shop not giving the right ring
- Fixed seed trees generation not being deterministic (thanks Ishigh)
- Shuffled dungeons now appear as “Unknown Dungeon” on the map menu when not visited yet, instead of having showing the region where the shuffled dungeon comes from
- Fixed switching between map modes by pressing START inside the Maku Tree room causing graphical glitches on the map menu
- Fixed the ability to save-scum using warp to start to get a refill before warping back to your previous position using a save & quit
- Fixed generation sometimes failing with default options because of Subrosian Market logic checking Ore Chunks whereas there were almost none in the world
- Fixed Maku Tree tile not being marked as “visited” on the map when first visit happened after getting a few Essences
🚧 Known Issues
- Treasure Map is gone: it was pretty much useless in the current state of the Archipelago implementation and needs some love before it comes back.