Rain World

Rain World

[NEEDS FIXING] Region Randomizer
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Update: 3 Sep, 2024 @ 10:18am

Added a Gate Karma Penalty option to the config menu. This is set to 0 (and thus disabled) by default, but I recommend setting it to 2 or 3. It subtracts this amount of karma from you when passing through a region gate (but re-adds it if you die or quit before reaching a shelter). This discourages quick region-hopping. (I found myself rushing from one gate to the next, without spending hardly any time in each region. So I penalized doing that.)

A few minor improvements to randomizer logic.

A few gates now have one lock preset to karma 1. These gates are dead-end gates (like the gate for The Precipice for non-Artificer/Spearmaster scugs). This prevents players from being trapped in these regions.

Update: 1 Sep, 2024 @ 3:51pm

Significant stability improvements. Gates are now renamed three times during the process of opening in order to make the game accept them at each loading stage.

Compatibility with my new Karma Expansion mod.

Update: 23 Aug, 2024 @ 1:05pm

One tiny patch: The gate now checks more often if it is fully opened. Previously, players could rush through the gate and thus skip the check for passing through it. This would have gamebreaking results, unfortunately.

Update: 21 Aug, 2024 @ 10:18pm

Update 1.1 has brought just countless bug fixes. Honestly that's the best and most important thing. The improvements in other areas aren't really important to anyone else. It's just a lot better now.

Specifically:
(Mostly) fixed Futile Exception: Couldn't find "RainMask_..." by temporarily creating a dummy RainMask, then deleting it once players leave the room. Works... most of the time...
Patched Hallowed Grotto gates. Why the author thought it necessary to have a unique gate for every slugcat...?? Well, it's fixed, at least...
Major improvements to expedition compatibility. This does, however, cause the Random Buff mod to be almost entirely incompatible as of the current update. Sad.
Slight improvements to randomizer logic.
Karma Per Echo is now by default calculated automatically (according to the number of modded echoes) upon starting each campaign. The value can be set manually by just keeping its value between [0.0, 1.0].
Karma gates now wait until the middle is fully open before ejecting players.

Update: 19 Aug, 2024 @ 9:06pm

Massive rework of the mod's functionality. This should include more stability when using karma gates, overall less bugs, and especially...: The randomizer can now work for multiple different slugcats! You no longer have to overwrite another campaign's randomizer to begin a new one. Simply restarting a campaign will rerandomize the karma gates.

Update: 18 Aug, 2024 @ 7:57pm

Added compatibility with Jolly Co-op (and hopefully other co-op mods, although I haven't actually tested them yet). The game will now wait until ALL players are out of the room before deleting the room.

Update: 14 Aug, 2024 @ 4:47pm

Added workshop tags and fixed the OE to SB gate never opening unless Gourmand's campaign had been completed.

Update: 14 Aug, 2024 @ 1:42pm

Initial release of the mod