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Releases: Aeltumn/Rayman2AP

v0.1.4

08 May 15:39

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Here's another small bugfix release with a new system for generating bug reports with all the information needed to reproduce issues.

  • Added bugreport which you can use to create a file with lots of information about the game. This file can be used to recreate bugs you find. Run this command quickly after encountering an issue and send it attached to your bug reports!
  • Fixed Menhir Hills 2 cutscene playing the wrong cutscene if you had not already collected the Elixir of Life check instead of relying on receiving the elixir item.

Full Changelog: v0.1.3...v0.1.4

v0.1.3

04 May 21:04

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Here's another small release with bugfixes but also extra safeguards against softlocks and fixes to frame lag caused by the background code connecting to the Archipelago server. It's still backwards compatible with previous versions.

  • If you exit the Cave of Bad Dreams, Walk of Life, or Walk of Power without being able to access their portals you are now warped to the Woods of Light portal to avoid getting stuck, this fixes a possible softlock from completing these levels too early.
  • Level contents are no longer separately shown if room randomisation is disabled.
  • Added /stuck command which can be used if you end up stuck somewhere.
  • Added extra safeguards to reset all data when disconnecting from the Archipelago server.
  • Implemented additional safeguards to ensure level transitions in the Sanctuary of Stone and Fire and Tomb of the Ancients are correctly remapped.
  • Fixed softlock if you teleported into a level through commands or external tools.
  • Reduced stuttering during gameplay and avoid crashing when many checks are received at once.

Full Changelog: v0.1.2...v0.1.3

v0.1.2

03 May 10:52

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This is another small release to fix an important bug and add some new generator settings! It's backwards compatible with previous versions.

  • Tweaked the room randomisation generator to prioritise levels with many lums if lum gates are restrictive, this allows it to successfully generate layouts even with high lum gates.
  • Added a new setting: Fixed Level Lengths, which makes every level have as many sub-levels as they do in the base game.
  • Added a new setting: Instant Portal Access, which makes all portals accessible as long as you have enough lums, similar to how the old version of room randomisation worked.
  • Fixed issue where Cave of Bad Dreams 2 did not send you to the hall of doors properly after completing it when it was placed as a regular last level.
  • Fixed issue where receiving access to new levels while in the hall of doors didn't properly reload the level to show the new portals.

Full Changelog: v0.1.1...v0.1.2

v0.1.1

02 May 14:19

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This is a small backwards compatible bugfix release. Games generated on the previous version work with this mod, and games generated on this version work with the old mod.

  • Made “Unlock the next level to reveal rooms!” text two lines to look better.
  • Tweaked Archipelago logic to make Crow’s Nest not require beating the Iron Mountains as its portal shows up for getting all masks.
  • Tweaked where the Walk of Life and Walk of Power are placed in the room randomisation algorithm to make it random instead of relying on them.
  • If you haven’t achieved 100% and complete the game you are now sent back to the hall of doors.
  • Fixed Sanctuary of Stone and Fire 1 exit not linking to the correct level.
  • Fixed Sanctuary of Stone and Fire - Side Temple exit not linking to the correct level.
  • Fixed Sanctuary of Stone and Fire - Side Temple being considered accessible without obtaining a Silver Lum.
  • Fixed finishing Cave of Bad Dreams level chain not sending you back to Marshes 1 with the elixir cutscene if you left and re-entered COBD.
  • Fixed leaving Beneath the Sanctuary of Rock and Lava and Tomb of the Ancients not spawning the next portal.
  • Fixed incorrect in-game lum counter on Sanctuary of Stone and Fire 1, Whale Bay 3 and Cave of Bad Dreams 1.
  • Fixed Elixir of Life not being detected as obtained if you obtained it while in the Menhir Hills 2.
  • Fixed using Elixir of Life in Menhir Hills 2 triggering its collection.
  • Fixed silver lum upgrades being detected as obtained if you received them from remote instead of picking them up.
  • Fixed Echoing Caves 2 revisit sending you to the wrong location if Fairy Glade 2 was placed there.
  • Fixed typo on lum locations in Marshes 2.
  • Fixed occasional frame lag while using mod.

Full Changelog: v0.1.0...v0.1.1

v0.1.0 - Room randomisation & first stable version

01 May 20:04

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This release finally brings a functional implementation of room randomisation! It was a lot of work to implement properly, but all the issues should finally be sorted out. With this, the AP is feature complete and hopefully stable. This release should let you complete runs with any of the available options without encountering any issues at all, so report any issues you do find!

  • Updated the default settings:
    • Room Randomisation is now on by default. It’s now functional and the recommended way to experience the AP. It adds some variety to repeated runs of the game and makes routing less one-dimensional.
    • Lumsanity is now off by default. It adds 710 checks which are often easy to acquire, which can disrupt other games’ progression and cause everyone else to constantly find lums. I'd recommend asking permission from a host before using this setting.
  • Rewrote the algorithm for picking randomised room orders in Archipelago:
    • Room randomisation should now be functional and should no longer break when generating games!
    • The Woods of Light is no longer randomised, it will always be the first level. This avoid some technical issues.
    • Level lengths are now random with each level having at least 2 rooms except revisits & side-levels which will be 1 room.
      • If you set high lum gates early levels will have more rooms to fit enough checks to make the lum gates possible.
    • The generator attempts to ensure the generation is possible as if it’s the only game being played. It leaves enough spots for checks before you are blocked by progression or a lum gate.
    • Fixed various issues where generation would fail due to misconfigured connections in randomised layouts.
  • Rewrote room randomisation handling in the mod:
    • After completing a level there is now UI text in the Hall of Doors showing which rooms it consisted of, how many lums/cages were in each room, and how many were obtained.
    • Hall of Doors portals now appear after finishing the last room of the previous level.
    • Fixed issues with revisits (Cave of Bad Dreams, Sanctuary of Stone and Fire Side Temple, and Fairy Glade Revisit) not placing you back at the correct exits after leaving the revisit area. This fixes the 2 lums in Sanctuary of Stone and Fire being unobtainable in room randomisation mode.
    • Fixed finding Walk of Life, Walk of Power, and Cave of Bad Dreams not creating their corresponding portals in the Hall of Doors.
    • Fixed Globox not showing up if Canopy rooms appeared after the Canopy portal.
    • Fixed final cutscene not showing up in the Cave of Bad Dreams after obtaining the elixir, causing issues in Treasure%.
    • Fixed Bayou/Precipice linking to the wrong level due to their shared cutscene.
    • Fixed sanctuary levels having a lum gate cutscene every time instead of just once.
    • Fixed last location in Hall of Doors not properly saving between sessions.
  • Fixed all lums being placed as progression balanced causing it to be terribly balanced when combined with other games.
  • Fixed Universal Tracker not having access to the selected options which caused lum gate settings to be ignored.

Full Changelog: v0.0.6...v0.1.0

v0.0.6 - Bugfixes part 3

25 Apr 19:56

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The next major focus is to get room randomisation fully fixed up, but before then here's some bugfixes to ensure everything works when not randomised!

  • You can now use slots with spaces in them by using quotes around the slot name.
  • There’s now an error message if the connection to the AP server is not completed within 5 seconds, or if the AP server is broken/missing.
  • Fixed received lums not updating properly to include non-super lums when not on lumsanity mode.
  • Fixed game incorrectly showing as connected to an AP server when connection failed.
  • Fixed Crow’s Nest being accessible without having all 4 masks.
  • Fixed issue where Crow’s Nest is not accessible if you received the last mask while in the hall of doors.
  • Fixed issue where receiving the Elixir of Life caused Jano to despawn from the Marshes of Awakening making the Cave of Bad Dreams inaccessible.
  • Fixed Knowledge of the Cave of Bad Dreams not being checked properly.
  • Fixed lumsanity not properly being disabled sometimes.
  • Death links are now disabled during Tomb of the Ancients 3 as it can cause a soft-lock.
  • Improved README to better explain how the GOG standalone installer works.

Full Changelog: v0.0.5...v0.0.6

v0.0.5 - Bugfixes part 2

22 Jan 21:18

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Here's another patch with various bugfixes. Thank you again to everyone who's tried out the mod and reported these issues!

While there are still some known issues with room randomisation enabled, this patch fixes all known bugs with the non-room randomisation version. The room randomisation is slightly improved, but still has some known issues. All checks should now be obtainable and there shouldn't be any major logic issues.

The following changes were made:

  • Fixed various issues with portal spawning and level order when not in room randomisation mode - portals now appear after finishing levels as in the vanilla game when room randomisation is off.
  • Fixed lum gates on sanctuary levels (except the first) not working at all.
  • Fixed black screen (actually just a very dark screen) at the start of Woods of Light.
  • Fixed check for Knowledge of the Cave of Bad Dreams not sending.
  • Fixed death link still triggering when other games caused one after using /deathlink to disable them.
  • Fixed various issues which made 100% completion impossible as not all lums were hooked up:
    • Fixed Pirate Ship #2 - Lum on slide #7 not correctly being checked when collected.
    • Fixed a lum on the Pirate Ship #2's slide not having a check.
    • Fixed lum in Canopy #2 collected during cutscene not having a check.
    • Fixed various lums in Beneath the Sanctuary of Rock and Lava not being properly linked causing them to be unobtainable.
    • Fixed two lums in Sanctuary of Water and Ice #1 not counting as checks properly.
  • Fixed various levels not putting you back at the correct portal in room randomisation mode.
  • Fixed a crash when exiting Whale Bay #2 in room randomisation mode.
  • Fixed lum count being incorrect when not in lumsanity mode.
  • Fixed check for obtaining elixir of life not being sent.
  • Fixed checks for obtaining silver lums from Ly/Globox not sending if you already had a silver lum upgrade from the randomizer.
  • Fixed randomizer failing to generate a valid game for the 100% ending goal.
  • Improved room randomization so it now properly understands when lum gates occur, allowing it to succesfully generate a game more often. If you want to try room randomization, set lum gates to a low value or combine it with other games and it should work. There are a few inaccessible loading zones/areas though so 100% is not yet possible.
  • Added note to the main page that the console may open with keys other than ~ on international keyboard layouts.
  • Lowered maximum values on the lum gate options to avoid setting these to random causing impossible games.

v0.0.4 - Bugfixes!

18 Jan 14:58

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First off I want to thank anyone who tried out this new mod! Plenty of bugs were found and this release attempts to address the major breaking issues both with the mod and in the Archipelago logic.

A big change in this release is that room randomization is now optional, and currently off by default. The algorithm for good room randomization is very complicated as it has to consider where to place rooms to make progression possible. Due to these difficulties, room randomization defaults to off while its quirks are being ironed out, the intent is to have it on by default again in the future. Logic for unlocking new portals in the hall of doors is also currently not implemented, instead portals show up whenever you have enough lums, this will change in the future.

The following issues are addressed in this release:

  • Linked up the walk of life and the walk of power, lums gathered in these levels now send out checks properly!
  • Properly implemented item obtainment logic, previously this was half-implemented and mostly dysfunctional:
    • Silver Lum is required to progress through any levels requiring it.
    • Knowledge of Cave of Bad Dreams is necessary to access its portal.
    • Elixir of Life is necessary to proceed past Menhir Hills #2.
    • 2 lums in The Sanctuary of Stone and Fire can only be obtained when exiting the side temple loading zone.
    • 4 masks are required to enter The Crow's Nest.
    • Levels have to be completed to get the next portal on the hall of doors*.
    • The necessary amount of lums are required to access each level with a lum gate.
  • Properly implemented victory conditions for each end goal type. Playthroughs and spheres are now correctly generated.
  • Added support for the universal tracker apworld.
  • Added new settings to enable/disable room randomisation and lumsanity. If lumsanity is disabled, standard lums are not checks, it is enabled by default.
  • Removed unnecessary check for defeating razorbeard and instead added a check to unlock the knowledge of the Cave of Bad Dreams's name which lets you access the level early or locks it off for later.
  • Fixed 1000th lum not being included in the lum counter.
  • Fixed logic issues in cave of bad dreams where lums were not marked as needing a silver lum to obtain.
  • Fixed rooms not randomizing the same sometimes when entering the portal instead of going through a cutscene.
  • Fixed many issues with the game not recognizing certain loading zones as needing randomisation.
  • Fixed exit portal in the hall of doors not being correct after leaving levels with cutscenes or lum gates.
  • Updated to use R2Console's v1.4 version.

*Archipelago is configured to expect each level has to be finishable before you can access the next, even though you can already access them all currently. The intent is to eventually have levels unlock one by one properly but this is a WIP.

v0.0.3 - First playable build!

12 Jan 23:38

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This is the first version of the mod that is playable through Archipelago!

You can generate a game, all main levels are randomized including lums, super lums, cages, masks and the elixir of life. Rooms randomization is currently on by default.

This build is playable and the entire game should be completable, but there's a few known omissions/issues:

  • Walk of Life & Walk of Power are not randomized, their lums are not checks, and their lum requirements are not custom.
  • Levels in the hall of doors are accessible as long as you can pass the lum gate which would block them in the base game. In future builds these will unlock only after you complete each level.
  • Room randomization may cause impossible configurations, bug report them if you find them!
  • There may be incorrectly listed checks, missing checks, or level transitions that don't properly randomize.

Expect bugs with this release, you can report them here on this GitHub under issues!

Known issues:

  • Logic is not properly recognised by Archipelago causing it to think all checks are in logic. For now it's recommended to add a Silver Lum as a starting item or spawn it in with an admin command.
  • Room randomization isn't always correctly applied when entering levels from the hall of doors, fix coming soon.
  • Whale Bay #2 crashes when you exit.

If you get stuck, try run the hallofdoors command, if it puts you at a missing portal run it again and it should warp you back to the Woods of Light portal.

v0.0.2 - Initial testing release

08 Jan 23:21

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This is an initial version meant for testing and mapping out all checks in the game.

Currently implemented:

  • Ability to connect to a room and send/receive messages
  • Sending checks when collecting lums/cages in the first level
  • Receiving checks from other games, lum/cage totals are shown in bottom right in menus (not yet hooked up to lum requirements)
  • Death linking with other games

In this testing version, various debug messages are sent in the console (use ~ to open) such as when changing levels.
When picking up any checkable item a message is sent in the bottom left with the item id for mapping purposes.

Attached builds is from a few commits after the tag with fixed dependencies.