土豆兄弟(Brotato)

土豆兄弟(Brotato)

RampagingHippy-Archipelago
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更新于:9 月 1 日 下午 4:20

## Fixed

- Fixed checks no longer being sent in a run if a failed wave is retried.
- Fixed error when resuming a saved run from the main menu.

更新于:8 月 6 日 下午 7:55

更新于:7 月 17 日 下午 6:23

# 0.9.1

## Fixed

- Fix game disconnecting from the MultiServer if there is a saved run bigger than the
mod's inbound buffer.
- Fix game error if a player has more Brotato Items than were selected in the options.
- This should only occur if someone uses the server console to give a player extra
items.

## Changed

- The game will now attempt to connect with WSS first instead of WS, which should speed
up connecting to archipelago.gg.
- Update client version to 0.6.2 when connecting.

更新于:7 月 11 日 下午 2:19

# [0.9.0] - 2025-07-11

## Fixed

- Fixed plando being able to place items in the "Run Won" locations.

## Added

- Added support for saving in-progress runs.
- Whenever the base game would save, the current run is also saved to the multiworld
server.
- A separate save is kept for every character.
- **Co-op saving is currently not supported.**
- When selecting a character with a saved run, the mod will ask if you want to resume
from the last saved run or start a new run.
- When connected to a multiworld, the "Resume" button on the main menu will take you
to the last run played for that slot.
- Saved runs are not deleted when you lose them, so you can retry a run with more AP
items.
- Added the ability to skip to a particular wave.
- The mod now tracks how the latest wave reached with each character.
- There is now a button in the shop below the "Go" button that allows you to choose
which wave to go to next.
- You can only skip to waves that you have reached with that character previously.
- The intent is to skip tedious "dead levels" when you have enough items to
effortlessly beat earlier waves.
- In co-op, you can skip up to the highest wave completed by all characters.


## Changed
- The game does not save any data itself (including progress, challenges, and runs)
while connected to an AP server.

更新于:6 月 19 日 下午 1:37

- Fix inability to finish wave due to internal changes in Brotato 1.1.11.0 update.
- Fix Archipelago button in main menu having transparent background.

更新于:4 月 26 日 上午 9:05

Added

[ul]
[li]Common AP pickups now heal for 3 HP, and legendary pickups now heal for 100 HP, just
like vanilla common and legendary loot crates.[/li]
[li]Add more detailed logging to the mod initialization to try and identify what causes
the mod to fail to load on startup occasionally.[/li]
[/ul]

更新于:4 月 7 日 下午 9:04

Fixed
[ul]
[li]World generation should now be generally more reliable, with less fill errors.[/li]
[li]The method used to calculate the wave value used to generate each Brotato item given
has been updated to properly distribute the values over waves 1-20. Before, it would
bias towards lower values, and possibly not give any of higher waves if there were not
enough items.[/li]
[li]Fix possible error when cleaning up structures at the end of a run.[/li]
[/ul]

Added
[ul]
[li]Added new option
num_characters
to determine how many characters to include
in the generated world.[/li]
[ul]
[li]Character selection options behave the same, except we only choose
num_characters
characters instead of all included characters now.[/li]
[/ul]
[li]Added new options to specify item, upgrade, gold and XP drop weights.[/li]
[ul]
[li]Weights are used to randomly create a pool of the above items for all unfilled
locations.[/li]
[li]The default value of the weights are chosen to give the following distribution:[/li]
[ul]
[li]40% Items[/li]
[li]40% Upgrades[/li]
[li]10% Gold[/li]
[li]10% XP[/li]
[/ul]
[li]Further, the weights per-rarity for items and upgrades are chosen to give a
distribution of items roughly matching the base game.[/li]
[/ul]

Changed
[ul]
[li]Legendary loot crate locations are no longer classified as
EXCLUDED
, and progression
and useful items may now be placed at them.[/li]
[ul]
[li]This was the source of several fill bugs, and the easiest way to fix this was to
just make them normal locations.[/li]
[li]These were originally excluded because it was assumed they would be difficult to
get, and could lead to blocks in multiworlds. In practice, players can get strong
enough to easily kill elites/bosses with the amount of items in the pool.[/li]
[/ul]

Removed
[ul]
[li]The
item_weight_mode
option has been removed, as it's no longer relevant with the
new weight options.[/li]
[ul]
[li]The weight presets can be replicated by either:[/li]
[ul]
[li]Keeping the weights as their default values (
option_default
).[/li]
[li]Setting some/all weights to be random (
option_chaos
).[/li]
[li]Setting some/all weights manually ('
option_custom
).[/li]
[/ul]
[li]The
Number<Common/Uncommon/Rare/Legendary>Upgrades
options have been removed, as
they are no longer relevant with the new weight options.[/li]
[/ul]

更新于:2 月 11 日 下午 7:55

Fixed

- Fixed not being able to reach the AP connect button on the main menu when scrolling up through the menu options with a controller or the keyboard.
- Fixed typos in the options descriptions and the setup guide.

Changed

- Added more logging to the lock shop slot button-related logic to try and track down a recurring issue where the buttons are disabled despite starting options.

更新于:1 月 28 日 下午 6:15

Fixed

- Fix it being possible to lock shop slots without the appropriate shop lock AP item by
using the controller/keyboard button bound to lock items instead of pressing the UI
button.

更新于:1 月 22 日 下午 9:26

New options for controlling XP and gold rewards in-game. See the GitHub release for the apworld for generating.

Added
- Added new option `enable_enemy_xp`, which controls whether enemies will grant XP when
killed.
- Added new option `gold_reward_mode`, which controls how gold items are given to the
player. This has two values:
- `one_time` (`0`): Gold items are only given to the player once per game. This is
the same behavior as in previous versions.
- `all_every_time` (`1`): At the start of each run, the player is given ALL gold
received.
- Added new option `xp_reward_mode`, which controls how XP items are given to the
player. This has two values:
- `one_time` (`0`): XP items are only given to the player once per game. This is
the same behavior as in previous versions.
- `all_every_time` (`1`): At the start of each run, the player is given ALL XP
received.

Changed
- Sorted options into option groups for easier viewing on WebHost.
- Removed some of the logs from the previous update. They were lagging the game and
adding noise in the log files, making it hard to debug other issues.