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| author | Star Rauchenberger <fefferburbia@gmail.com> | 2025-09-11 10:44:04 -0400 |
|---|---|---|
| committer | Star Rauchenberger <fefferburbia@gmail.com> | 2025-09-11 10:44:04 -0400 |
| commit | 5753db0d12da94f6ff2f1e3040a8be172be027b7 (patch) | |
| tree | 32a61004b6d61c67b0cb5a36db16a5980989b55e | |
| parent | 301b73bc6b569b8790af9325b846e2d7d4d149ba (diff) | |
| download | lingo2-archipelago-5753db0d12da94f6ff2f1e3040a8be172be027b7.tar.gz lingo2-archipelago-5753db0d12da94f6ff2f1e3040a8be172be027b7.tar.bz2 lingo2-archipelago-5753db0d12da94f6ff2f1e3040a8be172be027b7.zip | |
Worked on the documentation
| -rw-r--r-- | README.md | 50 | ||||
| -rw-r--r-- | apworld/options.py | 18 | ||||
| -rw-r--r-- | client/README.md | 7 |
3 files changed, 67 insertions, 8 deletions
| diff --git a/README.md b/README.md index 60dc1b3..3b69bbd 100644 --- a/README.md +++ b/README.md | |||
| @@ -14,3 +14,53 @@ There are multiple parts of this project: | |||
| 14 | - [Client](https://code.fourisland.com/lingo2-archipelago/about/client/README.md) | 14 | - [Client](https://code.fourisland.com/lingo2-archipelago/about/client/README.md) |
| 15 | - [Apworld](https://code.fourisland.com/lingo2-archipelago/about/apworld/README.md) | 15 | - [Apworld](https://code.fourisland.com/lingo2-archipelago/about/apworld/README.md) |
| 16 | - [Data](https://code.fourisland.com/lingo2-archipelago/about/data/README.md) | 16 | - [Data](https://code.fourisland.com/lingo2-archipelago/about/data/README.md) |
| 17 | |||
| 18 | ## Frequently Asked Questions | ||
| 19 | |||
| 20 | ### What about wall snipes? | ||
| 21 | |||
| 22 | "Wall sniping" refers to the fact that you are able to solve puzzles on the | ||
| 23 | other side of opaque walls. The player is never expected to or required to do | ||
| 24 | this in normal gameplay. This randomizer does not change how wall snipes work, | ||
| 25 | but it will likewise never require the use of them. | ||
| 26 | |||
| 27 | ### How do cyan doors work? | ||
| 28 | |||
| 29 | In the base game, there are a number of cyan-colored doors that ordinarily open | ||
| 30 | once you collect H2 in The Repetitive. There are also a handful of panels that | ||
| 31 | only appear upon getting H2 as well, which the apworld treats the same as the | ||
| 32 | cyan doors. | ||
| 33 | |||
| 34 | There is an option that lets you choose how these doors and panels behave. By | ||
| 35 | default, they act the same as in the base game: they only open or appear after | ||
| 36 | collecting H2. Note that this means the actual H2 collectable in The Repetitive. | ||
| 37 | Receiving H2 via remote letter shuffle does not count for this requirement. | ||
| 38 | However, you can also make cyan doors activate upon collecting or receiving your | ||
| 39 | first double letter, regardless of what it is or if it's remote. Finally, you | ||
| 40 | can lock cyan doors behind an item called "Cyan Doors". | ||
| 41 | |||
| 42 | It is important to note, however, that the Cyan Door Behavior option only | ||
| 43 | applies to cyan doors that are not already affected by another type of | ||
| 44 | shuffling. When door shuffle is on, the following cyan doors are activated by | ||
| 45 | individual items and are not impacted by your choice of Cyan Door Behavior: | ||
| 46 | |||
| 47 | - The entrance to The Tower from The Great (The Great - Tower Entrance) | ||
| 48 | - The entrance to The Butterfly from The Bearer (The Bearer - Butterfly | ||
| 49 | Entrance) | ||
| 50 | - The entrance to The Repetitive from The Entry (The Entry - Repetitive | ||
| 51 | Entrance) | ||
| 52 | - The eye painting near the yellow color hallway in Daedalus (Daedalus - Eye | ||
| 53 | Painting) | ||
| 54 | |||
| 55 | Additionally, when control center color shuffle is enabled, the orange door in | ||
| 56 | The Unkempt (which ordinarily doubles as a cyan door) opens upon receiving the | ||
| 57 | Control Center Orange Doors item, instead of following the Cyan Door Behavior | ||
| 58 | option. | ||
| 59 | |||
| 60 | ### Help! I lost C/G in The Congruent! | ||
| 61 | |||
| 62 | If you place C or G into the relevant keyholders in The Congruent, the keyholder | ||
| 63 | disappears. You can retrieve your letter immediately by pressing C or G again | ||
| 64 | while standing in the same position, as the keyholder is still there, just | ||
| 65 | invisible. If you have already left the room, though, there is an easier way to | ||
| 66 | get your letters back: just use the Key Return in The Entry. | ||
| diff --git a/apworld/options.py b/apworld/options.py index f72e826..6f60282 100644 --- a/apworld/options.py +++ b/apworld/options.py | |||
| @@ -88,7 +88,23 @@ class DaedalusRoofAccess(Toggle): | |||
| 88 | 88 | ||
| 89 | 89 | ||
| 90 | class VictoryCondition(Choice): | 90 | class VictoryCondition(Choice): |
| 91 | """Victory condition.""" | 91 | """ |
| 92 | This option determines what your goal is. | ||
| 93 | |||
| 94 | - **Gray Ending** (The Colorful) | ||
| 95 | - **Purple Ending** (The Sun Temple). This ordinarily requires all level 1 (purple) letters. | ||
| 96 | - **Mint Ending** (typing EXIT into the keyholders in Control Center) | ||
| 97 | - **Black Ending** (The Graveyard) | ||
| 98 | - **Blue Ending** (The Words) | ||
| 99 | - **Cyan Ending** (The Parthenon). This ordinarily requires almost all level 2 (cyan) letters. | ||
| 100 | - **Red Ending** (The Tower) | ||
| 101 | - **Plum Ending** (The Wondrous / The Door) | ||
| 102 | - **Orange Ending** (the castle in Daedalus) | ||
| 103 | - **Gold Ending** (The Gold). This involves going through the color rooms in Daedalus. | ||
| 104 | - **Yellow Ending** (The Gallery). This requires unlocking all gallery paintings. | ||
| 105 | - **Green Ending** (The Ancient). This requires filling all keyholders with specific letters. | ||
| 106 | - **White Ending** (Control Center). This combines every other ending. | ||
| 107 | """ | ||
| 92 | display_name = "Victory Condition" | 108 | display_name = "Victory Condition" |
| 93 | option_gray_ending = 0 | 109 | option_gray_ending = 0 |
| 94 | option_purple_ending = 1 | 110 | option_purple_ending = 1 |
| diff --git a/client/README.md b/client/README.md index 1e94bdb..99589c5 100644 --- a/client/README.md +++ b/client/README.md | |||
| @@ -88,10 +88,3 @@ not recommended to load these save files outside of the randomizer. | |||
| 88 | 88 | ||
| 89 | A connection to Archipelago is required to resume playing a multiworld. This is | 89 | A connection to Archipelago is required to resume playing a multiworld. This is |
| 90 | because the set of items you have received is not stored locally. | 90 | because the set of items you have received is not stored locally. |
| 91 | |||
| 92 | ### What about wall snipes? | ||
| 93 | |||
| 94 | "Wall sniping" refers to the fact that you are able to solve puzzles on the | ||
| 95 | other side of opaque walls. The player is never expected to or required to do | ||
| 96 | this in normal gameplay. This randomizer does not change how wall snipes work, | ||
| 97 | but it will likewise never require the use of them. | ||
