Jak's moveset has been broken into 11 unique items and added to the item pool.
The orb caches in the game have been added as locations (excluding the caches in Citadel) (you need to collect all the orbs from the cache, not just open the cache, to complete the check).
All the regions in the game have been redone - going from about 20 to over 100 - to account for the different movement options you need to reach different areas.
The feature is optional and has an in-game override setting.
Also included in the settings is a tracker showing you which moves you found.
If the option is off, all moves are instead added to your starting inventory. The item pool is filled with green eco pills as filler in their place.
Fixed #23.
The snowy fort gate used to open when pressing the fort gate switch button. Now, this no longer occurs.
The gate used to not open when receiving the item while standing in front of it. You needed to reload the level by dying, leaving and returning, or reloading a save. Now, the gate opens by itself in real-time if you receive the item while standing in front of it.
All the same fixes have been applied to the final staircase and final elevator in Citadel with regard to the "Freed the Sage" items.
Debug text has been removed from the game - it now looks like you're playing the retail release of the game.
You should no longer see AS: UNKNOWN ID and other odd text elements on screen.
You should still be able to skip cutscenes by pressing Triangle.
Documentation has been updated to list the moves being randomized, along with the orb caches that now act as location checks.
Added unit tests to ensure that the correct number of items have been added to the game's regions (101 cells, 112 flies, 2000 orbs).
How was this tested?
Created both a Move Rando seed and a non-Move Rando seed. The "on" seed was 20 spheres long. I played it for 3.5 hours, finding the moves along the way. Checking the spoiler log, I made sure that the logic would allow me to complete the game. I also played the "off" seed to ensure that the starting inventory had all the moves in it, and that the game could properly receive the green eco pills as filler items.
If this makes graphical changes, please attach screenshots.
What is this fixing or adding?
AS: UNKNOWN ID
and other odd text elements on screen.How was this tested?
Created both a Move Rando seed and a non-Move Rando seed. The "on" seed was 20 spheres long. I played it for 3.5 hours, finding the moves along the way. Checking the spoiler log, I made sure that the logic would allow me to complete the game. I also played the "off" seed to ensure that the starting inventory had all the moves in it, and that the game could properly receive the green eco pills as filler items.
If this makes graphical changes, please attach screenshots.