Changelog is incomplete, too many things changed to keep track of, so the quick notes:
- New Server/Client Architecture, incompatible with Bonta's Multiworld or Berserker's Multiworld
- Client can now download newer databases from the server, of items, locations and games it doesn't know exist yet.
- Added Game: Hollow Knight
- Generation for it mostly works, client is still WIP, no known timeline for release.
- Added Game: Factorio
- Logic issues that can resolve in deadlocks, you may need to /send technologies to circumvent them for now.
- Quick instructions: (Tutorial doesn't exist yet)
- Create a yaml with
game: Factorio - copy the resulting mod from your output folder into a Factorio headless server and any person's local Factorio install.
- make sure your headless Factorio server is configured correctly in your host.yaml
- run
Factorio --create Archipelago, the server will exit, copy the resulting Archipelago.zip next to FactorioClient - run
FactorioClient, it should auto-start the Factorio Server and connect to it. You then use /connect to connect it to the Archipelago server. - in FactorioClient you can use
/factorio <any text>to send that text to the Server console, such as/factorio /save - Connect with any amount of modded Factorio games to the server
- You can run up to 255 Factorio Worlds in each Archipelago Multiworld
- Create a yaml with
Factorio was an obvious choice for Archipelago, as it needs a very similar time to completion to a Link to the Past and should mix nicely.
(edit: the above sentence was a bit of an april fool's. But just that sentence, Factorio Integration is very much real.)
You can find some screenshots from playtesting here:
https://imgur.com/a/H4kmJcL