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CHANGELOG.md

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Changelog

0.0.9:

  • Added simple boid behavior for Sarudnahk. Not able to complete the dungeon consistently yet.
  • Added simple logic for fighting the Lich boss.
  • Added a map for Sarudnahk. Nav graph is used for pathing, not AStar.
  • Updated aogai2 save to have full health.
  • Added a save/checkpoint just before Lich boss.
  • Added a timekeeping module to log segment timing.
  • Added backend: SeqIf/SeqWhile building blocks. Removed SeqOptional.
  • Applied usage of joystick instead of dpad for the majority of the game. This means smoother movement (and it looks like improved combat behavior).
  • Added a menu-skip in Noria, just after picking up maze chest. Saves a fraction of a second.

Older changelogs

0.0.8:

  • Routed Aogai bomb skip (tying together Noria Mines and Sacred Grove segments)
  • Routed initial Sacred Grove section. Very buggy and prone to failure.
  • Routed Aogai airship pickup and navigation to the Mana Tree.
  • Now tracking IKind of KInteract entities. These are for example fireballs, arrows, bombs, hearts etc.
  • Drawing entities with unique symbols (different types of enemies look different on the mini-map).
  • Fixed some broken pathing on the world map due to missing tiles.
  • Backend work on evo2.

0.0.7:

  • TAS can perform a deathwarp in Noria Mines, skipping a forced combat encounter. Note! This requires using save slot 1, either from new game or when loading.
  • TAS can kill Dark Clink boss, making the Noria section completely automated (if unreliable).
  • Very crude routing of Sarudnahk. Can't make it through without help/cheats.
  • Very crude routing of Sacred Grove. Has some minor issues still.
  • TAS can kill Zephyros in the first ATB battle.
  • Very crude routing of Aogai sections. Need more work.

0.0.6:

  • Added rng tracker to TAS display
  • Improved on the ability to load saves. Saves uploaded, provided by Zatura24
  • Minor optimization in Papurika Village (shopping)
  • Added Crystal Caverns menu manipulation
  • Improved on Crystal Caverns ATB battle manipulation (can now run)
  • Added some menu manipulation glitches in Noria Mines
  • Major glitch getting two keys at the start of the Noria Mines implemented
  • The TAS can defeat the armored enemy in Noria Mines
  • The TAS can navigate the wind traps in Noria Mines
  • The TAS can somewhat reliably solve the floor puzzle in Noria Mines
  • The TAS can somewhat reliably get past the fireballs in Noria Mines
  • Routed Sacred Grove up to Amulet cave
  • The TAS can somewhat reliably kill the final boss of the game

0.0.5:

  • Added full attack prediction, in and out of combat
  • Improved on ATB combat detection and state tracking
  • TAS can now kill Kefka's Ghost on its own
  • A very minimal Evoland 2 TAS
  • Early game, prevented running headlong into enemies before free move

0.0.4:

  • Battle stats and damage prediction
  • ATB Encounter prediction and manipulation on overworld map
  • ATB Encounter prediction and manipulation in the crystal caverns
  • Massive refactoring of code, splitting into files
  • Refactored knights combat to be reusable. Can currently kill the forced bats in Noria
  • Pathed Noria up to the bottomless pit
  • Current manual sections:
    • Kefka's Ghost
    • Killing 3 skellies in Noria
    • Pushing the armored enemy into the pit
    • (Some more the TAS hasn't reached yet)

0.0.3:

  • TAS can progress to the start of Noria mines (though it needs some handholding against Kefka's Ghost)
    • Pathing done to the start of the maze
  • Improvements to knight combat
  • Zone transitions are now verified against memory
  • A lot of backend work to make RNG prediction possible
  • Added countdown to main menu
  • Added diagonal movement to pathfinding

0.0.2:

  • TAS now loads maps from tmx (village/cavern)
  • TAS can now progress through cavern up to Kefka's Ghost (some pathing issues remain)
  • TAS can now kill the knights! No manual intervention required anymore

0.0.1:

  • Added timer to the main window
  • TAS no longer blindly attacks chests (can differentiate between different types of actors)
  • TAS now loads maps from pngs (both for display and pathfinding)
  • TAS can now progress until the end of Papurika village (with manual help for knight fights)

0.0.0:

  • Initial version of the TAS