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leaving the cutscene location name the same, since that's what the location actually is (and to avoid confusing players about what cutscene it is)
weird split of Entry.1 for weird key logic missed element requirements (including for ferro positioning) removed element requirements from gynthar (should verify before release)
(removed rocks in wheel passage gating ascension temple)
still need to do the epic metal stuff and test with sergey hax off
not everyone has x4 drop rate turned on
- azure a. altar of the key gauntlet involves k'im (cold + heat) - salty detox involves ballooneer (cold) - shock is required to break the tremors of the past boss - wetter work boss has a phase involving teleport points - unavoidable mizree fight in ku'lero gf left requires cold to break
(it was added after the teleport part of the event)
players are able to unlock both the chamber of heat and ball puzzle gates immediately if they already have heat, so we need to require 5 keys for both
feels weird to only make one of them progression
This was referenced Feb 22, 2026
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DLC support!
See also:
buanjautista/cc-open-world#6
CodeTriangle/Archipelago#9
Huge thanks to buanjautista for doing all the really tedious work.
A lot of changes have notes about them in the commit text.
Sao's questline (and thus the Shuriken Shooter) are currently not added to logic, as that would require supporting patching global events in
database.json.Added a special trader to the Ba'kii Kum Bazaar House so Epic Metal can be obtained without grinding booster gems if the setting to allow that is not enabled. Not sure if the patches for that should be here or in open-world. Current trade is 4 Refined Metal + 5 of each rare botanic drop from Maroon Valley for 2 Epic metal.
I haven't explicitly tested Ku'lero keyrings, but it works on the AP side of things so it should be good.
Includes a couple non-DLC related logic changes, for a change in open-world and an issue I noticed during the playtest.