Cave-story-randomizer

Latest version: v2.4.0

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2.1rc2

- fixes randomizer crash when generating an all bosses seed with completable logic
- fixes cave story crash when exiting the game (lol)
- fixes teleporter icons disappearing partway through a playthrough
- fixes jenka's house/sand zone storehouse softlock

2.1rc1

Been a while, huh?

- Can now carry puppies anywhere
- CSE2 and CS+ support fixed (I hope)
- Can now remove falling blocks in B2
- Various small issues have been fixed
- Known softlocks have been fixed
- Camp chest is now accessible from inside in Camp seeds
- Hints are more helpful (proper rehaul coming eventually)
- MyChars are more customizable (puppies, dragons, drowning)
- Chaco MyChar added
- Credits now display your collected items at the end, plus some other stats
- Arthur's Arsenal has a new and improved menu
- Weapons can now be traded on pickup
- Jenka and Numahachi now have prebuilt hints for the 5pup and hell items respectively
- Spawns a debug cat in problematic situations that may cause a softlock due to weapon stuff
- Title screen hash is now a real hash instead of 5 random numbers
- Adds completable-only logic (as opposed to guaranteeing a full clear of each seed)
- Adds sphere analysis to spoiler log
- Adds options for random or custom mychars
- Adds WIP Kero Blaster orgs courtesy of CoryWelchMusic

2.0

>Exploration of the island's interior would be more fun, I suspect, had we the equipment to facilitate randomization. Thus, I have duly begun development upon the "Randomizer".
Development of this program will take place in two phases, versions 0.8 and 2.0. My plans call for 0.8 to be usable and to allow for a certain amount of randomization. I'm sure I can complete v2.0, provided I live long enough. It promises to be an even more fun experience.

When I started my Cave Story Randomizer project nearly a full year ago, there were a number of features I wanted to include before releasing the second major version. The roadmap was pretty simple: v0.8 would have the core randomization features, allowing for a fully randomized playthrough from Start Point to defeating Ballos. All the bells and whistles would be left for v2.0 - the original plan called for 3 game modes, 3 objectives, 3 difficulties, and a few other settings. We ended up getting 3 spawn locations (serving as both the game modes and difficulties), 5 objectives, and so much more. We've greatly surpassed my original plans for v2.0, and I couldn't be happier. I hope that everyone else enjoys as much as I do. Please join our [Discord server](https://discord.gg/7zUdPEn) to share your experience with others and get the latest news!

Changelog
This may not be a complete list, but it should have nearly everything that's changed since v0.8C. If you're unsure, or if you run into any issues, shoot me a message on Discord!
TL;DR
- Puppysanity
- New objectives
- New mychars
- New spawn locations
- Sequence break logic
- Randomized item hints
- Various gameplay improvements

Randomizer
- Puppysanity has been added as an option
- You may now choose from 5 different objectives
- Bad Ending (have MALCO build the bomb to free Kazuma, and defeat the Core)
- Normal Ending (build the rocket, and save Sue)
- Best Ending (same as Normal Ending, plus collect the Iron Bond and the Booster 2.0)
- All Bosses (same as Best Ending, plus defeat every boss in the game)
- 100% (same as All Bosses, plus collect every item in the game)
- You may now choose from 3 different spawn locations
- Start Point (classic)
- Arthur's House (often requires 3HP weaponless jaunts through Egg Corridor and Grasstown)
- Camp (gives Dr. Gero a strong weapon, and a 5HP life capsule in the Camp chest, which can be reached without flight in this mode)
- You may now choose from 8 different playable characters, all with unique Mimiga Mask sprites
- Quote
- Curly
- Sue
- Toroko
- King
- Kanpachi
- Misery
- Frog (from Kero Blaster)
- Sequence break logic has been added as an option, with individual toggles for each trick
- Music shuffling has been added as an option, with multiple settings that are explained in more detail within the randomizer itself
- A new method of sharing seeds, called sharecodes, has been implemented, allowing you to easily share a seed including all its settings with other players

Cave Story
- All text now scrolls instantly, and = signs are rendered properly
- A hash code appears on the title screen in order to easily verify you're playing on the same seed as someone (e.g. for races)
- Some of the more flavourful dialog across the game has been returned
- Super Missiles now give you 10 missiles if you collect them before any other Missiles
- A number of small visual bugs have been corrected
- You may now refight the Sisters at will
- Upon defeating Ironhead, a passage from the Reservoir back to the Dark Place is opened
- There are now signs hanging above Labyrinth Shop chests indicating the requirement to open them
- The Mr Little item can now be anywhere in the game, and in the Graveyard he can give you any item
- You can check in with Momorin at the rocket to see if you've met the requirements to beat the game
- The door to Last Cave also warns you if you don't have all the Throne Room requirements
- Game ending cutscenes are now fully automated
- Credits for the randomizer have been added, indicating a count of collected items at the very end
- The Map System, when used from the inventory, displays a count of collected items
- Hints have been added! Blue robots and Cthulhus will tell you a randomized hint about an item location, ranging from very useful to completely useless
- For Bad Ending, one hint is guaranteed to be for the Rusty Key
- For other endings, one hint is guaranteed to be for the ID Card
- When not spawning at the Start Point, one hint is guaranteed to be for Arthur's Key
- There are 8 regular hint locations in the game
- Blue robot in Egg Corridor
- Cthulhu in Cthulhu's Abode
- Cthulhu in West Grasstown
- Cthulhu in East Grasstown
- Two blue robots in Labyrinth I
- Blue robot in Egg Corridor?
- Cthulhu in Plantation
- There are also 2 special hints locations
- MALCO will hint about what item he will make for you
- Mrs. Little will hint about what item her husband will give you when he comes home

Other
- CSE2 is now officially supported, just replace its data folder with the pre-edited Cave Story data folder in your randomizer distribution then randomize as normal
- Daily challenges are being generated and posted in the daily channel in our [Discord server](https://discord.gg/7zUdPEn)

2.0rc2

holy moly we're really getting ready for this

Well, v2.0 is finally almost here. Before I fully release it I'm putting out this release candidate - there's a couple things to work on yet, but the gameplay is fully featured. Here's the shortlist of changes, for now. The full release will have a full changelog.

Randomizer
- Puppysanity has been added as an option
- You may now choose from 5 different objectives
- Bad Ending (have MALCO build the bomb to free Kazuma, and defeat the Core)
- Normal Ending (build the rocket, and save Sue)
- Best Ending (same as Normal Ending, plus collect the Iron Bond and the Booster 2.0)
- All Bosses (same as Best Ending, plus defeat every boss in the game)
- 100% (same as All Bosses, plus collect every item in the game)
- You may now choose from 3 different spawn locations
- Start Point (classic)
- Arthur's House (often requires 3HP weaponless jaunts through Egg Corridor and Grasstown)
- Camp (gives Dr. Gero a strong weapon, and a 5HP life capsule in the Camp chest, which can be reached without flight in this mode)
- You may now choose from 7 different playable characters, all with unique Mimiga Mask sprites
- Quote
- Curly
- Sue
- Toroko
- King
- Kanpachi
- Frog (from Kero Blaster)
- Sequence break logic has been added as an option, with individual toggles for each trick
- Music shuffling has been added as an option, with multiple settings that are explained in more detail within the randomizer itself
- A new method of sharing seeds, called sharecodes, has been implemented, allowing you to easily share a seed including all its settings with other players

Cave Story
- Some of the more flavourful dialog across the game has been returned
- Super Missiles now give you 10 missiles if you collect them before any other Missiles
- A number of small visual bugs have been corrected
- You may now refight the Sisters at will
- Upon defeating Ironhead, a passage from the Reservoir back to the Dark Place is opened
- There are now signs hanging above Labyrinth Shop chests indicating the requirement to open them
- The Mr Little item can now be anywhere in the game, and in the Graveyard he can give you any item
- You can check in with Momorin at the rocket to see if you've met the requirements to beat the game
- The door to Last Cave also warns you if you don't have all the Throne Room requirements
- Game ending cutscenes are now fully automated
- Credits for the randomizer have been added, indicating a count of collected items at the very end
- The Map System, when used from the inventory, displays a count of collected items
- Hints have been added! Blue robots and Cthulhus will tell you a randomized hint about an item location, ranging from very useful to completely useless
- For Bad Ending, one hint is guaranteed to be for the Rusty Key
- For other endings, one hint is guaranteed to be for the ID Card
- When not spawning at the Start Point, one hint is guaranteed to be for Arthur's Key
- There are 8 regular hint locations in the game
- Blue robot in Egg Corridor
- Cthulhu in Cthulhu's Abode
- Cthulhu in West Grasstown
- Cthulhu in East Grasstown
- Two blue robots in Labyrinth I
- Blue robot in Egg Corridor?
- Cthulhu in Plantation
- There are also 2 special hints locations
- MALCO will hint about what item he will make for you
- Mrs. Little will hint about what item her husband will give you when he comes home

v0.8C-patch1
This fixes a handful of bugs. Most notably, seeds now get hashed to ensure a different randomization for ALL seeds. The previous version had an issue where alphanumeric seeds of a certain length all resulted in the same item placements. Due to this change, seeds from the previous version will be incompatible.

0.8

please use the data folder in the included cave story folder to perform the randomization. it has been pre-modified; other versions of cave story (including vanilla) will not randomize properly

differences from vanilla:
- all 5 teleporter locations in arthur's house are active from the beginning of the game
- all other teleporters from vanilla should be active and linked to one another at all times
- most cutscenes are abridged or skipped entirely
- jellyfish juice is infinite use
- you can carry more than one puppy at once (puppies can only be placed in the sand zone, btw)
- certain items that are received from NPCs have been placed in chests
- labyrinth B
- labyrinth shop [3] (requiring the machine gun, fireball, and spur respectively to open)
- jail no. 1
- storage? (ma pignon room)
- a teleporter between sand zone storehouse and labyrinth I has been placed: it activates either after defeating toroko+ or using the labyrinth I side
- if you don't have the air tank after defeating the core, the water will not rise and you may leave without dying
- curly cannot be left behind permanently in the core: the shutter will never close once the boss is defeated
- the jump in the waterway to save curly has been made easier
- ironhead will always give you his item on defeat (there's still a special surprise if you beat him without taking damage, though)
- entering the throne room to complete the game requires both obtaining the iron bond and saving sue in the egg corridor

0.8c

Hey there. It's been a while. This release contains numerous enhancements to the main game, as well as to the user experience when using the randomizer itself.
For Cave Story:
- Most (all?) mandatory text has been removed except in cases where it is necessary (Y/N prompts with gameplay effects)
- Inventory text has been standardized to be instant for all items
- Puppy item in the inventory now shows the number of puppies in your posession
- Many minor bug fixes
For the Randomizer:
- The UI has been rewritten from the ground up
- You no longer need to drag and drop your CS folder every time you want to randomize - once it's been dropped once, the randomizer stores a copy in its save folder for future randomizations. Simply drag another CS folder on if you need to update it!
- Randomizing now happens at the press of a button
- A new settings window has been added, which for now includes an option to select between using a random seed (default behavior) or a preset custom seed. The old `seed.txt` feature has been removed in favor of the new settings window
- Seeds are now alphanumeric, meaning you can now randomize using seeds such as `curlyspanties42069` if desired. Only alphanumeric chars are permitted - invalid seeds will default to a random seed
- The randomizer now displays the seed used after a successful randomization

This will be the final minor version of v0.8 - after this, work begins on the next major version. Look forward to features such as full puppy shuffling, custom skins for your player character, various objectives, and more! Until then, if you're enjoying the randomizer please join our [Discord server](https://discord.gg/7zUdPEn). I know it's been a long time since the last release, so I hope this sates your hungers while we prepare for the upcoming major release.

Thanks for playing.

v0.8B-patch1
This release patches the critical Core drowning softlock as well as the infinite items from the puppy chest in Sand Zone.

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