DK64 Randomizer 4.0 Changelog - 2dos/DK64-Randomizer GitHub Wiki

Highlights

  • Level Entry DK Portal Randomizer
  • Chaos B. Lockers
  • Hint refresh
  • Cosmetics galore
  • Wacky Win Conditions
  • Challenge Modes
  • Plandomizer v1

Gameplay

  • Added collision on top of the Ice Maze in DK's 5 Door Igloo
  • Re-added Visiting Banana Fairy as a check when you start with Camera/Shockwave
  • Additionally, Banana Fairy Reward can now be peeked at the first visit of BFI
  • Made the rewards for Lanky's and Tiny's checks in Production room not spawn until you slam the switch
  • Galleon Top of Lighthouse switch level is now dependant on which level it's in rather than always being a green switch

Item Randomization

  • Shopkeepers can be toggled to be found as items
  • The ability to Climb can now be found as an item instead of started with
  • Hints can be toggled to be found as items instead of always on Wrinkly doors
  • The Starting Move selector has been completely reworked to enhance flexibility in starting moves
  • Ice Trap frequency can be customized
  • Continuous tweaks and improvements to the item placement algorithm

Location Randomizers

  • Colored Bananas can be shuffled by level
  • Additionally, Colored Bananas can now be found in DK Isles
  • Bananaport locations can now be shuffled, and they can be shuffled by level
  • Level entry portals (DK Portals) can be shuffled to random locations
  • Dos' Doors has been added as a variant of Vanilla Door Shuffle
    • One T&S portal will be placed per level
    • One hint door will be placed in each lobby
    • The remaining vanilla T&S portal locations in each level will have a hint door
    • Japes, having fewer T&S portals than the other levels, use two custom locations: one at the start of the level and one in the Hive area

Global Randomizers

  • Enemy sizes can be randomized
  • K. Rool phases can be found in place of T&S bosses and T&S bosses can be found in place of K. Rool phases
  • Helm can be shuffled outside of Level 8 in Level Order shuffles
  • Helm can be shuffled out of its vanilla location in LZR shuffles
  • The Prison, the Llama Temple, and the Tiny Temple are now eligible entrances to shuffle in most LZR settings
  • Random Puzzle Solutions now has multiple difficulty levels
  • Added Phasefalls and Moontails to glitch logic selector

Overworld Settings

  • The Ice in Tiny Temple, the entrance to the Treasure Room, the ice walls in Caves, and the doors inside the Castle Crypt are now toggleable in Remove Barriers
  • You can now set a Random Win Condition. To complement this, many new Win Conditions can be manually set for various collectibles at arbitrary thresholds.
  • The "Complete the DK Rap" win condition has been added. This requires you to collect items associated with the DK Rap:
    • Donkey Kong
      • Coconut
      • Strong Kong
    • Diddy Kong
      • RocketBarrel
      • Peanut
      • Guitar
    • Lanky kong
      • Orangstand
      • Baboon Balloon
      • Trombone
    • Tiny Kong
      • Mini Monkey
      • Pony Tail Twirl
      • Climbing
    • Chunky Kong
      • Barrel Throwing
    • The Fridge
      • Cranky
      • Peanut
      • Pineapple
      • Grape
      • Orange Throwing
      • Coconut
  • Each Kong can be set to Krusha individually for an up-to-5 Krusha run

Difficulty Settings

  • Added a toggle for ice traps dealing damage on pickup
  • Added Mirror Mode, where every map in the game is mirrored. Enter at the risk of purging your muscle memory.
  • Added toggle for Hard Mode: Shuffled Jetpac Enemies, where you may see enemies from various levels of Jetpac
  • Added toggle for Hard Mode: Lower Max Refill Amounts, where you will have a tighter cap on oranges/film/ammo/etc.
  • Added toggle for Hard Mode: Strict Helm Timer, where (if you need Helm) Snide will be required because your Helm timer starts at 0!
  • Added toggle for Hard Mode: Angry Caves, where the stalactites in Caves will rain destruction upon you
  • Added toggle for Hard Mode: Donk in the Dark World, where light sources are few and far between
  • Added toggle for Hard Mode: Donk in the Sky, where very little ground is rendered
  • Combine Donk in the Dark World and Donk in the Sky for the Memory Challenge!
  • Hard Bosses can now be toggled individually
  • Added Beta Lanky Phase as a Hard Boss option. Shoot a Balloon to lure K. Rool instead of playing your Trombone

Progression Settings

  • Added Chaos B. Lockers, where B. Locker can require items other than GBs. Adjust the cost of your most expensive B. Locker with the Chaos Ratio from 1-100, where the value corresponds to the % of that item that will be required. For example, a Chaos Ratio of 25 would have a maximum GB B. Locker of 50 (25% of 200).
  • Added the ability to choose how many Pearls the Mermaid needs for her reward
  • Separated the requirements of Balanced Phases into two parts, the Blast requirement for DK Phase and the Slam requirement for Chunky Phase (which is now customizeable)
  • Adjusted the Helm Key Lock to account for Helm not always being Level 8. Now the key will correspond to Helm's place in the level order. In non-complex Level order shuffle, this toggle also forces Key 8 to be in the eighth level.

Quality of Life

  • Added a Misc Setting: Remove Galleon Ship Timers, where the timers to enter both Galleon shipwrecks can be added/removed
  • Added a Misc Setting: Japes Bridge Permanently Extended, where the spiral ramp around the mountain spawned by the Peanut switch will stay extended indefinitely
  • Added toggle to have slain enemies in Battle Arenas reduce the time remaining in the Battle Arena
  • Added the ability to toggle how many Bonus Barrels you must beat in each Helm Room. Zero means you only need to play the instrument to clear the room.
  • Item Reward Previews now includes dirt patch contents
  • Things that used to explode very loudly (fireballs, the whole crusher room) have been made quieter

Hints

  • Multipath hints now includes a path to Free Kongs. Any item on the path to any Kong will be hinted as such.
  • Added the ability to choose what items progress you towards progressive hints
  • Entrance hints have been entirely reworked to point at entrance you will need to traverse to beat the seed.
  • Progressive hint acquisition curve has been drastically changed
    • For those not interested in the math, the aim of the new curve is to increase the effort needed to get the first few hints, but decrease the jump from batches 8 to 9, and 9 to 10, given that batches 9 and 10 give less hints
    • For those who love math (the good folks), the new formula is cost = (14/30 * cap) * cos(π * (1 + ((index ^ 1.7) / (35 ^ 1.7)))) + (16/30 * cap)

Keep up with all things Hints in All About Hints on our wiki!

Cosmetics

  • Added the ability to randomize enemy colors
  • Added the ability to randomize the head sizes of many models
  • Added the ability to randomize and customize the color of GBs
  • Fire and Shockwave sparkle colors can be randomized
  • Added an option for a "smoother" camera, closer to how the Banjo-Tooie camera controls
  • Added in-game song name display
  • Added in-game statistics at the end credit
  • Arena names can now be randomized from a selected list of names
  • A statistics screen has been added to the end sequence, which displays:
    • % time played as each of the 5 kongs
    • Amount of tags performed
    • Amount of photos taken
    • Amount of times caught by kops
    • Amount of enemies killed
  • Paintings can now be altered with cosmetic packs by placing png images in a specific folder. See our wiki for details. Files can be any size, but it's recommended to have the images be larger than 128x128px for a better experience. It's best you have multiple images in this folder so that you have variance in your paintings. This affects:
    • The paintings in Castle Museum (which are reused in some cabins)
    • The paintings in DK's treehouse
    • The painting of DK Isles that's present in Snide's HQ and Japes Lanky Cave
  • The T&S Portal texture can be altered in the way in your cosmetic pack in a similar way, see the link above
  • The loading zone transition silhouette can also be altered in a similar way

Plandomizer

The first version of the plandomizer has been enabled. Some things you can do with the Plandomizer include:

  • Manually place items into certain locations
  • Choose your starting Kongs
  • Choose your level order
  • Choose what locations you can find bosses in
  • Choose what K. Rool Phases you will end your seed with
  • Plan certain custom locations

This very powerful tool requires extensive knowledge to use to its fullest extent, but can be easily used for smaller tweaks. Go bananas!

Misc

  • Website backend has been overhauled to load at lightning speeds
    • Plando is not yet a part of the overhaul, so expect some slow down on the site when you enable plando
  • Fixed a number of crashes