Releases: SerpentAI/Archipelago
Zork Grand Inquisitor - 2.0.3
- New Option: Starting Location - Start your randomized adventure in 1 of 10 possible game world locations: Port Foozle (Classic), Crossroads, DM's Lair, DM's House, GUE Tech, Spell Lab, Hades Shore, Flood Control Dam 3, Monastery Totemizer and Monastery Exhibit. When starting in DM's House or Spell Lab and playing with Hotspot Items on, you will need to find a hotspot unique to those starts to leave the area.
- New Feature: Starter Kits - With starting locations other than Port Foozle, you will now be granted a starter kit of a few items and hotspots. This is to make it so each starting location has an equally sized sphere 1 (roughly). Each starting location can pick from 5 distinct starter kits. All in all, when playing Zork, you now will now have 46 possible sphere 1s. The Port Foozle start doesn't have a starter kit, but it is significantly easier to go underground now, only requiring a single item (even with hotspots on): Well Rope.
- New Feature: VOXAM - You now always start with VOXAM in your spell book and casting it will teleport you to your starting location (instead of always Crossroads)
- New Option: Craftable Spells - Control what happens when you craft / learn a spell: Vanilla (get BEBURTT, OBIDIL, SNAVIG and YASTARD), Any Spell (guarantee you get one of your spells, but randomized), Anything (any item from the multiworld).
- New Option: Landmarksanity - Adds 20 new locations that are unlocked when visiting landmarks in the game. These were mainly added for the upcoming Zork Tour goal, but also made available as an option to have more locations.
- New Feature: More Deaths - When playing with deathsanity on, each unique totemizer death is now its own location. This allows for the other totemizer destinations to become progression items. The total of possible deaths is jumping from 16 -> 22.
- New Feature: Random Initial Totemizer Destination - Every new seed starts with a random totemizer destination unlocked.
- New Option: Hotspots - Select whether hotspots are all enabled, require an item per region or require an item per hotspot to unlock
- New Goals - 4 new goals:
Artifact of Magic Hunt
: Collect the required number of Artifacts of Magic (configurable) and go to the Walking Castle.Spell Heist
: Collect all spells and go to the signpost outside Port Foozle.Zork Tour
: Visit landmarks (configurable) and go to the signpost outside Port Foozle.Grim Journey
: Experience deaths (configurable) and go beyond the gates of hell.
- 17 New Location Checks
- New Feature: Thematic Filler Items - Filler items are now "scrolls" selected from a large collection of official spells from the Zork universe. They still do nothing, but might get a chuckle or two from those who see them
- New Feature: Client Seed Information - After sending the /zork command in the client, information about the seed (goal, options) will be displayed
- New Option: Client Seed Information - Control how much seed information is revealed after /zork: Nothing, Only Goal, Goal + Options
- New Feature: Client Starter Kit - After sending the /zork command in the client, the starter kit that was granted to the player will be displayed
- New Option: Wild VOXAM - When enabled, a configurable small chance of VOXAM casts will be wild and teleport the player around a different starting location
- New Feature: Death Link - :)
- New Feature: Save Integrity - A unique ID per slot+seed is now injected when saving while connected to the AP server. When sending the /zork command, the client expects either a new game or for the correct ID to be present in the save file. Opening the wrong save file will no longer send out locations checks or goal.
- New Option: Traps - A percentage of filler items (configurable) can now be replaced with traps. The preferred weight of each trap type can be specified. Traps can only take effect when the player is AFGNCAPP (so nothing will happen as Brog, Griff and Lucy or while under the influence of SNAVIG). The 4 available trap types are:
Infinite Corridor Trap
: Get teleported at a (reasonable) random depth in the infinite corridor in GUE Tech. May offer an opportunity for out-of-logic gameplay.Reverse Controls Trap
: Panorama controls are reversed for 30 seconds. Static screens are unaffected.Teleport Trap
: Get teleported somewhere around one of the possible starting locations. May offer an opportunity for out-of-logic gameplay.ZVision Trap
: Obscured panorama vision for 30 seconds. Static screens are unaffected.
- New Feature: Energy Link - Hitting the mushroom with the hammer will add a small amount of energy to the multiworld's energy link pool. More energy is transferred when the mushroom has been THROCKed.
- New Feature: Universal Tracker Support - Universal Tracker will now work correctly with any combination of options.
Other Changes
- AP Feature Supported: Start Inventory From Pool
- Notable Changes for Existing Players
- Bug Fixes
Make Love, Not War
can now be unlocked from both sides of the River Styx- Prevent casting VOXAM during Zork Rocks lockdown (Game scripts do NOT like you leaving GUE Tech)
- Add a small delay before accessing memory after teleporting to starting location (preventing game crash)
- Skull cage chess boards now have their hotspot also disabled until the Hotspot: Skull Cage item is received
- Wait until the Student ID card is back in the inventory before removing it from the inventory
- Prevent the well rope from being picked up
- Allow
I'm Not Impressed
(new location check) to be triggered shore-side in Hades. Logic still expects the player to get it across the river - Fix cards being visible on first render of the card game
Zork Grand Inquisitor - 2.0.2
- New Option: Starting Location - Start your randomized adventure in 1 of 10 possible game world locations: Port Foozle (Classic), Crossroads, DM's Lair, DM's House, GUE Tech, Spell Lab, Hades Shore, Flood Control Dam 3, Monastery Totemizer and Monastery Exhibit. When starting in DM's House or Spell Lab and playing with Hotspot Items on, you will need to find a hotspot unique to those starts to leave the area.
- New Feature: Starter Kits - With starting locations other than Port Foozle, you will now be granted a starter kit of a few items and hotspots. This is to make it so each starting location has an equally sized sphere 1 (roughly). Each starting location can pick from 5 distinct starter kits. All in all, when playing Zork, you now will now have 46 possible sphere 1s. The Port Foozle start doesn't have a starter kit, but it is significantly easier to go underground now, only requiring a single item (even with hotspots on): Well Rope.
- New Feature: VOXAM - You now always start with VOXAM in your spell book and casting it will teleport you to your starting location (instead of always Crossroads)
- New Option: Craftable Spells - Control what happens when you craft / learn a spell: Vanilla (get BEBURTT, OBIDIL, SNAVIG and YASTARD), Any Spell (guarantee you get one of your spells, but randomized), Anything (any item from the multiworld).
- New Option: Landmarksanity - Adds 20 new locations that are unlocked when visiting landmarks in the game. These were mainly added for the upcoming Zork Tour goal, but also made available as an option to have more locations.
- New Feature: More Deaths - When playing with deathsanity on, each unique totemizer death is now its own location. This allows for the other totemizer destinations to become progression items. The total of possible deaths is jumping from 16 -> 22.
- New Feature: Random Initial Totemizer Destination - Every new seed starts with a random totemizer destination unlocked.
- New Option: Hotspots - Select whether hotspots are all enabled, require an item per region or require an item per hotspot to unlock
- New Goals - 4 new goals:
Artifact of Magic Hunt
: Collect the required number of Artifacts of Magic (configurable) and go to the Walking Castle.Spell Heist
: Collect all spells and go to the signpost outside Port Foozle.Zork Tour
: Visit all landmarks and go to the signpost outside Port Foozle.Grim Journey
: Experience all deaths and go beyond the gates of hell.
- 17 New Location Checks
- New Feature: Thematic Filler Items - Filler items are now "scrolls" selected from a large collection of official spells from the Zork universe. They still do nothing, but might get a chuckle or two from those who see them
- New Feature: Client Seed Information - After sending the /zork command in the client, information about the seed (goal, options) will be displayed
- New Option: Client Seed Information - Control how much seed information is revealed after /zork: Nothing, Only Goal, Goal + Options
- New Feature: Client Starter Kit - After sending the /zork command in the client, the starter kit that was granted to the player will be displayed
- New Option: Wild VOXAM - When enabled, a configurable small chance of VOXAM casts will be wild and teleport the player around a different starting location
- New Feature: Death Link - :)
- New Feature: Save Integrity - A unique ID per slot+seed is now injected when saving while connected to the AP server. When sending the /zork command, the client expects either a new game or for the correct ID to be present in the save file. Opening the wrong save file will no longer send out locations checks or goal.
Other Changes
- AP Feature Supported: Start Inventory From Pool
- Notable Changes for Existing Players
- Bug Fixes
Make Love, Not War
can now be unlocked from both sides of the River Styx- Prevent casting VOXAM during Zork Rocks lockdown (Game scripts do NOT like you leaving GUE Tech)
- Add a small delay before accessing memory after teleporting to starting location (preventing game crash)
- Skull cage chess boards now have their hotspot also disabled until the Hotspot: Skull Cage item is received
- Wait until the Student ID card is back in the inventory before removing it from the inventory
- Prevent the well rope from being picked up
- Allow
I'm Not Impressed
(new location check) to be triggered shore-side in Hades. Logic still expects the player to get it across the river - Fix cards being visible on first render of the card game
Zork Grand Inquisitor - 2.0.1
- New Option: Starting Location - Start your randomized adventure in 1 of 10 possible game world locations: Port Foozle (Classic), Crossroads, DM's Lair, DM's House, GUE Tech, Spell Lab, Hades Shore, Flood Control Dam 3, Monastery Totemizer and Monastery Exhibit. When starting in DM's House or Spell Lab and playing with Hotspot Items on, you will need to find a hotspot unique to those starts to leave the area.
- New Feature: Starter Kits - With starting locations other than Port Foozle, you will now be granted a starter kit of a few items and hotspots. This is to make it so each starting location has an equally sized sphere 1 (roughly). Each starting location can pick from 5 distinct starter kits. All in all, when playing Zork, you now will now have 46 possible sphere 1s. The Port Foozle start doesn't have a starter kit, but it is significantly easier to go underground now, only requiring a single item (even with hotspots on): Well Rope.
- New Feature: VOXAM - You now always start with VOXAM in your spell book and casting it will teleport you to your starting location (instead of always Crossroads)
- New Option: Craftable Spells - Control what happens when you craft / learn a spell: Vanilla (get BEBURTT, OBIDIL, SNAVIG and YASTARD), Any Spell (guarantee you get one of your spells, but randomized), Anything (any item from the multiworld).
- New Option: Landmarksanity - Adds 20 new locations that are unlocked when visiting landmarks in the game. These were mainly added for the upcoming Zork Tour goal, but also made available as an option to have more locations.
- New Feature: More Deaths: When playing with deathsanity on, each unique totemizer death is now its own location. This allows for the other totemizer destinations to become progression items. The total of possible deaths is jumping from 16 -> 22.
- New Feature: Random Initial Totemizer Destination: Every new seed starts with a random totemizer destination unlocked.
- Notable Changes for Existing Players
- Bug Fixes
Make Love, Not War
can now be unlocked from both sides of the River Styx- Prevent casting VOXAM during Zork Rocks lockdown (Game scripts do NOT like you leaving GUE Tech)
Zork Grand Inquisitor - 1.1.0
New in 1.1.0: 2 Options
- Start with Hotspot Items: If true, the player will be given all the hotspot items at the start of the game, effectively removing the need
to enable the important hotspots in the game before interacting with them. Recommended for beginners - Grant Missable Location Checks: If true, performing an irreversible action will grant the locations checks that would have become unobtainable as a result of that action. Otherwise, the player is expected to potentially have to use the save system to reach those location checks. If you don't like the idea of rarely having to reload an earlier save to get a location check, make sure this option is enabled
Game Documentation
View Here
Setup Documentation
View Here
Vanilla Game Walkthroughs
GameBoomers
WalkthroughKing
Location Guide
View Here
PopTracker Pack
Download Here
Sample Seed Video
View Here
IMPORTANT: If you have an ongoing game using a previous APWorld, you will need to finish that game before updating to any of the files provided here. This release is not compatible with any prior version.
Zork Grand Inquisitor - 1.0.0
Game Documentation
View Here
Setup Documentation
View Here
Vanilla Game Walkthroughs
GameBoomers
WalkthroughKing
Location Guide
View Here
PopTracker Pack
Download Here
Sample Seed Video
View Here
IMPORTANT: If you have an ongoing game using a previous APWorld, you will need to finish that game before updating to any of the files provided here. This release is not compatible with any prior version.