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Hard Item Randomizer
Silksong HardRando:丝之歌硬核随机:room,item,trap,enemy.This is only a rough, temporary attempt, serving as a barely usable stopgap
| Date uploaded | 2 days ago |
| Version | 1.11.5 |
| Download link | elesanren-Hard_Item_Randomizer-1.11.5.zip |
| Downloads | 26 |
| Dependency string | elesanren-Hard_Item_Randomizer-1.11.5 |
This mod requires the following mods to function
cometcake575-Architect
The Silksong level editor mod, easily make and share custom levels with an in-game level editor and level sharer.
Preferred version: 3.26.11cometcake575-SimpleEnemyRando
A Silksong enemy and boss randomiser made using Architect, with options for seeded and unseeded randomisation.
Preferred version: 0.7.33README
Hard_Item_Randomizer w/ SceneRandom 是将 Hard_Item_Randomizer 与 BloodDestroier 的 Scene Randomizer 整合在一起的配置包。房间随机借用了 BloodDestroier 的 Scene Randomizer 核心逻辑,陷阱随机由本模组独立实现。安装后可同时体验 物品随机 房间随机 陷阱随机 的完整丝之歌随机挑战。
注意事项:本模组已自带物品随机、房间随机功能,无需额外下载对应模组。房间随机使用了门黑名单(BlacklistedExits)来过滤部分连接,名单已内置,不需要手动配置。使用本模组需要安装 Architect 以支持陷阱与场景对象的动态放置。
---
Hard_Item_Randomizer w/ SceneRandom is a configuration package that combines Hard_Item_Randomizer with BloodDestroier's Scene Randomizer. Room randomization uses the core logic of BloodDestroier's Scene Randomizer, while trap randomization is independently implemented by this mod. Once installed, you can experience a complete Silksong randomizer challenge featuring Item randomization, Room randomization Trap randomization
Notes: This mod includes Item Randomizer, Room Randomizer — no additional mods required for these features. Room randomization uses a built-in BlacklistedExits list to filter certain connections; no manual configuration is needed. Architect is required for dynamic placement of traps and scene objects.
---
## 安装 / Installation
1. 确保已安装 BepInEx 5.x。
2. 将模组文件放入 BepInEx/plugins 文件夹。
1. Make sure BepInEx 5.x is installed.
2. Place the mod files into BepInEx/plugins.
3. Install Architect (required). All other dependencies are included.
4. Launch the game; the mod will load automatically.
---
## 配置 / Configuration
模组的所有配置均在游戏内菜单中完成,无需手动编辑配置文件。
如需临时调整按F7
- **物品随机**:控制检查点、拾取点、商店、石碑等奖励是否随机化。
- **房间随机**:控制场景之间的连接是否重新编排。
- **怪物随机**:控制敌人是否被替换为随机敌人。
- **陷阱随机**:控制场景中是否额外生成陷阱机关。
All configuration is done via the mode menu – no manual file editing required.
If need adgustment in game,press F7
- **Item Randomizer**: Controls whether checkpoints, pickups, shops, and tablets are randomized.
- **Room Randomizer**: Controls whether scene connections are rearranged.
- **Enemy Randomizer**: Controls whether enemies are replaced with random ones.
- **Trap Randomizer**: Controls whether extra traps are spawned in scenes.
---
## 存档 / Saves
模组会在 BepInEx/config/SilksongItemRandomizer/global\_save.json 中持久化随机映射数据。该文件与种子绑定,同一种子下所有奖励分配固定。
The mod persists random mapping data in BepInEx/config/SilksongItemRandomizer/global\_save.json. This file is tied to the seed – all rewards are fixed for a given seed.
---
## 依赖 / Dependencies
- **必需 / Required**: BepInEx 5.x
- **推荐 / Recommended**: Benchwarp(长椅传送), DebugMod(调试工具)
---
## 反馈 / Feedback
如遇到问题或有改进建议,欢迎反馈(请附上 global\_save.json 和 BepInEx/LogOutput.log)。
For bug reports or suggestions, please include your global\_save.json and BepInEx/LogOutput.log.
CHANGELOG
v1.11.10
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修复方向图标后处理,上/左/右劈三方向现在都正确显示
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Fixed directional icons so up/left/right slashes all show correctly
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所有奖励都会弹左下角横幅(和右上列表一致)
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All rewards now show the bottom-left banner, same as the top-right list
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修复抗寒、游泳拿到后重启/切场景会丢失的问题
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Fixed Cold-Resist and Swim getting lost after restart / scene change
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权限值写入和本地保存绑定在一起,不会再乱
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Permission writes and local saving are now tied together
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开局物品数量滑块现在会重置为 0
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The starting-item-count slider now resets to 0
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洗牌更彻底,同类奖励不再扎堆
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Rewards are shuffled more thoroughly, less same-type clustering
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修复蓝血奖励卡住,现在能正常攒够转蓝血形态
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Fixed blue-blood reward getting stuck; it now queues and turns into lifeblood form
v1.11.9
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调整了面板相关内容
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Adjusted panel-related content
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增加了左下角获得提示
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Added a pickup notification in the bottom-left corner
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覆盖了大多数物品的图标
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Added icons for most items
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修复了面具获得四格卡住且无法提升上限的问题
-
Fixed mask fragment assembly hanging and not increasing max health
v1.11.7
- 新增:识别原生物品并弹出对应官方弹窗
- New: Native items now recognized and shown with their matching popup
映射到四心、遥观仪、永绽花、法术等原生物品时,会识别出具体物品并弹出该物品对应的官方获得弹窗,不再共用错误画面。
When a mapping lands on a native item such as a heart, Farsight, White Flower or a spell, the mod now recognizes it and plays that item's own official popup instead of a wrong generic screen.
- 新增:分裂能力正确绑定对应能力并弹窗
- New: Split abilities now correctly grant and show their popup
冲刺/飞针/漂浮/壁跳的左右分裂权限在收到时会实际赋予对应方向,并弹出带左/右标记的官方弹窗;劈方向与回血权限同步校正。
Dash/harpoon/float/wall-jump left & right splits now truly grant their direction and show the official popup with the LEFT/RIGHT marker; slash and heal permissions were corrected too.
- 原生跳蚤救走记录持久化
- Native flea rescue records now persist
原生跳蚤位替换为拾取点后,救走的跳蚤记录会正确持久化保存。记录以触发救走时的人物坐标写入存档,重进场景时按坐标容差判重,已救走的跳蚤不再反复生成。
Flea rescue points replaced with pickups now correctly persist their collected state. The save records the hero's position at the moment of rescue, and re-entering a scene matches against it with coordinate tolerance, so rescued fleas never respawn.
- 场景跳蚤自动生成显示
- Fleas now automatically appear in scenes
进入场景时,只要该场景的触发点映射到跳蚤救援,就会在对应点位自动生成跳蚤显示,无需固定点位。
On entering a scene, any trigger point mapped to a flea rescue now automatically spawns the flea at that spot — no fixed placement needed.
- 修复种子在游玩中被自动更换
- Fixed the seed being silently re-rolled during play
修复了种子在未重新开档的情况下也会被自动更换、导致当前存档的映射与实际发放不一致的问题。种子确定后不再变化。
Fixed a bug where the seed could be re-rolled even without starting a new save, making the current save's mappings drift from what is actually granted. The seed now stays fixed once set.
v1.11.3
- 新增自定义游泳与抗寒全屏弹窗
- Added custom fullscreen popups for Swimming and Cold Resistance
游泳与抗寒获得时现在会弹出官方全屏获得画面,完整保留黑幕演出,名称与描述按能力自定义并附中英双语文案。
Swimming and Cold Resistance now play the official fullscreen banner (full blackout showcase intact), with the name and description customized per ability and provided in both languages.
- 解决发放与演出时序问题,弹窗不再被覆盖
- Fixed grant/show timing so popups are no longer overwritten
修复了奖励发放与弹出画面之间的时序问题:此前官方演出会在设置后再次覆盖文本,导致文案显示不对;现已协调时序并缓存文本写入,弹窗稳定显示正确内容。
Fixed the timing between granting and showing: the native showcase could re-write the text after it was set, breaking the copy. Timing is now coordinated and text writes cached, so banners reliably keep the correct text.
- 校正分裂能力的实际方向
- Corrected the actual direction of split abilities
校对了分裂能力各方向的发放,左右、上下不再发反,拿到的东西和描述一致。
Split abilities now grant the intended direction every time — left/right and up/down match their description.
- 修复拾取点生成钱堆的问题
- Fixed pickups spawning coin piles
修复了部分拾取点被替换后错误生成钱堆、导致奖励不对应的问题。
Fixed some pickup points being replaced but incorrectly spawning coin piles, so the reward no longer matches what was drawn.
- 修复怪物随机与陷阱随机开关失效
- Fixed the Enemy Random / Trap Random toggles losing effect
修复了怪物随机与陷阱随机的开关在游戏中突然失效、变回原版行为的问题。
Enemy and trap randomization no longer silently switch back to vanilla while playing.
v1.11.2
- 修复纹章进化弹窗与伊娃场景拦截
- Fixed the crest evolution popup and Eva scene interception
纹章进化现在会正常弹出官方获得画面;伊娃(织女)场景的几个互动点也会正确拦截并触发随机奖励,不再漏触发。
Crest evolution now shows the official popup; the Eva scene interactions are properly intercepted and grant random rewards — no more missed triggers.
- 新增丝之心与旋律弹窗,三旋律加入随机池
- Added Silk Heart & melody popups; the three melodies join the random pool
三颗丝之心与三首旋律获得时都会弹出官方全屏画面;三首旋律现在也会作为随机奖励发放。
All three Silk Hearts and the three melodies now show the official fullscreen banner, and the melodies are part of the random pool.
- 管道加入随机池,修正管道车站图标
- Pipes join the random pool; pipe station icon fixed
管道现在会作为随机奖励出现在任意地方;管道车站在地图上显示的图标也已修正。
Pipes now appear as random rewards anywhere, and the pipe station marker on the map is fixed.
- 修正各地区地图对应
- Fixed region maps showing the wrong area
打开地图时不再显示成其他地区的图,缩略图与全图都与当前所在区域一致。
The map now always shows the region you're actually in — no more mismatched thumbnails or full maps.
- 调整收费机机制
- Reworked toll machines
收费机现在可以正常花钱购买解锁后续流程,同时额外获得一份随机奖励。
Toll machines can be paid as normal to unlock progression, and now also grant a random reward.
- 修复跳蚤音效与奖励分布
- Fixed flea sound and reward distribution
跳蚤获得时音效与救援进度恢复正常,并调整了跳蚤在随机池中的发放顺序。
Flea pickups now play the correct sound and advance the rescue quest; their order in the reward pool was adjusted.
- 重复能力不再弹原版获得画面
- Repeated abilities no longer play the vanilla popup
抽到已经拥有的能力时改为静默发放,不再重复弹原版获得动画。
Drawing an ability you already own now grants it silently instead of replaying the vanilla banner.
- 修复部分种子计算问题
- Fixed some seed calculation issues
修正了部分种子判定错误,避免出现"算出能开局的种子实际走不通"的误判。
Fixed misjudgements that could hand you a seed which turns out to be unplayable.
- 修复部分纹章场景随机拦截失效
- Fixed crest scenes that failed to intercept
少量教堂/纹章演出场景偶尔会漏拦、直接发放原版纹章;现已全部接管,统一改为随机奖励。
A few chapel/crest scenes could occasionally hand out the vanilla crest; they are now all intercepted and replaced with random rewards.
- 修复设置
- Fixed settings
修复了部分设置项修改后不生效、以及重启后丢失的问题。
Some settings would not take effect or got lost on restart — fixed.
- 修复种子计算
- Fixed seed calculation
修复了种子计算流程的几处问题,手动输入种子与一键随机的结果都更可靠。
Fixed several issues in the seed calculation flow; manually entered and auto-generated seeds are now more reliable.
- 修复怪物随机与陷阱随机中途失效
- Fixed Enemy Random / Trap Random silently disabling mid-run
修复了怪物随机与陷阱随机在游戏中突然失效、变回原版行为的问题。
Enemy and trap randomization no longer switch back to vanilla halfway through a run.
- 修复特殊拾取物的对应效果
- Fixed the effects of special pickup types
地图机、门锁、钥匙孔等特殊拾取点拿到对应成果后,实际效果现在会正确生效。
Special pickups such as map machines, door locks and key holes now actually apply their effect after being collected.
- 校正分裂能力的实际方向
- Corrected the actual direction of split abilities
校对了分裂能力各方向的发放,左右、上下不再发反,拿到的东西和描述一致。
Split abilities now grant the intended direction every time — left/right and up/down match their description.
- 设置统一写入全局配置文件
- Settings now unified into a single global config
所有设置集中保存到同一个全局配置文件,重启游戏后保持上次的状态。
All settings are now saved into one unified config file, so your choices persist across restarts.
v1.11.1
- 跳蚤救援点全面修复:原生跳蚤位现替换为普通拾取点,且跳蚤获得时附带正确音效与任务进度
- Flea rescue points fully fixed: native flea positions are now replaced with regular pickups; collecting a flea now plays the correct sound and advances the rescue quest
此前原生跳蚤(如骨林、珊瑚等区域的跳蚤救援)虽已替换为拾取点,但拾取时既无音效也无法推进跳蚤救援任务进度,甚至部分点位未能正确生成拾取点。现已全面修正:所有原生跳蚤救援位均改为可交互的拾取点,拾取时触发原生跳蚤救援音效,并正确增加 SavedFleasCount 及对应的 SavedFlea_* 持久化标记,跳蚤救援任务可正常完成。
Native flea rescue points (e.g., in Boneforest, Coral, etc.) were previously replaced with pickups, but picking them up lacked sound and did not advance the flea rescue quest progress. Some positions also failed to spawn pickups correctly. This is now fully fixed: all native flea rescue spots are now interactive pickups that play the proper flea rescue sound, correctly increment SavedFleasCount and set the corresponding SavedFlea_* persistent flags, allowing the flea rescue quest to complete normally.
- 面具碎片与丝轴碎片重力异常修复
- Fixed gravity abnormalities after picking up Mask Fragments and Spool Parts
此前拾取面具碎片或丝轴碎片后,角色有时会残留错误的重力数值(表现为下落缓慢、漂浮或无法正常跳跃),现已修复:在碎片随机化替换的静默流程中,强制恢复默认重力并清除残留的输入锁与控制权锁定,确保角色物理状态完全正常。
After picking up a Mask Fragment or Spool Part, the player could sometimes be left with incorrect gravity (slow falling, floating, or inability to jump). This is now fixed: the silent flow for fragment randomization now forcibly resets gravity and clears any lingering input blockers and control locks, ensuring the hero’s physics return to normal.
- 面具碎片四格动画卡死问题修复
- Fixed soft‑lock during the four‑piece Mask Fragment acquisition animation
当面具碎片集齐四格触发合成动画时,若该碎片来自随机池发放(而非原生拾取),动画可能卡在“Heart Container UI”的中间状态,导致角色无法操作。现已拦截并静默跳过该动画流程中的卡点动作(Wait、AnimatorPlayStateWait、ListenForAnimationEvent 等),并补发必要的完成事件,使合成动画能正常收尾,不再卡死。
When the four‑piece mask assembly animation triggers from a fragment obtained through the random pool (rather than a native pickup), the animation could hang in the “Heart Container UI” middle state, leaving the player unable to act. The mod now intercepts and silently skips the blocking actions (Wait, AnimatorPlayStateWait, ListenForAnimationEvent, etc.) within that flow and fires the required completion events, allowing the assembly animation to finish cleanly without soft‑locking.
- 额外纹章槽位解锁演出卡死修复
- Fixed soft‑lock when unlocking extra crest slots (ExtraToolSlotUIMsg)
织女(Eva)场景中解锁额外纹章槽位(黄槽/蓝槽)时,官方全屏弹窗演出可能卡在“BG”图层无响应,导致画面停滞且无法操作。现已修复:额外槽位解锁时直接调用原生 ExtraToolSlotUIMsg.Spawn,同时补全必要的依赖资源(字体、动画、音效),并在演出结束后自动还原输入状态与暂停控制,不再出现卡死。
When unlocking extra crest slots (yellow/blue) in the Eva scene, the native fullscreen popup (ExtraToolSlotUIMsg) could hang on the “BG” layer, freezing the screen and blocking input. This is now fixed: the unlock directly calls ExtraToolSlotUIMsg.Spawn with all necessary dependencies (fonts, animations, sounds) loaded, and properly restores input and pause state after the popup finishes, eliminating the soft‑lock.
- 劈方向权限(上/左/右劈)标反问题修复
- Fixed reversed labels for slash direction permissions (up/left/right)
此前“全随机模式”下,拾取“上劈权限”实际解锁的是下劈,“左劈权限”解锁右劈,“右劈权限”解锁左劈。现已修正:权限物品与解锁方向正确对应,拾取后实际生效的方向与物品描述一致。
In “Full Random Mode”, picking up “Up Slash Permission” would actually unlock down slash, “Left Slash” unlocked right, and “Right Slash” unlocked left. This is now corrected: each permission item now correctly unlocks its intended direction, matching the item description.
- 权限类奖励读档后丢失的问题修复
- Fixed permission rewards (heal, directional splits) being lost after loading a save
移动方向权限(冲刺左/右、飞针左/右、漂浮左/右、壁跳左/右)及回血权限,在获得后若保存游戏并重新读档,之前解锁的权限会全部丢失。现已修复:读取存档时,根据 ItemGivenCounts 记录重新恢复所有已获得的权限状态,确保永久生效。
Directional permissions (dash left/right, harpoon left/right, float left/right, wall jump left/right) and heal permission could be lost after saving and reloading – all previously unlocked permissions would revert. This is now fixed: on save load, the mod restores all unlocked permissions from the ItemGivenCounts records, ensuring they persist permanently.
- 部分奖励图标缺失或显示错误修复
- Fixed missing or incorrect icons for several rewards
商店中部分虚拟奖励(如随机念珠、随机蓝血)图标不显示或显示为空白;地图/车站奖励图标偶发错位;近期物品列表中某些图标(如“跳蚤救援”)未能正确加载。现已统一修正,所有奖励图标均从游戏资源中正确获取并显示。
Some virtual shop rewards (e.g., random coin pouch, random blue health) had missing or blank icons; map/station reward icons occasionally displayed incorrectly; a few icons in the recent items list (e.g., “Flea Rescue”) failed to load. All icons are now correctly fetched from game resources and displayed consistently.
v1.10.9
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跳蚤加入随机池(全游戏共30个,按顺序发放)
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Fleas added to the random pool (30 in total, awarded sequentially)
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念珠堆和跳蚤现在可以直接出现在任意场景,无需先经过原有区域
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Coin piles and rescue fleas can now spawn directly in any scene without needing to visit their original areas first
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跳蚤救援点已替换为普通拾取点;若拾取点的奖励映射到跳蚤,则该点直接显示为跳蚤
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Flea rescue points have been replaced with regular pickups; if the mapped reward is a flea, the pickup appears as a flea instead
目前仅一种跳蚤和钱堆类型,后续会扩展更多念珠和跳蚤变体。
Only one flea type and rosary type are implemented for now; more coin pile and flea variants will follow.
v1.10.7
- 修复丝之心获得弹窗
- Fixed Silk Heart acquisition popup
此前丝之心获得时图标显示错误,且偶发不弹出;现已修复为正确显示官方 prompt_silkheart 图标,所有三颗丝之心均正常弹出官方全屏获得弹窗。 Silk Heart popups previously showed the wrong icon and could fail to appear; they now correctly display the official prompt_silkheart icon, and all three Silk Hearts trigger the official fullscreen banner as intended.
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修复面具碎片与丝轴碎片相关的一系列问题
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Fixed a range of issues with Mask Fragments and Spool Parts
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碎片拾取后不再残留无敌状态或导致角色物理异常(漂浮、无惯性、下落缓慢)。
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碎片获得动画在随机模式下被替换时,现在会干净利落地跳过,不再卡半路。
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碎片计数与原生升级流程完全同步,获得后能正确推进面具合成与丝轴容量提升。
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Fragment pickups no longer leave the player invincible or cause physics issues (floating, no momentum, slow falling).
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Fragment acquisition animations are now skipped cleanly when replaced by randomization, instead of hanging midway.
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Fragment counts stay fully in sync with the native upgrade flow, so mask assembly and spool capacity upgrades progress correctly.
- 新增永绽花(白花)与遥观仪(远视)弹窗,对应剧情点改为随机奖励
- Added popups for White Flower (Everbloom) and Constructed Farsight (Spyglass); associated story points now give random rewards
遥观仪(belltown_room_spare 收藏板合成展示品)和永绽花(memory_red 红色记忆剧情收集品)现已接入官方全屏获得弹窗。对应的原生剧情触发点已全面拦截,首次触发时改为发放随机奖励,同时阻断原生字段写入;已获得的存档不会重复触发。 Constructed Farsight (the display piece assembled in belltown_room_spare) and the White Flower (the red memory story collectible) now trigger official fullscreen acquisition popups. Their native story trigger points are now fully intercepted: on first interaction they grant a random reward instead, blocking the vanilla field writes. Saves that already have them will not trigger again.
- 修复未开启全随机模式时游泳与抗寒能力被错误分裂的问题
- Fixed swimming and cold resistance being incorrectly split when Full Random Mode is off
此前即使全随机模式未开启,游泳权限与抗寒权限依然作为独立奖励出现在随机池中,导致玩家获得了这两个能力却无法下水或抵御寒冷。现已修正:这两项能力仅在开启全随机模式时才会作为分裂权限出现,非全随机模式下保持原生行为(有披风即抗寒,有游泳即入水)。 Previously, even with Full Random Mode disabled, swimming and cold resistance permissions could still appear as separate rewards in the pool, causing players who drew them to be unable to swim or survive cold areas. This is now fixed: these split permissions only appear when Full Random Mode is enabled. In non‑full‑random runs, they retain vanilla behaviour (cold resistance with the cloak, swimming with the swimming ability).
- 花芯(Wild Bloom Core)加入随机奖励池
- Wild Bloom Core added to the random reward pool
花芯现作为有限奖励(全游戏共 1 个)纳入预生成映射池。抽到时触发生成演出并正常推进任务线,不再依赖固定位置拾取。 The Wild Bloom Core is now a limited reward (1 per run) in the pre‑generated mapping pool. Drawing it triggers the spawn performance and advances the quest line as normal, no longer bound to a fixed pickup location.
- 尝试将所有钱堆替换为随机拾取点(实验性,可能存在较大问题)
- Experimental: attempted to replace all coin piles with random pickups (may have issues)
所有场景中的可打碎钱堆现尝试改为随机拾取点,触碰时触发随机奖励而非获得念珠。该功能目前为实验性实现,因钱堆的跨场景生成依赖模板场景(template scene),实际游玩中可能出现钱堆不生成、或只在特定场景生成的情况。此功能仍在调试中,建议谨慎使用并欢迎反馈。 All breakable coin piles in every scene have been tentatively converted into random pickups – touching them now grants a random reward instead of coins. This is still experimental: because coin pile generation across scenes relies on template scenes, they may fail to appear in some areas or only spawn in specific scenes. Use with caution and feedback is welcome while this feature is being worked on.
v1.10.6
- 修复伊娃场景:2 个纹章升级、2 个额外槽位、1 个最终获得
- Fixed the Eva scene: 2 crest upgrades, 2 extra crest slots and 1 final acquisition
此前伊娃场景的这几个获取点没有做好拦截与随机触发,现已全部接管拦截并正常触发随机奖励。 These pickup points in the Eva scene previously lacked proper interception and random triggering; they are now all intercepted and correctly trigger random rewards.
- 修复教堂在已获得纹章情况下门强制打开但无交互点的问题
- Fixed chapel interaction point missing after the gate was force-opened with the crest already obtained
已通过随机池提前获得纹章的玩家,此前进教堂时门虽被强制打开,神社却因原生"已解锁即关闭"判定而无交互点,演出无法触发;现已保持交互点可用,且演出结束后纹章替换演出与画面渐亮完整播放(玩家依然不会真正获得该纹章)。 For players who obtained a crest early through the random pool, chapel gates were forced open but the shrine had no interaction point due to the native "already unlocked → shut down" check. The interaction point now stays available, and the full crest-replacement cutscene with screen fade-in plays afterwards (the player still does not actually keep the crest).
- 分裂出的能力数量配额提升为 2
- Split ability count quota raised to 2
技能物品与全部方向权限(冲刺/钩爪/滑翔/爬墙左右)的数量配额由 1 提升为 2,与其他能力的双倍发放一致。 Skill items and all directional permissions (dash/harpoon/float/walljump left & right) are now split into 2 copies instead of 1, matching the double grant used by other abilities.
- 最近物品列表参考一代 RecentItemsDisplay mod 的样式做了调整
- Recent Items list adjusted with reference to the HK1 RecentItemsDisplay style
如样式存在争议,会改为自创样式。 Should the styling be disputed, it will be replaced with an original design.
v1.10.3
- 最近物品列表全新改版
- Reworked the Recent Items list
右上角常驻显示最近获得的物品:图标 + 物品名 + 来源区域,样式与游戏本体一致。文字随游戏语言自动切换,任何物品都能正确显示。 The top-right corner now keeps a live list of recently obtained items: icon, item name and the area it came from, matching the game's own look. Text follows your game language automatically, and every kind of item displays correctly.
- 列表会记住最近拿到的物品
- The list remembers what you picked up
保存最近 10 条记录;再次进游戏后拿到新物品时会连同历史一起显示。 The last 10 entries are stored in your save; they reappear alongside new pickups when you play again.
- 设置中的开局能力限制此前不生效
- Starting ability restrictions did not actually apply
相关设置现在会正常阻止对应能力被发放。 These settings now properly block the corresponding abilities from being granted.
v1.10.1
- 修复方向类权限左右颠倒
- Fixed directional permissions being left/right inverted
向左/向右类权限此前可能发成相反方向导致动作无法使用,受影响的存档重置种子即可恢复。 Directional permissions could be granted for the opposite side, making the action unusable. Reset your seed to fix affected saves.
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修复面具碎片、丝轴碎片、丝之心的获得弹窗
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Fixed acquisition popups for Mask Fragments, Spool Parts and Silk Hearts
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回血限制覆盖所有回血途径
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Heal restrictions now cover every heal source
野兽纹章、巫妪绑定等特殊回血此前不受限制,现已全部纳入;椅子休息照常回满。 Special heals (Beast crest fury, Witch bind) previously ignored the restriction; all heals are now gated. Bench rest still refills normally.
- 二段跳与抗寒拆分为两个奖励
- Double jump and cold resistance split into two rewards
原来拿到二段跳就能在寒冷区域存活,现在寒冷抗性是独立奖励。 Owning double jump no longer grants survival in cold areas - cold resistance is now its own reward.
- 新增游泳奖励
- New Swimming reward
没抽到游泳时下水会受伤并回到检查点。 Entering water without Swimming deals damage and sends you back to the last checkpoint.
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修复漂浮途中转身可无限滑翔
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Fixed infinite gliding by turning around mid-glide
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读档后正确恢复各项权限
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Permissions now restore correctly on save load
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移除 LimitSilkHeart 配置项,丝之心数量由丝线恢复上限设置控制
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Removed the LimitSilkHeart setting; silk heart count follows the max silk regen limit
v1.9.9
- 猎人日志纳入随机奖励池,获得时使用原生弹窗
- Hunter's Journal added to the random reward pool, granted via native popup
halfway_01 努的剧情赠送(解锁图鉴系统)现在会被拦截并改为发放随机奖励:原生获得弹窗与 hasJournal 字段写入均被阻断,猎人日志本身作为有限奖励进入预生成映射池。抽到时正确写入 hasJournal 并弹出官方全屏获得弹窗(Set Journal 分支文案与 Journal_Prompt 官方图标自动填入),图鉴击杀记录从此生效。 Nuu's story gift in halfway_01 (which unlocks the journal system) is now intercepted and converted into a random reward grant: the vanilla popup and the hasJournal field write are both blocked, while the Hunter's Journal itself enters the pre-generated mapping pool as a limited reward. Drawing one correctly sets hasJournal and shows the official fullscreen banner (Set Journal branch text with the official Journal_Prompt icon), enabling journal kill tracking from that point on.
- 获取判定强制修正:未随机时保持可触发
- Acquisition check override: triggerable until randomized
老存档已原生持有日志的情况下,努的对话原本会因 hasJournal=true 直接跳过赠送流程导致随机永不触发。现在获取判定被接管:随机未触发时强制走无日志分支(可反复对话触发),已触发后放行原生判定——已抽到的存档正常持有日志,未抽到则幂等拦截不重复发放。 On old saves that already own the journal, Nuu's dialogue used to skip the gift flow entirely (hasJournal=true), so the random reward could never fire. The acquisition check is now overridden: before randomization the save is forced down the no-journal branch (dialogue stays repeatable); after randomization the vanilla check applies – saves that drew the journal keep it normally, and undrawn ones hit an idempotent block with no double grants.
v1.9.7
- 丝之心纳入随机奖励池(共 3 颗)
- Silk Hearts added to the random reward pool (3 total)
三处丝之心梦境剧情点(钟之野兽、蕾丝塔、守卫)的过场演出现在会被统一拦截并改为发放随机奖励,原剧情只触发一次且跨存档持久保存。丝之心本身作为有限奖励进入预生成映射池,抽到时正确提升丝线恢复上限(silkRegenMax +1),与原生三颗丝之心的成就判定完全一致。 The silk heart dream cutscenes (Bell Beast, Lace Tower, Ward Boss) are now intercepted and converted into random reward grants; each story point still fires only once and persists across saves. Silk Hearts themselves enter the pre-generated mapping pool as limited rewards – drawing one correctly raises the max silk regen (silkRegenMax +1), fully consistent with the vanilla three-heart achievement.
- 新增官方获得弹窗统一集合,全屏弹窗全面统一
- New unified native-popup collection; fullscreen popups standardized
StartingAbilityPicker 新增 OfficialMsgHelper 统一入口,收录三类官方原生弹窗:UI Msg Get Item 全屏黑幕获得弹窗(丝之心/能力/旋律)、额外工具槽解锁弹窗、纹章获得弹窗。物品随机化与技能随机化的所有弹窗调用已迁移至该集合,消除重复实现;弹窗文字一律由游戏语言表自动填入,图标使用官方素材。 Added a unified entry point (OfficialMsgHelper) in StartingAbilityPicker covering all three native popup types: the UI Msg Get Item fullscreen banner (Silk Heart / abilities / melodies), the extra tool slot unlock popup, and the tool crest popup. All popup calls in item & skill randomization now go through this collection, removing duplicated code; popup text is always filled from the game language table and icons use official assets.
- 修复丝之心获得弹窗不显示与图标错误
- Fixed Silk Heart popup not showing and wrong icon
丝之心分支此前未接入官方弹窗映射导致回落为小横幅,现已正确映射到官方 Set Silk Heart 分支("已汲取,恢复甲壳内灵丝再生的能力"文案自动填入),并将图标修正为官方 prompt_silkheart 图标。 The Silk Heart branch was previously missing from the official popup mapping and fell back to a small banner. It now maps correctly to the vanilla "Set Silk Heart" state (with the localized text filled in automatically) and uses the official prompt_silkheart icon.
v1.9.5
- 额外纹章槽位纳入随机范围,获得时使用原生弹窗
- Extra crest slots added to the random reward pool, granted via native popup
额外槽位(UnlockCrestSlot)现在作为有限奖励进入预生成映射池。抽到时触发原生解锁演出弹窗,并阻断原生字段写入,避免重复获得。 Extra slots (UnlockCrestSlot) are now part of the pre-generated mapping pool as limited rewards. Drawing one triggers the native unlock popup while blocking vanilla field writes to prevent double-granting.
- 修复面具碎片与丝轴碎片的收集 Bug,销毁状态持久保存
- Fixed Mask Fragment / Spool Part collection bugs; destruction state now persists
根治了收集碎片后角色物理异常(悬浮、无惯性、下落缓慢):静默流程结束后正确终止收集点上卡死的残留演出 FSM,控制权、输入锁与重力全部恢复正常。同时场景级销毁标记写入存档持久保存,重进场景后已收集的世界点不再重生。 Fixed the physics issues after collecting fragments (floating, no momentum, extremely slow falling): the leftover ceremony FSM stuck on the collection point is now properly terminated after the silent flow, restoring control, input and gravity. Scene-level destruction marks are also persisted to the save file, so collected world points no longer reappear on re-entry.
- 修复所有技能触发点的持久保存与拦截
- Fixed persistence and interception for all skill trigger points
全部技能获得点(含 UI 弹窗类演出)现在统一走拦截与持久化标记:首次触发即发放随机奖励并永久关闭,跨会话生效,不再出现重复触发或漏拦。 All skill acquisition points (including UI-popup style performances) now share unified interception and persistence marks: first trigger grants a random reward and permanently closes the point, effective across sessions, with no repeated triggers or missed interceptions.
- 初步加入房间随机与物品随机的种子可行性计算
- Preliminary seed viability calculation for room & item randomization
生成种子时会进行可达性与条件模拟以剔除死种。由于信息收集与游戏机制的限制,目前尚无法完全保证活种判定准确(可能误判活种或漏过死种),后续版本会持续完善。 Seed generation now runs reachability and condition simulation to filter out dead seeds. Due to limitations in information gathering and game mechanics, viable-seed detection is not yet fully accurate (viable seeds may be rejected or dead ones slip through) – this will keep improving in future versions.
v1.9.4
- 技能神龛持久化:已触发即永久关闭
- Skill shrines now permanently disabled after first trigger
技能神龛(织女、深渊等 11 处)现在和教堂纹章一样,首次触发随机奖励后即标记为已使用,再次进入同一场景时不可交互,避免重复触发。重置种子或重置存档可恢复所有神龛。
Skill shrines (Weaver, Abyss, Cradle – 11 total) now work like chapels: once triggered for a random reward, they become permanently inactive on subsequent visits. Resetting seed or save data restores them.
- 初步引入逻辑判定,可能存在误判
- Initial logic validation added – may misjudge some seeds
生成种子时新增简单模拟流程,检查所有区域是否可达、点位条件是否满足。无法通过的种子会被自动跳过并重新生成。此功能尚在早期,可能会有活种误判或死种漏网,后续会持续优化。
Seed generation now runs a quick simulation to check if all regions are reachable and all checkpoint conditions are met. Unviable seeds are skipped automatically. This is still early – some viable seeds may be rejected or dead seeds may slip through – we'll improve it over time.
- 修复 Slab 区三把钥匙无法正常获得的问题
- Fixed the three Slab keys not obtainable properly
此前 Slab 区三把钥匙(怠惰之钥、异端之钥、叛教之钥)只设了开门标记,没有弹窗和背包反馈。现在发放钥匙时会同时触发原生物品获得弹窗,并正确设置开门标记,钥匙获得和开门功能均恢复正常。
The three Slab keys (Key of Sloth, Key of Heresy, Key of Apostasy) previously only set the unlock flag without showing a popup or inventory feedback. Now they trigger the native item-get popup and properly set the flag – both the popup and door unlocking now work as intended.
v1.9.3
修复面具丝轴判定问题 Fix interception handling for Mask Fragments and Spool Parts
v1.9.2
---Significant Update
1. 全面校正所有获得弹窗(纹章/法术/能力),并将触发点改造为随机奖励
1. Fully revamped all acquisition popups (crests, spells/skills) and converted all trigger points into random rewards.
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纹章获得弹窗:随机奖励池中抽到纹章时,现在会正确弹出原生「获得纹章」弹窗(
ToolCrestUIMsg),弹窗结束后自动装配到当前纹章槽,演出流程与神社获取完全一致(此前纹章只静默解锁,无任何反馈)。
Crest acquisition popup: When a crest is drawn from the random reward pool, the native “Crest obtained” popup (ToolCrestUIMsg) now appears correctly. After the popup finishes, the crest is automatically equipped to the current crest slot, matching the shrine acquisition flow exactly (previously crests were silently unlocked with no feedback). -
能力(法术)获得弹窗:所有能力(如疾风步、飞针、灵丝风暴等)获得时统一使用原生能力弹窗(
SkillGetMsg/PowerUpGetMsg),完整显示图标、名称与描述,不再回退到自定义提示。
Ability (spell) acquisition popup: All abilities (e.g., Swift Step, Harpoon Dash, Thread Storm) now use the native ability popup (SkillGetMsg/PowerUpGetMsg), displaying the full icon, name and description – no longer falling back to custom prompts. -
触发点平替(纹章教堂 & 技能地区):
- 教堂纹章神社演出(6 座)已全面拦截原生纹章解锁与弹窗,改为触发一次随机奖励;教堂门开关由模组直接接管,已平替的教堂门永久关闭,未平替的始终开启,不再受原生逻辑干扰。
- 技能获得地区演出(11 处,如织女、深渊、摇篮等)同样拦截原生技能获得,改为随机奖励,同时阻断自动装配与字段写入,避免重复获得。
Trigger point replacement (crest chapels & skill regions): - The six chapel shrine performances are now fully intercepted – the native crest unlock and popup are replaced by a single random reward. Church gate states are directly managed by the mod: randomized chapels have their doors permanently closed, non‑randomized ones stay open, no longer affected by vanilla logic.
- Skill‑acquisition region performances (11 locations, e.g., weaver shrines, abyss, cradle) are also intercepted: instead of granting the skill, they give a random reward, while blocking auto‑equip and field writes to prevent double‑granting.
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丝轴碎片/面具碎片世界触发点:
现已完全接管PrefabCollectable世界触发点(如“Silk Spool”)。拾取时不再增加碎片计数,而是从随机池中按预生成映射顺序发放奖励;原生 UI 动画流程被静默跳过且不卡死(角色无敌、输入锁等全部恢复正常)。
World trigger points for Spool Parts / Mask Fragments:
ThePrefabCollectableworld triggers (e.g., “Silk Spool”) are now fully taken over. Picking them up no longer increments the fragment count; instead, rewards are given sequentially from the pre‑generated mapping. The native UI animation is silently skipped without freezing (invincibility, input locks, etc. are all properly restored).
2. 部分系统调整与修复
2. Partial system adjustments and fixes
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灵丝获得/消耗随机化 改为默认关闭,与原生行为一致,需在辅助设置中手动开启。
Silk gain/spend randomization: Now off by default, matching vanilla behaviour. Players must enable it manually in the assist settings. -
修复多个卡死/无敌问题:出梦境后角色卡住无法操作、丝轴道具后无敌残留、黑寡妇梦境卡死等均已修复。
Fixed multiple soft‑lock/invincibility issues: Stuck states after leaving dreams, permanent invincibility from spool items, and the Widow dream hang have all been resolved. -
配置面板同步:修复了面板开关与实际运行时状态不一致的问题(物品随机、纹章随机、怪物随机等),现在面板显示与真实生效状态完全对齐。
Config panel sync: Fixed inconsistencies between panel toggles and actual runtime states (item random, crest random, enemy random, etc.) – the panel now accurately reflects the active settings.
3. 确认:所有法术(能力)和纹章均已纳入预生成映射表(PreGeneratedMap)
3. Confirmation: All spells (abilities) and crests are now included in the pre‑generated mapping (PreGeneratedMap). ItemRandomizer.BuildRewardPools() 中,所有能力虚拟奖励(hasDash, hasNeedleThrow 等)和纹章(ToolCrest 类型)均已加入有限奖励池。
PreGeneratedMap.BuildAllMappings()遍历该池,按次数(能力默认 2 次,纹章 1 次)填充所有映射键(拾取点、Lore、商店、车站、顺序碎片等)。- 因此,所有能力和纹章都作为固定奖励实体写入
global_save.json的PreGeneratedMappings字段,同一种子下每局游戏的分配完全可预测且固定。
(InItemRandomizer.BuildRewardPools(), all ability virtual rewards (hasDash,hasNeedleThrow, etc.) and crests (ToolCresttype) are added to the limited reward pool.
PreGeneratedMap.BuildAllMappings()iterates over this pool and, according to their limits (2 for abilities by default, 1 for crests), assigns them to all mapping keys (pickups, lore, shops, stations, sequential fragments, etc.).
Therefore, all abilities and crests are written as deterministic reward entries into thePreGeneratedMappingsfield ofglobal_save.json, making every run’s distribution fully predictable and fixed for a given seed.)
v1.9.1
- 修复:丝轴等道具导致的无敌问题
修复了获得丝轴碎片等道具后角色会卡在无敌状态的问题。
Fixed: an issue where obtaining spool parts and similar items could leave the player stuck invincible.
- 修复:游戏声音消失
修复了跳过开场教学后游戏完全没有声音的问题。
Fixed: the game going completely silent after skipping the opening tutorial.
- 调整:移除没有用的检查点随机和对应权限
移除了大部分检查点的随机奖励和对应权限,只保留车站收费机和日志石碑。被移除的种类包括:门锁(监狱锁等)、地图机、织女雕像、通告板、钥匙孔、休息点、银行门、罐子、普通交互点。这些地方恢复原版行为,交互即用,不再触发随机奖励,也不会因为没有权限被卡住。
Changed: removed the pointless checkpoint randomization and its permissions. Random rewards and unlock permissions are now kept only for station toll machines and lore tablets. Removed: door locks (prison locks etc.), map machines, weaver shrines, quest boards, key receptacles, rest spots, bank doors, pots, and ordinary inspect points. These places now behave as in vanilla — interact and use directly, no random reward, nothing blocked.
- 修复:货币随机数量异常
修复了随机念珠金额异常的问题。此前本该在 0 到 90 之间均匀分布,实际几乎只拿到个位数金额;现在金额均匀分布。
Fixed: abnormal random bead amounts. They were supposed to spread evenly between 0 and 90 but almost always gave single digits. Amounts now spread evenly.
v1.8.10
- 新增:开局种子自动生成
进入设置页面时,种子输入框会自动填入一个经过验证、可以正常开局的随机种子,无需再手动点击"开始随机"。种子生成并验证完成之前,"确认并开始游戏"、经典和钢魂按钮会暂时不可用,避免用尚未确定的种子开局。想自己指定种子的话,直接在输入框里输入即可,自动生成会立即停止,以你输入的种子为准。
New: a validated playable seed is now generated automatically when the settings page opens, so there is no need to press "Start Random" manually. While the seed is being generated and verified, the Confirm/Classic/Steel start buttons are temporarily unavailable to prevent starting with an unconfirmed seed. If you want to set your own seed, just type it into the input field — auto-generation stops immediately and your seed takes effect.
- 调整:开始新游戏后自动跳过全部开场动画和教学流程
无论选择随机模式、经典模式还是钢魂模式,开始新游戏后都会自动跳过开场动画和开头教学部分,直接进入第一幕开始游玩,全程无需手动操作。这一调整只影响新开局的跳过过程,游戏过程中的其他剧情动画不受影响。
Changed: starting a new game now automatically skips the entire opening cutscene and the starting tutorial for all modes (Random, Classic and Steel), dropping you straight into Act 1 without any manual input. Only the new-game intro is affected; other story cutscenes during play are untouched.
- 修复:配置面板开关与实际生效状态不一致
此前配置面板初始化时会把部分随机选项(如技能类物品随机、遗物随机)悄悄改回关闭,导致用默认设置直接进入游戏后,捡到工具遗物、念珠串等原生拾取点时直接获得原物,而不是随机奖励。现在面板上的开关状态与模组实际运行状态完全一致,不再出现"面板显示和实际效果对不上"的情况。
Fixed: config panel toggles no longer drift from the states actually in effect. Previously the panel could silently turn off some randomization options (skill-item random, relic random) during initialization, so with default settings native pickups like tool relics and bead strings granted the original item instead of a random reward. Panel toggles and real runtime states are now always consistent.
- 调整:灵丝获得/消耗随机默认关闭
灵丝获得/消耗随机化(获得或消耗灵丝时数量随机变动)现改为默认关闭,与原版行为一致。想体验该功能的玩家,可在开始游戏前的辅助设置页面中打开"丝获得随机"开关。
Changed: silk gain/spend randomization is now off by default, matching vanilla behaviour. Players who want it can enable the "silk gain random" toggle on the assist settings page before starting a game.
- 修复:黑寡妇梦境不再卡死
在部分剧情(如黑寡妇处)获得梦境回忆后,捡起梦境记忆球时游戏可能永远卡住:回忆动画不播放、无法离开梦境、后续剧情全部中断。现在记忆球的交互、回忆动画、离开梦境和之后的剧情都能正常推进。
Fixed: dreams obtained from certain story events (e.g. the Widow) no longer get stuck. Previously, after picking up the memory orb the dream could hang forever — no animation, no way out, and the following story never continued. Interacting with the orb, the memory animation, leaving the dream and the following story now all progress normally.
- 修复:自己发放的苔莓不再被再次随机
从奖励池中抽到苔莓浆果时,现在可以正常拿到浆果(计数增加并弹出提示)。此前这种由模组自己发放的苔莓会被误当成新的随机触发点,再次随机成其他物品,导致拿到手的东西和奖励不符。
Fixed: mossberries granted by the reward pool itself are no longer re-randomized. Before, a mossberry given by the mod could be mistaken for a new trigger point and randomly swapped into something else, so the reward you received did not match what you drew. Such mossberries now behave like normal pickups.
- 修复:面具碎片、丝轴碎片不再卡升级
商店和奖励池中抽到面具碎片、丝轴碎片时,现在会走完整的原生获取流程:碎片计数正确增加,面具合成、丝轴上限提升等升级步骤都能照常推进。此前这些碎片的计数和原生合成流程脱节,可能出现拿到了碎片但升级迟迟不触发、计数错乱的情况。
Fixed: mask fragments and spool parts obtained from shops or the reward pool now use the full native acquisition flow. Fragment counts increase correctly and the related upgrades (mask assembly, silk spool cap increase) proceed as normal. Previously the count could become out of sync with the native upgrade flow, leaving upgrades stuck or miscounted.
- 修复:碎片获得动画在随机模式下不再卡死
丝轴碎片、面具碎片的原生获得演出(获得动画、UI 弹窗、合成特效等)在随机模式下被替换时,现在会干净利落地跳过而不是卡在半路:不播放残缺动画、不虚增碎片计数和上限,所有相关流程都能正常走完。此前的随机替换偶发导致这类动画流程卡住,现已在各个触发渠道(世界触发点、拾取、商店发放等)彻底解决。
Fixed: native fragment gain animations no longer hang when the fragment is replaced by randomization. The spool/mask fragment acquisition performances (gain animation, UI popup, assembly effects) are now skipped cleanly instead of stopping halfway — no half-played animation, no phantom fragment counts or caps, and every related flow completes normally. This was resolved across all trigger channels (world triggers, pickups, shop grants, etc.).
v1.8.9
- 新增:对随机种子进行了初步的逻辑处理
现在随机化不再只是把物品随机打散,而是加入了一层逻辑判断:会根据区域之间的互通条件(哪些区域需要什么能力才能进入)做可达性验证。点"开始随机"时,会先生成随机种子,用这套逻辑判断物品分配后所有区域是否都能走通,分配不可行的种子会自动跳过重新生成,直到找到逻辑上可行的种子才应用。判断依据的是游戏实际生成的物品分配。
New: randomization now includes basic logic processing. Instead of just shuffling items, a reachability check is added based on inter-region requirements (which abilities each region needs to be entered). When "Start Random" is pressed, a seed is generated and the item placement is checked to see whether every region can be reached; unusable seeds are re-rolled until a logically viable one is applied. The check uses the game's actual item placement.
- 新增:种子未确定时不能开始游戏
点"开始随机"后、逻辑验证完成前,点击"确认并开始游戏"、经典或钢魂模式都不会开始游戏,避免使用未经逻辑验证的种子开局。
New: the game cannot be started while a seed is still being processed. After pressing "Start Random", the Confirm/Classic/Steel start buttons are blocked until validation finishes.
- 新增:经典和钢魂模式关闭全部随机化
经典和钢魂模式现在会关闭所有随机化功能(物品、纹章、技能、遗物、陷阱、房间、敌人、全随机、纹章诅咒等),按原版流程进行。随机化设置只在随机模式下生效。
New: Classic and Steel modes now disable all randomization (items, crests, skills, relics, traps, rooms, enemies, full-random, crest curse, etc.) and run the vanilla flow. Randomization only applies in Random mode.
- 调整:上劈、左劈、右劈默认开启且始终可调整
上劈、左劈、右劈三个方向在菜单中默认是开,且无论是否开启全随机模式都可以自行调整。此前非全随机模式下这三个按钮会被锁定。
Changed: the Up, Left and Right slash directions default to on in the menu and can always be toggled, regardless of Full Random mode. Previously these buttons were locked when Full Random was off.
- 调整:能力类物品数量翻倍
回血、上劈、左劈、右劈以及各技能能力的发放数量翻倍,每个能力会出现在两处检查点。
Changed: the count of ability items (heal, up/left/right slash and all skills) is doubled. Each ability now appears at two checkpoints.
v1.8.8
- 修复:获得技能或能力后左上角状态栏不再消失
此前获得丝之矛等技能或能力后,左上角的血条等状态栏会一直消失,无法恢复。现在获得技能或能力后,状态栏会正常恢复显示;获得的是技能时,技能会直接出现在对应的法术槽中。
Fixed: the HUD (health bar and the rest of the top-left status) no longer stays hidden after gaining a skill such as Silk Spear or an ability. The HUD returns to normal once the get-prompt ends, and skills are placed into their matching spell slot automatically.
- 修复:离开梦境后不再卡在无法操作、无法起身的状态
此前从任何梦境离开并回到主世界后,角色有时会卡住——站着但无法移动、无法操作,也起不来。现在离开梦境后会自行恢复,角色可以正常移动和操作,不再需要重开游戏或读档。
Fixed: after leaving any dream and returning to the main world, the character no longer gets stuck standing but unable to move or act. The character now recovers on its own after a dream, so you can move and play normally again without reloading.
- 修复:丝轴碎片和面具碎片拾取后不再不发放任何东西
现在拾取丝轴碎片或面具碎片会正常触发随机奖励,不会再出现捡了碎片却什么奖励都没有的情况。此前触发奖励偶尔会落空,本次已解决。
Fixed: picking up a spool part or a mask fragment now properly triggers a random reward. They no longer occasionally grant nothing when collected.
- 修复:进入梦境后当前纹章不再被换掉
此前一进入梦境,当前装备的纹章会被悄悄替换成另一个随机纹章。现在进入梦境后纹章保持原样,不会在进出梦境时被意外换掉。
Fixed: the equipped crest is no longer silently swapped for a random one when entering a dream. Your crest now stays as it was through dream entry and exit.
- 修正:纹章随机替换现在只在教堂场景发生
此前纹章替换可能在任何场景(包括剧情和梦境)发生。现在只在教堂场景里才会替换纹章,其他地方都不会受到影响。
Fixed: crest randomization now only happens in chapel scenes. It no longer occurs in story or dream scenes or anywhere else outside chapels.
v1.8.7
- 新增:面具碎片、丝轴碎片、苔莓全部纳入随机奖励
现在游戏里的面具碎片、丝轴碎片和苔莓都改成了随机奖励触发点。触碰这些碎片或苔莓时,不再直接获得原物,而是从奖励池中抽出一件随机物品或能力。面具碎片共 20 处、丝轴碎片共 18 处、苔莓共 6 处,这些触发点已经预先生成好对应的奖励,并写入了映射表。游玩过程中按先后顺序依次发放:第一个拾取的点获得该点预定的奖励,第二个拾取的点获得下一个预定的奖励,不会重复、也不会遗漏。
New: Mask fragments, spool parts and mossberries are now all random reward triggers. Touching them no longer grants the item itself; instead you draw a random item or ability from the reward pool. There are 20 mask fragments, 18 spool parts and 6 mossberries in total. Each trigger has a pre-assigned reward recorded in the mapping table, handed out in order as you collect them — the first pickup gives its planned reward, the second gives the next one, with no duplicates and none skipped.
苔莓拾取后还会记录所在区域,之后该区域不再长出苔莓,和已经捡过的效果一样。
New: after a mossberry is picked, its room is remembered and the mossberry no longer regrows there, just like it was already collected.
目前大部分类型的随机化已经实现,但部分触发点的具体位置尚未最终确认,实际游玩中如果发现异常,欢迎反馈。
New: most pickup types are now randomized, but the exact locations of some triggers are not yet finalised. If you encounter anything unusual while playing, feedback is welcome.
v1.8.6
- 新增:石板区三把钥匙加入随机池---五圣钟统一解锁,最终审判挑战直接可进
石板区(监狱)的三把钥匙——怠惰之钥、异端之钥、叛教之钥——现在作为随机奖励进入奖励池。此前它们在石板区的固定位置拾取,现在改为从奖励池中抽取,每局各可获得一次。三把钥匙集齐后,用以开启最终审判的大门。
New: the three Slab keys (Key of Sloth, Key of Heresy, Key of Apostasy) are now rewards from the pool. They used to be picked up at fixed spots in the Slab region; each is now obtainable once per run from the random pool. Collecting all three opens the gate to the Final Judgment.
游戏中的五座圣钟分布在五个区域。由于房间随机化后位置难以逐个寻找,新增一条统一的"圣钟解锁"奖励:抽到它即同时点亮五座圣钟,最终审判挑战可以直接进入,不再需要逐地寻找。
New: a single unlock for the five bell shrines has been added. Drawing it lights all five at once so the final trial challenge can be entered directly, without hunting down each shrine across shuffled rooms.
- 修正:奖励图标全面校正与补全,包括模式图标
- 方向权限类奖励(冲刺、针、漂浮、壁跳、上劈、左右劈、回血等)现在显示对应的技能图标,不再共用同一张图。
- 无图标类的奖励全部补齐图标:灵丝、甲壳、蓝血、货币、心、线轴、最大灵丝、纹章插槽等均有独立图标。
- 石碑类(地方志)按类型区分图标:蘑菇石碑、收费机/长椅、地图机、门锁/钥匙机等各配对应图标,不再统一显示。
- 车站、地图类奖励使用车站与地图图标。
- 修复了部分图标在近期物品栏中的颠倒或错位。
- 商店中的权限类图标不再遮挡画面,尺寸已缩小。
New: reward icons are now fully corrected and completed. include mode icon.Direction-permission rewards show their matching skill icons; all null-icon virtual rewards (Silk, Shell Shards, blue blood, upgrade items, crest slot, etc.) now have proper icons; lore rewards get icons that match their interaction type (map machine, toll bench, tablet, door lock). Station/map rewards use proper icons. A few icons that appeared flipped or shifted in the recent-items bar are fixed, and permission icons in shops no longer cover the view.
- 修复:启动与日志报错不再刷屏
- 修复了启动时反复出现的若干异常日志。
- 修复商店相关报错:购买物品时不再产生"必须用 ScriptableObject.CreateInstance 实例化"的警告;商店购买"权限"类物品时名称与描述不再为空。
- 修复"物品状态低于 0"、石碑/铭文状态读取报错:改为直接读取真实状态名,不再触碰游戏原生的报错路径。
- 屏蔽第三方模组 FsmMaster 每帧访问不存在的 Game Manager 造成的刷屏日志。
- 日志中不再出现 GameManager.instance 空访问调用栈。
New: various startup and runtime error log spam is cleaned up — shop purchase warnings, "Item state was less than 0" errors, EnemyRando config write errors, and the FsmMaster "Couldn't find a Game Manager" flood are all fixed.
v1.8.5
- 新增:上锁的门、收费机等世界设施纳入随机奖励
此前游戏中的部分重要设施(上锁的门、收费机、地图机、任务板、神龛等)没有进入随机奖励体系。现在它们全部纳入:每个设施第一次使用时,会额外触发一次随机奖励;此后该设施暂时无法使用,需要从奖励池中抽到对应这一地点的"使用许可",才能恢复原版功能。同一个地点只会触发一次随机奖励,获得许可后永久恢复正常使用。
New: locked doors, toll machines and other world facilities are now part of the random reward system. Each facility grants one random reward on first use. After that it stays locked until you obtain its "usage permit" from the reward pool, which permanently restores the vanilla function. Each location triggers a random reward only once.
- 修正:地方志(石碑)内容全面校对
游戏中的地方志(石碑、铭文)文本已全部逐条校对,共 50 余篇,作为奖励加入随机池。阅读石碑时不再显示该石碑原文,而是触发一次随机奖励;从随机池中抽到"地方志"奖励时,会以游戏原生对话框弹出其中一篇,文字与原版一致,无乱码、无缺漏。
Fixed: all lore inscription texts (tablets, engravings) have been fully proofread — 50+ entries added to the random pool as rewards. Reading a tablet no longer shows its original text; it just grants one random reward. When the "lore log" reward is drawn from the pool, one entry is shown through the native dialogue box with vanilla wording — no glitches, no missing text.
v1.8.4
- 新增:一键随机种子(开始随机按钮)
主页面种子输入框下方新增"开始随机"按钮。点击后会自动生成一个随机种子填入输入框,并同步应用到技能随机和物品随机模块,立即生效。不想手动填种子的玩家,可以直接用这个按钮开一局完全随机的游戏,再配合"确认并开始游戏"即可开始。
New: a "Start Random" button has been added below the seed input field on the main page. One click generates a random seed, fills it into the input field, and applies it to both the skill randomizer and item randomizer modules instantly. Players who do not want to type a seed manually can simply use this button to start a fully random run.
- 修复:部分详情页"返回主页面"按钮失效
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修复了部分详情页(如开局、技能、纹章、完成度、房间、陷阱、怪物、物品等页面)的"返回主页面"按钮点击无反应的问题。此前这些按钮缺少页面跳转的逻辑绑定,现已统一修复,所有详情页的返回按钮都能正常回到主页面。
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同时将各详情页的"返回主页面"按钮整体上移,避免与页面底部区域重叠遮挡。
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Fixed the "Back to Main Page" buttons on several details pages (startup, skills, crests, completion, room, traps, enemies, items, etc.) having no response when clicked. These buttons previously lacked the page-switching logic binding; they are now unified so every details page returns to the main page correctly.
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The "Back to Main Page" buttons on all details pages have also been moved upward to avoid overlapping with elements near the bottom of the page.
- 修复:经典模式/钢魂模式按钮未启动对应模式
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修复了模式选择页"经典模式"和"钢魂模式"按钮点击后不开始游戏的问题。此前这两个按钮缺少开始游戏的调用逻辑接口,点击无任何反应。现已补齐:经典模式以无永久死亡模式开始新游戏,钢魂模式以永久死亡模式开始新游戏,与游戏原版模式一一对应。
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Fixed the "Classic Mode" and "Steel Mode" buttons on the mode selection page not starting the game. These two buttons previously lacked the game-starting logic call and did nothing when clicked. The call interfaces are now restored: Classic Mode starts a new game without permadeath, and Steel Mode starts a new game with permadeath, matching the vanilla game modes.
- 修复:配置面板初始开关状态与实际默认值不一致
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修复了配置面板首次打开时部分开关显示状态与模组实际默认值不一致的问题。此前"怪物随机""陷阱移动""回血权限"等开关在面板中默认显示为关闭,而实际代码默认值为开启;"上劈权限"则相反。现已全部对齐,面板首次打开即显示与代码一致的真实状态,不再误导玩家。
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Fixed the config panel showing toggle states that did not match the mod's actual default values on first open. Previously toggles like "Enemy Random", "Trap Movement" and "Heal Permission" displayed as OFF while the code defaults were ON, and "Up Slash Permission" was the other way around. All states are now aligned, so the panel shows the true state on first open and no longer misleads players.
- 同步代码内部默认字段与外部配置
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将代码内部的默认字段值与外部 UI 配置对齐:物品随机内部默认状态修正为默认开启,陷阱随机保持默认关闭。现在首次启动模组时,代码默认值、外部配置面板显示状态与运行时的实际开关完全一致。
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说明:物品随机在权威配置中本就默认为开启,本次将共享内存中的默认字段同步为开启,避免出现"面板显示开启而内部逻辑默认关闭"之类的偏差;陷阱随机关闭状态无改动。
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Synced the internal default fields to match the external configuration: item randomization internal default is now ON, while trap randomization stays OFF. On first launch, the code defaults, the config panel display, and the actual runtime logic are all consistent.
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Note: item randomization was already ON by default in the authoritative config; this update only syncs the shared-memory default field to ON as well, eliminating any mismatch between what the panel shows and what the code defaults to. Trap randomization stays OFF as before.
v1.8.2
- 新增:强制所有商人显示
现在,所有区域的沙克拉(Mapper)商人都被强制保留在现场,不再因为剧情推进或游戏逻辑而离开。只要你进入对应区域,商人们就会一直站在原位,可以正常对话、正常购买物品,不会再出现“到了地方却发现商人已经走了”的情况。
New: all Shakra (Mapper) merchants are now forced to stay on site. No matter how far the story progresses, they remain in their original locations, fully interactive for dialogue and shopping. You will no longer walk into a region only to find the merchant has already left.
这一改动只影响商人的“是否在场”,不改变对话内容、商店货物和任务流程。商人在场时仍然按原版逻辑正常服务,其余随机机制(物品随机、商店随货、车站、地图等)完全不受影响。
This change affects only whether the merchant is present. Dialogue, shop stock and quest flow all follow the vanilla logic. The rest of the randomizer (item random, shop random, stations, maps, etc.) is completely unaffected.
- 修复:能力分裂导致技能无法使用
- 修复了开启能力/方向权限分裂后,拾取技能物品却无法获得对应技能的问题。现在分裂模式下,拾取到技能会正确解锁对应方向并可正常使用,不再出现“获得了却没效果”。
- 相关方向权限物品(冲刺左/右、飞针左/右、漂浮左/右、壁跳左/右、上劈/左劈/右劈/回血权限)在分裂模式下仍会正常出现,解锁后即时生效。
- Fixed the issue where skills could not be used after enabling ability/split direction permissions. Picking up a skill in split mode now correctly unlocks the corresponding direction and it works immediately, instead of granting nothing.
- Direction permission items (Dash Left/Right, Harpoon Left/Right, Float Left/Right, Wall Jump Left/Right, Up/Left/Right Slash, Heal) still appear correctly in split mode and take effect right away.
修复:长凳翻译相关问题
- 修复了部分长凳名称无法正确翻译/不显示的问题(Benchwarp 传送菜单)。现在长凳名称会根据当前语言环境正确显示中文或英文,传送菜单刷新即时同步翻译。
- Fixed cases where some bench names were missing or not properly translated in the Benchwarp teleport menu. Bench names now correctly display in Chinese or English according to the current language, and the menu reflects the change immediately after refresh.
v1.8.1
- 所有检查点统一映射管理:商店、日志、车站、拾取点全纳入一张表
现在,商店、日志石碑、地图购买、车站激活和拾取点不再分散处理,而是整合进同一个系统。游戏启动时,会根据当前种子为每一个检查点预先分配好奖励,并写入 global_save.json 的 PreGeneratedMappings 字段中。无论你走到哪里,碰到的是拾取物、石碑、地图商人还是车站收费机,每次交互得到的物品或能力都是固定且可预期的——只要种子不变,结果就不变。
All checkpoints are now unified under a single mapping system: shops, lore tablets, map purchases, station activations, and pickups are no longer handled separately. At startup, the mod pre‑assigns a reward to every checkpoint based on the current seed and stores it in the PreGeneratedMappings field of global_save.json. Wherever you go—pickups, inscriptions, map merchants, or toll machines—every interaction yields a fixed, predictable reward as long as the seed remains the same.
你可以随时打开 global_save.json,查看每个检查点对应的是什么奖励,从而规划路线,优先拿取自己想要的东西。商店也完全纳入此系统:每个商店的 12 个槽位在启动时就被确定下来,哪些槽位卖什么物品、价格多少,都写在映射表里。同一个种子下,所有商店的货物完全固定,不会因读档或切换场景而改变。重置种子或重置种子世界时,整张映射表会被清空并重新生成,所有检查点的奖励都会重新分配。
You can open global_save.json at any time to see exactly what each checkpoint will give, allowing you to plan your route and prioritise the rewards you want. Shops are fully integrated as well: all 12 slots in every shop are determined at startup—which items are sold, at what prices—are written into the mapping table. Under the same seed, shop inventories are completely fixed and will not change when reloading saves or switching scenes. Resetting the seed or resetting the seed world clears the entire mapping table and regenerates all checkpoint rewards from scratch.
这意味着,今后所有的奖励来源(拾取、阅读石碑、购买地图、开通车站、商店购物)都共享同一个“奖励池”,并且所有分配结果都由种子决定,完全可预测,不再依赖运气。
This means that all reward sources (pickups, lore, map purchases, station unlocks, and shop purchases) now share a single reward pool, and every outcome is determined by the seed—fully predictable, no luck involved.
- 剩余奖励改为无限虚拟奖励,货币出现率更高
当真实物品(如武器、技能、地图等)被分配完毕后,剩下的检查点会获得四种无限虚拟奖励:灵丝(3格)、甲壳(300)、随机蓝血(1~6格)和随机货币(50~300念珠)。其中,随机货币的出现频率远高于其他三种,让你在探索过程中总能获得一些钱,不至于空手而归。
After all real items (weapons, skills, maps, etc.) are assigned, the remaining checkpoints receive four types of unlimited virtual rewards: Silk (3 units), Shards (300), random blue health (1–6 doses), and random coins (50–300 Geo). Among these, random coins appear much more frequently than the others, ensuring you always get some currency as you explore.
- 全随机模式下方向权限物品也会出现在映射中
开启“全随机模式”后,原本会被禁用的方向动作(如左冲刺、右冲刺、上劈等)会以“方向权限物品”的形式出现在检查点奖励中。你拾取它们后,就能逐步解锁对应的方向能力。这些物品同样被写入预生成映射表,你可以提前知道哪个点会给哪个方向权限。
When “Full Random Mode” is enabled, directional actions that are normally locked (such as left dash, right dash, upward slash, etc.) appear as “direction permission items” among checkpoint rewards. Picking them up gradually unlocks the corresponding directional abilities. These items are also included in the pre‑generated mapping, so you can see in advance which checkpoint gives which permission.
v1.8.0
- 地图与车站加入随机池
现在,游戏中的地图和车站均被纳入随机奖励池。购买地图或首次激活车站时,原本固定的解锁行为会被替换为一次随机奖励。地图本身仍会正常解锁,车站也会正常开通,但玩家会额外获得一个随机物品或能力。
Maps and stations are now included in the random reward pool. When purchasing a map or activating a station for the first time, the original unlock behaviour is replaced by a random reward. The map or station itself still unlocks normally, but the player receives an additional random item or ability.
地图共 28 张,车站共 10 个。所有地图购买和车站激活的交互点均视为独立的检查点。每个检查点只能触发一次奖励。触发后,对应的收费机或商店交互会被自动禁用,防止重复交互。
There are 28 maps and 10 stations. Every map purchase and station activation interaction is treated as an independent checkpoint. Each checkpoint can only trigger once. After triggering, the corresponding toll machine or shop interaction is automatically disabled to prevent repeated use.
开通车站时,除随机奖励外,还会自动解锁铃兽总开关(UnlockedFastTravel),确保快速旅行功能在车站解锁后立即可用。
Activating a station also automatically unlocks the fast travel master switch (UnlockedFastTravel), ensuring fast travel is available immediately after unlocking any station.
这些检查点的奖励与种子绑定。重置种子世界后,所有地图和车站的奖励状态会重置,可重新领取。
Rewards for these checkpoints are tied to the seed. Resetting the seed world resets all map and station reward states, allowing them to be claimed again.
- 预生成映射表:启动时生成全部检查点奖励
游戏启动时,会根据当前种子为所有检查点(包括拾取点、石碑交互点、地图购买点、车站激活点)预先分配奖励,并将映射关系写入 global_save.json 文件中的 PreGeneratedMappings 字段。
At game startup, the mod assigns rewards to all checkpoints (including pickups, lore interactions, map purchases, and station activations) based on the current seed, and writes the mappings to the PreGeneratedMappings field in global_save.json.
玩家可以在游戏开始前打开该文件,查看每个检查点对应的具体奖励。例如:
Tut_01_26.00_77.00_0.00→reward:virt:Silk_9Bonetown_224.00_80.00_0.00→reward:Materiumloretrig:Abyss_02b:Inspect Region→reward:virt:BlueHealth_5check:UnlockedBoneforestEastStation→reward:virt:BlueHealth_5
Players can open this file before starting the game to see exactly what each checkpoint will yield. Examples:
Tut_01_26.00_77.00_0.00→reward:virt:Silk_9Bonetown_224.00_80.00_0.00→reward:Materiumloretrig:Abyss_02b:Inspect Region→reward:virt:BlueHealth_5check:UnlockedBoneforestEastStation→reward:virt:BlueHealth_5
文件路径为 BepInEx/config/SilksongItemRandomizer/global_save.json。使用文本编辑器打开后,查找 "PreGeneratedMappings" 即可查看全部映射。
The file is located at BepInEx/config/SilksongItemRandomizer/global_save.json. Open it with a text editor and search for "PreGeneratedMappings" to view all mappings.
该映射表在游戏启动时自动生成,无需手动操作。重置种子或重置种子世界后,映射表会被清空并重新生成,所有检查点的奖励会根据新种子重新分配。
The mapping table is generated automatically at startup with no manual action required. Resetting the seed or resetting the seed world clears and regenerates the entire mapping table, re‑assigning rewards based on the new seed.
此功能的主要用途是让玩家可以提前规划路线,优先获取高价值奖励,或对照映射表检查遗漏的检查点。同时也能确认同一种子下奖励的固定性,避免因重复读档或进出场景导致奖励变化。
This feature allows players to plan routes in advance, prioritise high‑value rewards, and check for missed checkpoints by comparing against the mapping table. It also confirms that rewards are fixed for a given seed, preventing unintended changes due to reloading saves or re‑entering scenes.
v1.7.14
- 增加了基于区域的房间随机模式(实验性)。该模式下,各区域之间的出入口将被随机连接,而非全房间随机。目前该模式尚未完善,不建议正式游玩。
- Added a region-based room random mode (experimental). In this mode, the exits between different regions will be randomly connected, rather than full room random. This mode is not yet complete and is not recommended for regular play.
v1.7.13
- 修复了爬墙能力获取后消失的问题
- Fixed the issue where wall-jump ability disappears after acquiring it.
- 修复了地方志阅读不触发随机奖励的问题
- Fixed the issue where reading lore inscriptions did not trigger random rewards.
- 调整了最近获得物品的界面显示
- Adjusted the UI for recently obtained items.
v1.7.12
- 修复了商店购买卡死的问题
- Fixed the issue of shop purchase getting stuck.
- 加入了地方志随机机制。现在,当你阅读游戏中的石碑或铭文时,有可能触发额外的随机奖励,比如获得物品或能力;同时,在普通物品随机池中,也加入了“随机日志”奖励
- Added lore random mechanism. Now, when you read tablets or inscriptions in the game, there is a chance to trigger extra random rewards, such as items or abilities; meanwhile, the regular item random pool now includes "random lore log" rewards
v1.7.11
- 修复了开局物品和技能给予的部分
- Fixed the part of starting items and skill granting.
- 修复了技能给予异常的问题
- Fixed the issue of abnormal skill granting.
v1.7.10
- 恢复了椅子翻译部分
- Restored the chair translation section.
- 运行优化
- Runtime optimization.
- 关于贴图类的缓存
- Regarding texture caching.
v1.7.9
- 修复了拾取获得两次物品的情况
- Fixed the issue where items were obtained twice.
- ui部分改动
- UI adjustments.
- 伟大的Qol!
- We need QoL !
v1.7.7
-
整理了一下模组库,大部分开局选项可以正常应用,开局随机物品和随机技能暂时不可用,如果发现技能不能用的请关闭技能分裂的具体选项
-
most of the starting options can be applied normally, but the starting random items and random skills are currently unavailable. If you find that skills cannot be used, please disable the specific options for skill splitting."
v1.7.6
- 一些小修复关于面板
- small changes about panel string
v1.7.4
- 修复开局设置未实际生效的严重问题,面板不再自动弹出
- 修复了在配置面板中修改的攻击方向、技能模式、物品数量等开局选项在进入游戏后未真正生效的 bug。现在所有设置都会在游戏场景加载完成后正确应用,不再出现“改了等于没改”的情况。
- 配置面板不再在进入游戏时自动弹出。现在仅在主菜单按 F8 或通过“随机模式”按钮手动呼出,避免干扰正常游戏流程。
- Fixed startup settings not actually applying; panel no longer auto‑pops
- Fixed a bug where startup options (attack directions, skill mode, item count, etc.) modified in the config panel were not taking effect after entering the game. All settings now properly apply once the game scene finishes loading.
- The configuration panel no longer automatically opens when entering the game. It can now only be opened manually by pressing F8 in the main menu or via the “Random Mode” button, preventing unexpected interruptions.
- 新增随机池类型配置页面(物品随机池类型)
- 在主页面新增“物品随机池”按钮,点击进入独立配置页面。
- 提供三个独立开关:纹章随机、技能类物品随机、遗物随机。开关状态通过按钮背景颜色(绿/灰)直观显示,不再依赖文字。
- 这些开关控制对应类型的物品是否参与拾取随机替换。关闭后,捡到该类型物品时直接获得原物品,不进行随机化。
- 开关状态与种子绑定,会随种子世界重置或存档保存。
- Added random pool type configuration page (Item Pool Types)
- A new “Item Random Pool” button has been added on the main page, leading to a dedicated configuration page.
- Three independent toggles: Crest Random, Skill Item Random, Relic Random. States are visually indicated by button background color (green/on, grey/off), no text dependency.
- These toggles control whether items of the corresponding type are replaced by random rewards when picked up. When disabled, picking up such an item grants the original item directly.
- Toggle states are bound to the seed and persist across seed resets and save files.
- 新增重复物品次数配置页面(细粒度限制)
- 在主页面新增“重复物品”按钮,进入后以 12 列网格布局 展示所有可重复获得的物品类别。
- 每个条目采用“上面标签、下面输入框”的竖直排列,清晰易读。
- 可配置项包括:
- 普通物品(技能类物品、遗物、其他物品)
- 方向权限(上劈、左劈、右劈、冲刺左/右、飞针左/右、漂浮左/右、壁跳左/右、回血)
- 能力虚拟奖励(丝之矛、灵丝风暴、飞针、丝刃标、符文之怒、苍白之爪、丝忆弦针、格挡、深邃挽歌、幻兽歌、风铃摇、疾风步、流浪者披风、雪绒披风、灵丝升腾、蛛攀术、蓄力斩)
- 珍贵虚拟奖励(面具碎片、丝轴碎片、丝线恢复上限+1、纹章槽位解锁器)
- 所有输入框实时修改对应的配置项(
ConfigEntry<int>),无需确认立即生效。 - 该页面完全由代码动态生成,支持运行时调整,配置项数量可随需求扩展。
- Added repeat limit configuration page (fine‑grained limits)
- A new “Repeat Items” button on the main page opens a page with a 12‑column grid layout showing all item categories that can be obtained multiple times.
- Each entry is arranged vertically (“label above, input field below”) for clarity.
- Configurable items include:
- Normal items (Skill Items, Relics, Other Items)
- Direction permissions (Up Slash, Left Slash, Right Slash, Dash Left/Right, Harpoon Left/Right, Float Left/Right, Wall Jump Left/Right, Heal)
- Ability virtual rewards (Silk Spear, Thread Sphere, Harpoon Dash, Silk Charge, Silk Bomb, Silk Boss Needle, Needolin, Parry, Deep Elegy, Beast Song, EvaHeal, Swift Step, Drifter's Cloak, Faydown Cloak, Silk Soar, Cling Grip, Charge Slash)
- Precious virtual rewards (Heart Piece, Spool Part, Max Silk Regen Up, Crest Slot Unlocker)
- All input fields modify their corresponding
ConfigEntry<int>in real time, taking effect immediately. - This page is fully generated at runtime, supporting dynamic adjustments and easy extension.
- 其它改进
- 修复了部分情况下因反射类型不匹配导致的
InvalidCastException和NullReferenceException,现在所有配置项的读写都经过安全转换。 - 物品随机池页面(纹章/技能/遗物)的按钮颜色切换逻辑已修复,点击后背景色和文字色会正确变化。
- 所有配置项的暂存与延迟应用逻辑已整合到
MenuChangerMod中,确保进入游戏场景后才统一应用,避免在菜单阶段过早初始化导致设置被重置。 - 优化了重复物品页面的动态生成性能,仅在首次打开页面时构建,后续刷新仅同步数值。
- Other improvements
- Fixed
InvalidCastExceptionandNullReferenceExceptioncaused by type mismatches in reflection; all config entry reads/writes now use safe casting. - Fixed colour switching logic for toggles on the item pool page (Crest/Skill/Relic); background and text colours now change correctly on click.
- All pending settings are now properly stored and applied after entering the game scene, preventing early initialisation and loss of configuration.
- Optimised dynamic generation of the repeat limit page: layout built only once on first open, subsequent refreshes only sync values.
v1.7.3
- 初步实现外部配置面板,大幅提升模组交互体验
- 基于新开发的
NativeUIMaker原生 UI 库,重构了模式选择与详细设置界面,所有控件均使用丝之歌原生菜单风格(按钮、选项行、滑块、箭头、输入框等)。 - 新增 模式选择页面:在存档选择后进入,提供“经典模式”“钢魂模式”“随机模式”三个入口。
- 点击“随机模式”会打开完整的详细设置面板;点击其他模式直接开始游戏。
- 详细设置面板 包含以下完整配置项(所有状态均保存并全局生效):
- 游戏模式:彻底疯狂、纹章诅咒、全随机模式(开启后禁用除下劈外的所有方向动作,改为拾取方向权限物品)。
- 开局相关:
- 攻击方向权限:上劈、左劈、右劈(独立开关)。
- 技能随机模式:总随机(0–13 个技能)或分类随机(垂直/水平/特殊/攻击各 0–5/4/4/5)。
- 开局随机物品数量(0–10)。
- 种子输入与重置种子世界(重置所有拾取点、技能触发器)。
- 辅助设置:
- 丝之心、疾跑和上冲(
RoomRandomMode开关)。 - 显示完成度百分比(全局)。
- 货币保底阈值(首次保底次数、二次保底次数、丝矛保底次数,可输入修改)。
- 丝之心、疾跑和上冲(
- 房间随机:
- 启用场景随机、显示场景名/种子、修改并应用房间种子、传送至指定场景。
- 陷阱随机:
- 启用陷阱随机、陷阱难度(初猎/专注/满溢)、陷阱生命化(陷阱移动)、重置冰冻黑名单。
- 怪物随机:
- 启用怪物随机、随机缩放开关及最小/最大缩放值。
- 物品随机:
- 启用物品随机,显示当前物品种子。
- 重置商店记录、重置捡拾记录。
- 页面导航:左右箭头切换页面,各页面均有“返回主页面/返回模式选择”按钮。
- 所有界面文字已接入本地化系统,可根据游戏语言自动切换中英文(支持 CN/EN/Auto 手动切换)。
- 配置面板默认按 F8 呼出(可在
MenuChangerMod中修改),并与存档选择流程无缝集成。
- 初步实现外部配置面板,大大提升了模组的交互体验
- Based on the newly developed
NativeUIMakernative UI library, the mode selection and detailed settings interface have been completely redesigned. All controls use Silksong’s native menu style (buttons, option rows, sliders, arrows, input fields, etc.). - Mode selection page: Shown after choosing a save profile, offering “Classic Mode”, “Steel Mode”, and “Random Mode”.
- Clicking “Random Mode” opens the full detailed settings panel; other modes start the game directly.
- Detailed settings panel includes the following full set of options (all states are saved globally):
- Game mode: Totally Crazy, Crest Curse, Full Random Mode (disables all directional actions except down slash, replaces them with directional permission items).
- Startup options:
- Attack direction permissions (up slash, left slash, right slash).
- Skill random mode: Total Mode (0–13 skills) or Category Mode (Vertical/Horizontal/Special/Attack: 0–5/4/4/5).
- Starting item count (0–10).
- Seed input and Reset Seed World (respawns all pickups and skill triggers).
- Assist settings:
- Silk Heart, Dash & Super Jump (
RoomRandomModetoggle). - Show completion percentage (global).
- Currency pity thresholds (first pity count, second pity count, Silk Spear pity count, editable via input fields).
- Silk Heart, Dash & Super Jump (
- Room randomizer:
- Enable scene randomizer, show scene name/seed, modify and apply room seed, teleport to named scene.
- Trap randomizer:
- Enable traps, trap difficulty (Beginner/Focused/Overflow), trap life (movement), reset frost blacklist.
- Enemy randomizer:
- Enable enemy randomizer, random scale toggle, min/max scale values.
- Item randomizer:
- Enable item randomizer, display current item seed.
- Reset shop records, reset pickup records.
- Page navigation: Left/right arrows to switch pages, each page has “Back to Main” / “Back to Mode Select” buttons.
- All UI text is fully localised, automatically switching between Chinese and English based on the game language (CN/EN/Auto manual switch supported).
- The configuration panel can be opened with F8 by default (customisable in
MenuChangerMod) and integrates seamlessly with the save profile selection flow.
- 快速进入第一幕(跳过开场动画)
- 点击“确认并开始游戏”或通过模式选择按钮开始新游戏时,会自动跳过开场动画序列。
- 实现方式:在
SkipToFirstAct中检测Opening_Sequence场景,进入后连续调用GameManager.SkipCutscene多次,直接进入第一幕(Act 1)。 - 该功能仅在通过模组启动新游戏时生效,不影响正常游戏或手动跳过动画的行为。
- Fast transition to Act 1 (skip intro cutscenes)
- When starting a new game via “Confirm & Start” or the mode selection buttons, the opening sequence is automatically skipped.
- Implementation:
SkipToFirstActdetects theOpening_Sequencescene and callsGameManager.SkipCutscenemultiple times, jumping directly to Act 1. - This only activates when the mod starts a new game; it does not affect normal gameplay or manual cutscene skipping.
- 完整配置面板包含的所有可调项目(对应 NativeUIMaker_Config.json)
以下是配置文件中定义的控件及其功能(已全部集成并测试通过):
| 页面 | 控件名称 | 类型 | 功能说明 |
|---|---|---|---|
| ModeSelect | ClassicModeBtn | 按钮 | 经典模式(无永久死亡) |
| ModeSelect | SteelModeBtn | 按钮 | 钢魂模式(永久死亡) |
| ModeSelect | RandomModeBtn | 按钮 | 打开详细设置面板 |
| Main | RoomBtn | 开关按钮 | 启用/禁用场景随机 |
| Main | ItemBtn | 开关按钮 | 启用/禁用物品随机 |
| Main | TrapBtn | 开关按钮 | 启用/禁用陷阱随机 |
| Main | EnemyBtn | 开关按钮 | 启用/禁用怪物随机 |
| Main | DetailBtn | 按钮 | 切换到第一个详情页(开局相关) |
| Main | BackToModeSelectBtn | 按钮 | 返回模式选择页 |
| Main | ConfirmBtn | 按钮 | 应用所有设置并开始新游戏(跳过开场) |
| Main | ResetOption | 选项行 | 重置种子世界(开/关) |
| Main | SeedInput | 输入框 | 输入种子文本 |
| Detail0 | UpBtn / LeftBtn / RightBtn | 开关按钮 | 上劈/左劈/右劈权限 |
| Detail0 | ItemCountSlider | 滑块 | 开局随机物品数量 0–10 |
| Detail1 | SkillModeOption | 选项行 | 技能随机模式(总随机/分类随机) |
| Detail1 | TotalSkillSlider | 滑块 | 总随机技能数量 0–13 |
| Detail1 | VSlider / HSlider / SSlider / ASlider | 滑块 | 分类随机各类型数量 |
| Detail2 | CrazyBtn | 开关按钮 | 彻底疯狂模式(一键随机满配) |
| Detail2 | CrestCurseBtn | 开关按钮 | 纹章诅咒效果 |
| Detail2 | FullRandomBtn | 开关按钮 | 全随机模式(禁用方向动作,改为权限物品) |
| Detail2 | CategoryBtn1–6 | 开关按钮 | 全随机模式下的方向分裂细项(冲刺、飞针、漂浮、壁跳、回血、攻击方向) |
| Detail3 | SilkHeartBtn | 开关按钮 | 丝之心、疾跑和上冲(RoomRandomMode) |
| Detail3 | CompletionBtn | 开关按钮 | 显示完成度百分比 |
| Detail3 | CurrencyFirstThresholdInput / CurrencySecondThresholdInput / SilkSpearPityInput | 输入框 | 货币保底次数和丝矛保底次数 |
| Detail4 | ApplyRoomSeedBtn | 按钮 | 应用房间种子 |
| Detail4 | ShowRoomNameBtn / ShowRoomSeedBtn | 开关按钮 | 显示当前场景名/种子 |
| Detail4 | RoomSeedInput | 输入框 | 房间种子输入 |
| Detail5 | TrapDifficultyBtn | 三态按钮 | 陷阱难度(初猎/专注/满溢) |
| Detail5 | TrapMovementBtn | 开关按钮 | 陷阱生命化(移动) |
| Detail5 | ResetFrostBlacklistBtn | 按钮 | 重置冰冻黑名单 |
| Detail6 | EnemyScaleRandomBtn | 开关按钮 | 怪物随机缩放 |
| Detail6 | EnemyScaleMinSlider / EnemyScaleMaxSlider | 滑块 | 缩放最小/最大值 |
| Detail7 | ResetShopBtn / ResetPickupBtn | 按钮 | 重置商店记录 / 重置捡拾记录 |
此外,每个详情页底部都有左右箭头(LeftArrow / RightArrow)用于切换页面,以及 BackToMainBtn 返回主页面。
所有控件的默认值、位置、尺寸均可在 NativeUIMaker_Config.json 中自由调整,无需重新编译模组。
- Full list of adjustable options in the configuration panel (as defined in NativeUIMaker_Config.json)
The following controls are defined in the config file and are fully integrated and tested:
| Page | Control Name | Type | Description |
|---|---|---|---|
| ModeSelect | ClassicModeBtn | Button | Classic mode (no perma‑death) |
| ModeSelect | SteelModeBtn | Button | Steel mode (perma‑death) |
| ModeSelect | RandomModeBtn | Button | Open detailed settings panel |
| Main | RoomBtn | Toggle | Enable/disable scene randomizer |
| Main | ItemBtn | Toggle | Enable/disable item randomizer |
| Main | TrapBtn | Toggle | Enable/disable trap randomizer |
| Main | EnemyBtn | Toggle | Enable/disable enemy randomizer |
| Main | DetailBtn | Button | Switch to first details page (startup settings) |
| Main | BackToModeSelectBtn | Button | Return to mode selection |
| Main | ConfirmBtn | Button | Apply all settings and start new game (skip cutscenes) |
| Main | ResetOption | Option row | Reset seed world (On/Off) |
| Main | SeedInput | Input field | Enter seed text |
| Detail0 | UpBtn / LeftBtn / RightBtn | Toggle | Up slash / left slash / right slash permissions |
| Detail0 | ItemCountSlider | Slider | Starting random item count 0–10 |
| Detail1 | SkillModeOption | Option row | Skill random mode (Total / Category) |
| Detail1 | TotalSkillSlider | Slider | Total random skill count 0–13 |
| Detail1 | VSlider / HSlider / SSlider / ASlider | Slider | Category mode counts per type |
| Detail2 | CrazyBtn | Toggle | Totally Crazy mode (max out random items instantly) |
| Detail2 | CrestCurseBtn | Toggle | Crest curse effect |
| Detail2 | FullRandomBtn | Toggle | Full Random mode (disables directional actions, replaces with permission items) |
| Detail2 | CategoryBtn1–6 | Toggle | Directional split details under Full Random mode (dash, harpoon, float, wall jump, heal, attack direction) |
| Detail3 | SilkHeartBtn | Toggle | Silk Heart, Dash & Super Jump (RoomRandomMode) |
| Detail3 | CompletionBtn | Toggle | Show completion percentage |
| Detail3 | CurrencyFirstThresholdInput / CurrencySecondThresholdInput / SilkSpearPityInput | Input field | Currency pity counts and Silk Spear pity count |
| Detail4 | ApplyRoomSeedBtn | Button | Apply room seed |
| Detail4 | ShowRoomNameBtn / ShowRoomSeedBtn | Toggle | Show current scene name / seed |
| Detail4 | RoomSeedInput | Input field | Room seed input |
| Detail5 | TrapDifficultyBtn | Three‑state button | Trap difficulty (Beginner / Focused / Overflow) |
| Detail5 | TrapMovementBtn | Toggle | Trap life (movement) |
| Detail5 | ResetFrostBlacklistBtn | Button | Reset frost blacklist |
| Detail6 | EnemyScaleRandomBtn | Toggle | Random enemy scaling |
| Detail6 | EnemyScaleMinSlider / EnemyScaleMaxSlider | Slider | Min / max scale values |
| Detail7 | ResetShopBtn / ResetPickupBtn | Button | Reset shop records / Reset pickup records |
Additionally, each details page has left/right arrows (LeftArrow / RightArrow) for page switching, and a BackToMainBtn to return to the main page.
All default values, positions, and sizes of the controls can be freely adjusted in NativeUIMaker_Config.json without recompiling the mod.
v1.7.2
- 尝试整合空洞原生 UI 模块(实验性)
- 为了更好地贴合丝之歌原生菜单的视觉与交互风格,我们开始拆解游戏内置的 UI 组件,并封装为独立可复用的模块。
- 目前已成功提取并封装了以下原生风格控件:
NativeButton(支持图标按钮、纯文字按钮、小型按钮)NativeLabel(标准文本标签)NativeOption(带描述浮层的开关/选项行)NativeSlider(带数值显示的滑块)NativeArrow(左右翻页光标,带动画效果)
- 这些控件目前仅作为独立库存在,尚未接入游戏主流程,因此在当前版本中“没有实际用处”。
- 拆解出的组件已通过
PrefabMenuObjects从游戏运行时动态获取预制体(如NormalButton、OptionsMenuScreen中的左右箭头等),理论上可以零资源依赖地复刻原生 UI 样式。 - 后续版本将逐步用这些原生控件替换现有的开局选项面板和模式选择菜单,使模组的界面体验与丝之歌本体完全一致。
- 本次更新仅为底层技术探索,不影响任何现有功能,也不改变玩家的游戏体验。
- Experimental integration of Hollow Knight native UI modules
- To better align with Silksong’s native menu visuals and interaction, we started extracting the game’s built‑in UI components and encapsulating them as reusable modules.
- The following native‑style controls have been successfully isolated and wrapped:
NativeButton(supports icon button, text button, small button)NativeLabel(standard text label)NativeOption(toggle/option row with description tooltip)NativeSlider(slider with numeric display)NativeArrow(left/right page cursor with animation)
- These controls currently exist only as a standalone library and have not been integrated into the main gameplay flow – hence “no practical use” in this version.
- The extracted components dynamically fetch prefabs from the running game (e.g.,
NormalButton, the left/right arrows inOptionsMenuScreen) viaPrefabMenuObjects, allowing zero‑asset‑dependency replication of native UI styles. - Future updates will gradually replace the existing startup options panel and mode selection menu with these native controls, making the mod’s interface indistinguishable from Silksong itself.
- This update is purely technical groundwork and does not affect any existing features or alter the player’s experience.
v1.7.1
- 全面支持界面文字本地化(可自由翻译)
- 现在模组的所有界面文字(按钮、标签、提示等)都可以通过外部 JSON 文件来翻译成任何语言。
- 在模组目录下的
language文件夹中放入任意名称的.json文件,格式为{"中文原文": "译文"},模组启动时会自动读取并应用。 - 你甚至可以同时放多个语言文件(比如
en.json、ja.json),模组会合并所有条目。 - 关于如何编写 JSON 文件,请阅读
language文件夹中的README.md说明。 - 本次更新已经将模组内所有需要翻译的文字全部提取为标准键值,理论上不再有硬编码的中文。
- Full localization support (add any language with a JSON file)
- All UI text (buttons, labels, tooltips) can now be translated into any language using external JSON files.
- Place
.jsonfiles (e.g.,en.json,ja.json) in thelanguagefolder under the mod directory. Each file follows the format{"Chinese original": "translation"}. The mod will load them automatically on startup. - You can have multiple language files at once – all entries are merged.
- See
README.mdinside thelanguagefolder for detailed instructions. - This update has extracted every piece of text in the mod into standard keys, so no Chinese is hard‑coded anymore.
- 修复大量游戏逻辑问题,提升稳定性和体验
- 怪物随机开关:现在关闭“启用怪物随机”后,所有已经被替换的敌人会立即恢复原样,并且不会再出现新的随机敌人。之前关闭后敌人仍然会被替换的问题已彻底修复。
- 商店改进:每个商店现在固定有 12 个商品(原来是 8 个),并且商店里刷出的普通物品(面具碎片、丝轴碎片、纹章槽位解锁器等)在整个游戏中只会出现一次,不会在不同商店重复出现,也不会在同一商店里出现两个一样的东西。前三格特殊奖励(随机念珠、随机蓝血、随机上限提升)仍然每个商店都有,不受限制。
- 纹章槽位解锁器:这种特殊物品现在在商店里最多可以购买 20 次(原来是 3 次),并且它只会解锁非法术槽(攻击槽、工具槽),不会浪费在本来就解锁的法术槽上。
- 全随机模式逻辑修正:开启全随机模式后,原本会被错误保留的一些技能方向(比如冲刺、壁跳的左右权限)现在会被彻底清除,拾取方向权限物品后能正确解锁对应的单方向。关闭全随机模式后,所有方向恢复为默认允许,并且随机拾取池也恢复正常。
- 随机池调整:全随机模式开启时,原本会直接给完整技能的原版物品(如“Swift Step”、“Harpoon Dash”等)不会再出现在拾取列表中,取而代之的是方向权限物品(冲刺左、冲刺右等)。关闭全随机模式时,物品池恢复为全部原版物品+虚拟奖励。
- 其他小修复:修正了壁跳技能因大小写问题无法正确给予的 bug;法术槽初始化现在只会解锁一个,而不是一口气全部解锁。
- Fixed multiple gameplay logic issues, improved stability and experience
- Enemy randomizer toggle: When disabling “Enable Enemy Randomizer”, all already‑replaced enemies now instantly revert to normal, and no new random enemies will appear. The previous issue where enemies remained replaced after turning it off is now fixed.
- Shop improvements: Every shop now has 12 item slots (previously 8). Common items (Mask Shard, Spool Part, Crest Slot Unlocker, etc.) appear only once across the entire game – no duplicates in different shops, and no duplicates within the same shop. The first three special slots (Random Coin Pouch, Random Blue Health, Random Cap Upgrade) still appear in every shop without restrictions.
- Crest slot unlocker: This special item can now be bought up to 20 times in shops (was 3). It only unlocks non‑spell slots (Attack slots, Tool slots) and never wastes on slots that are already unlocked.
- Full Random Mode logic fixed: When activating Full Random Mode, any previously unlocked directional permissions (e.g., left/right dash, left/right wall jump) are now properly reset. Picking up a direction permission item correctly unlocks only that specific direction. When deactivating Full Random Mode, all directions revert to default allowed, and the random pickup pool returns to normal.
- Random pool adjustments: While Full Random Mode is on, vanilla items that directly grant full abilities (e.g., “Swift Step”, “Harpoon Dash”) no longer appear in the pickup pool. Instead, direction permission items (e.g., “Dash Left”, “Dash Right”) are added. When the mode is off, the pool contains all original items plus virtual rewards.
- Other small fixes: Fixed a case‑sensitivity bug that prevented the wall‑jump ability from being granted correctly. The spell slot initialisation now unlocks only one slot at a time instead of all at once.
v1.7.0
- 将所有能力纳入随机池(包含风铃摇)
- 现在游戏中的所有能力(包括之前遗漏的“风铃摇”等)都已完整加入到开局技能随机池中。
- 无论是“总随机”还是“分类随机”模式,技能池均覆盖全部能力:攻击技能(丝之矛、灵丝风暴、符文之怒等)、移动能力(冲刺、二段跳、飞针、壁跳、超级跳等)以及特殊能力(丝忆弦针、深邃挽歌、幻兽歌、风铃摇等)。
- 技能获得时统一使用游戏原生弹窗(
SkillGetMsg/PowerUpGetMsg),图标、名称、描述显示完整,与原版体验一致。
- All abilities (including EvaHeal) now included in the random pool
- Every ability in the game (including the previously missing “EvaHeal” etc.) has been fully integrated into the starting skill random pool.
- Whether in “Total Mode” or “Category Mode”, the skill pool covers all abilities: combat skills (Silk Spear, Thread Storm, Rune Rage, etc.), traversal abilities (Dash, Double Jump, Harpoon Dash, Wall Jump, Super Jump, etc.), and special abilities (Needolin, Deep Elegy, Beast Song, EvaHeal, etc.).
- Skill acquisition now consistently uses the game’s native popups (
SkillGetMsg/PowerUpGetMsg), displaying full icons, names, and descriptions, matching the vanilla experience.
- 新增“全随机模式”
- 在开局选项面板的技能随机模式下方(右侧边缘)添加了独立的“全随机模式”开关。
- 开启后:
- 所有额外方向动作被永久禁用:上劈、左劈、右劈、回血、左右冲刺、左右飞针、左右漂浮、左右壁跳全部无法使用,仅保留默认下劈。
- 原版中直接给予这些能力的物品(如“Swift Step”“Harpoon Dash”“Drifter’s Cloak”“Cling Grip”“EvaHeal”等)不再出现在随机拾取池中。
- 取而代之,随机拾取池中会生成方向权限物品(例如“冲刺左”“冲刺右”“飞针左”“飞针右”“上劈权限”等)。拾取一个权限物品会同时给予对应的基础技能并解锁该方向(例如捡到“冲刺左”则获得冲刺技能并允许向左冲刺)。
- 只有捡齐左右两个权限(或对应的攻击方向),该动作才能完全不受限制。
- 关闭后:
- 所有方向动作恢复为默认允许状态。
- 随机拾取池恢复为正常物品池(包含全部原版物品和虚拟奖励)。
- 全随机模式的状态会保存到配置文件中,重启游戏后自动沿用。
- Added “Full Random Mode”
- A standalone “Full Random Mode” toggle has been added below the skill mode buttons (aligned to the right edge) on the startup options panel.
- When enabled:
- All extra directional actions are disabled from the start: Upward slash, left slash, right slash, healing, left/right dash, left/right harpoon dash, left/right float, and left/right wall jump are all locked. Only the default down slash remains usable.
- Vanilla items that directly grant these abilities (such as “Swift Step”, “Harpoon Dash”, “Drifter’s Cloak”, “Cling Grip”, “EvaHeal”, etc.) are removed from the random pickup pool.
- Instead, the pool receives direction permission items (e.g., “Dash Left”, “Dash Right”, “Harpoon Left”, “Harpoon Right”, “Upward Slash Permission”, etc.). Picking up a permission item gives the corresponding base skill and unlocks that specific direction (e.g., picking “Dash Left” grants the dash ability and allows dashing left).
- Only after obtaining both left and right permissions (or the corresponding attack direction) does the action become fully unrestricted.
- When disabled:
- All directional actions revert to their default allowed state.
- The random pickup pool returns to the normal item pool (including all vanilla items and virtual rewards).
- The Full Random Mode state is saved to the configuration file and persists across game restarts.
v1.6.11
- 修正技能显示与原生弹窗,调整纹章排除池
- Fixed skill display and native popups, adjusted crest exclusion pool
-
所有技能(攻击类与能力类)现在统一使用游戏原生弹窗(
SkillGetMsg/PowerUpGetMsg)进行提示,不再依赖自定义贴图。 -
All skills (both combat and traversal) now use the game’s native popups (
SkillGetMsg/PowerUpGetMsg) for notifications, eliminating reliance on custom textures. -
跑图能力(冲刺、爬墙、飞针、丝忆弦针、超级跳、风铃摇等)现在正确调用
PowerUpGetMsg.Spawn,显示与原版一致的能力获得界面,并配有完整图标与描述。 -
Traversal abilities (Dash, Wall Jump, Harpoon Dash, Needolin, Super Jump, EvaHeal, etc.) now correctly invoke
PowerUpGetMsg.Spawn, displaying the authentic ability-get interface with proper icons and descriptions. -
修复了部分能力(如二段跳、流浪者披风、蓄力斩、格挡)因原生物品缺失而回退到自定义弹窗的问题;现通过动态创建临时
ToolItemSkill并提取物品描述,确保所有技能都能呈现原生样式的弹窗。 -
Fixed issues where certain abilities (e.g., Double Jump, Drifter’s Cloak, Charge Slash, Parry) fell back to custom popups due to missing original items; now by dynamically creating temporary
ToolItemSkillobjects and extracting item descriptions, all skills can show native‑style popups. -
纹章随机排除池新增
Hunter_v2、Hunter_v3、Witch_v2、Cloakless等纹章,避免它们参与随机映射,防止出现无效或破坏游戏流程的纹章组合。 -
The crest exclusion pool now includes
Hunter_v2,Hunter_v3,Witch_v2,Cloaklessand others, preventing them from participating in random mapping and avoiding invalid or game‑breaking crest combinations. -
优化了排除池逻辑:现在通过
HashSet统一管理,支持动态加载与保存,排除的纹章将完全不会出现在随机结果中,确保游戏平衡性。 -
Optimised exclusion pool logic: now managed via a
HashSetwith dynamic loading and saving; excluded crests will never appear in random results, ensuring game balance.
v1.6.8
- 修复模组独立性问题,移除所有外部依赖
- 现在模组完全独立运行,不再需要任何第三方模组(如 Architect、Benchwarp、EnemyRando 等)即可正常工作。
- 即使其他模组被禁用或缺失,以下功能依然完整可用:
- 房间随机化(场景连接随机生成)
- 物品随机化(拾取点替换、随机奖励池、次数限制)
- 额外拾取点生成(69 个自定义位置的简易钥匙拾取点,坐标持久化)
- 商店随机化(商品随机生成、购买刷新、本地化名称、特殊奖励槽位)
- 纹章随机化(神龛纹章映射、重生装备、教堂禁用)
- 传送至最后坐过的椅子(F6 快捷键,独立实现,不依赖 Benchwarp)
- 陷阱随机化(陷阱生成、难度切换、移动系统、平台/弹跳物生成)
- 货币保底(30/1000 次掉落简易钥匙)
- 开局选项面板(完整设置界面,种子选择,难度调整)
- 所有功能在无任何其他模组的环境下均能正常运行,消除了之前因缺少依赖而导致的崩溃或功能缺失。
- Fixed mod independence, removed all external dependencies
- The mod now runs completely standalone, requiring no third‑party mods (e.g., Architect, Benchwarp, EnemyRando) to function correctly.
- Even when other mods are disabled or missing, the following features still work fully:
- Room randomisation (scene connection generation)
- Item randomisation (pickup replacement, reward pool, quantity limits)
- Extra pickup generation (69 custom Simple Key pickups with coordinate persistence)
- Shop randomisation (dynamic stock, purchase refresh, localised names, special reward slots)
- Crest randomisation (shrine mapping, respawn equipment, chapel disabling)
- Warp to last bench (F6 hotkey, implemented independently, does not require Benchwarp)
- Trap randomisation (generation, difficulty toggles, movement system, platform/bounce object spawning)
- Currency pity (Simple Key at 30/1000 drops)
- Startup options panel (full settings interface, seed selection, difficulty adjustments)
- All features work reliably even with no other mods installed, eliminating crashes or missing functionality caused by missing dependencies.
- 性能优化:CPU 占用降至 1% 以下
- 彻底重写了物品池初始化、商店缓存刷新、陷阱生成循环等高频操作,消除了之前版本中因不当刷新导致的 CPU 峰值。
- 场景加载时的拾取点状态应用、陷阱缓存读取等操作改为增量更新,避免全量遍历。
- 经过实测,模组在正常游戏过程中 CPU 占用率稳定在 1% 以下,不再出现异常卡顿或高负载情况。
- Performance optimised: CPU usage below 1%
- Rewrote high‑frequency operations such as item pool initialisation, shop cache refreshes, and trap generation loops, removing CPU spikes caused by improper refreshes.
- Pickup state application and trap cache loading on scene changes are now incremental, avoiding full traversals.
- Benchmarking shows the mod’s CPU usage consistently stays below 1% during normal gameplay, with no abnormal stuttering or high load.
- 商店随机化扩展:特殊奖励加入商店,槽位固定为 8 个
- 商店随机池现在包含三种特殊奖励:
- 槽位 0:随机金币(价格 1,数量 50–300 念珠)
- 槽位 1:随机蓝血(价格 1,分 1–5 次给予,每次间隔 1 秒)
- 槽位 2:随机上限提升物品(价格 60–120,随机获得面具碎片/丝轴碎片/丝线恢复上限)
- 每个商店固定生成 8 个商品槽位,不受原商店预制体限制。
- 购买任何商品后,该槽位立即消失(
SetActive(false)),其余槽位保持原位,不会出现错位或布局混乱。 - 所有商品的名称、描述均已接入本地化系统,中英文切换时正确显示。
- Shop randomisation extended: special rewards added, fixed 8 slots
- The shop pool now includes three special reward types:
- Slot 0: Random coin pouch (price 1, 50–300 coins)
- Slot 1: Random blue health (price 1, 1–5 doses, one per second)
- Slot 2: Random cap upgrade (price 60–120, random Heart Piece / Spool Part / Silk Heart)
- Every shop now spawns exactly 8 item slots, regardless of the original shop’s prefab.
- After purchase, that slot immediately disappears (
SetActive(false)), leaving the remaining slots in place with no layout distortion. - All item names and descriptions are localised, correctly switching between Chinese and English.
- 随机物品概率调整
- 重新平衡了随机奖励池的概率分布:
- 普通虚拟奖励(灵丝、生命、蓝血、甲壳、灵丝碎片、完全恢复等):30%
- 随机念珠堆(生成可打碎的钱堆):20%
- 有限类奖励(原版物品、面具碎片、丝轴碎片、丝线恢复上限):50%
- 当有限类奖励全部达到次数上限(每种最多 2 次)时,自动回退到普通虚拟奖励,保证永远不会空奖励。
- 同时优化了货币保底和拾取点替换的混合池概率(物品 70%、技能 20%、纹章 10%),与全局随机奖励解耦。
- Random item probabilities adjusted
- Rebalanced the random reward pool distribution:
- Common virtual rewards (silk, health, blue health, shards, silk parts, full restore, etc.): 30%
- Random coin pouch (spawns a breakable rosary shrine): 20%
- Limited rewards (vanilla items, Heart Piece, Spool Part, Silk Heart): 50%
- When all limited rewards have reached their quantity cap (2 each), the system falls back to common virtual rewards, ensuring no empty reward.
- Also tuned the mixed pool probabilities for currency pity and pickup replacement (70% item, 20% skill, 10% crest), decoupled from the global random reward logic.
- 其他改进
- 修复了开启“陷阱生命化”后某些陷阱移动时碰撞箱不同步的问题。
- 修复了重置种子世界后商店缓存未清空,导致新种子下仍显示旧商品的问题。
- 移除了控制台中大量冗余的调试日志,仅保留关键错误和警告信息。
- Other improvements
- Fixed collision box desync when trap movement was enabled on certain traps.
- Fixed shop cache not being cleared when resetting the seed world, causing old items to appear under the new seed.
- Removed numerous redundant debug log entries, leaving only critical errors and warnings.
v1.6.4
- 修复商店界面显示与购买逻辑
商店物品列表现在完全正常:已购买的物品槽位不会凭空消失,未购买的物品会紧凑排列,滚动区域高度自适应,背景无空洞。购买任意物品后,商店界面会立即刷新,剩余物品保持原位并可继续购买。所有商店物品的名称和描述均已接入本地化系统,中英文切换时正确显示对应文本。
- Shop display and purchase logic fixed
Shop item lists now render correctly: purchased slots no longer disappear, unsold items are compactly arranged, scroll area height adapts to visible slots, and background gaps are gone. After any purchase, the shop UI instantly refreshes, leaving remaining items in place and fully purchasable. All shop item names and descriptions are now hooked into the localisation system, displaying correct Chinese/English text without placeholders.
- 技能获得弹窗全面升级为原生 SkillGetMsg
无论是从拾取点、商店购买还是保底获得的技能,现在都会调用游戏原生的技能获得弹窗(SkillGetMsg)。弹窗会正确显示技能的图标、中文名称(如“飞针”“疾风步”)以及对应的纹章槽位信息,与游戏内正常获取技能时的体验完全一致。同时,开局面板中选择的技能也使用原生弹窗。若原生预制体加载失败(极少数情况),会自动回退到自定义弹窗。
- Skill popups upgraded to native SkillGetMsg
Skills obtained via pickups, shop purchases, or pity now use the game’s native skill popup (SkillGetMsg). Popups correctly show the skill’s icon, Chinese name (e.g., “飞针”, “疾风步”), and crest slot information, matching the vanilla skill acquisition experience. Skills chosen in the startup panel also use the native popup. A fallback custom GUI popup is kept in case the native prefab fails to load (rare).
- 随机奖励系统彻底重构:统一映射池 + 次数限制 + 新奖励类型
- 统一固定映射:所有随机奖励(原版物品、珍贵虚拟物品、普通虚拟资源、念珠、丝线、生命、蓝血、上限提升等)现在共享一个基于种子的全局随机池。相同种子下,每次拾取的奖励序列完全固定且可复现。
- 新增奖励类型:随机念珠(30%概率,数量10~60)、中灵丝(+3)、满灵丝(+9)、小生命(+2)、大生命(+3)、小蓝血(+2)、大蓝血(+5)、完全恢复(满血+满丝)、面具碎片(+1生命上限)、丝轴碎片(+1丝线容量)、丝之心(+1丝线恢复上限)。
- 次数限制:原版物品和珍贵虚拟物品(面具碎片、丝轴碎片、丝之心)每个最多获得2次;普通虚拟资源(灵丝、生命、蓝血、念珠、甲壳、灵丝碎片、完全恢复)无次数限制。
- 概率分布:普通虚拟奖励30%,随机念珠30%,有限类奖励40%。若有限类所有物品已满,则自动回退到普通虚拟奖励。
- Random reward system fully rewritten: unified pool + quantity limits + new reward types
- Unified deterministic mapping: All random rewards (vanilla items, precious virtual items, common virtual resources, coin pouches, silk, health, blue health, upgrades) now share a seed‑based global pool. The same seed yields the exact same reward sequence every time.
- New reward types: Random coin pouch (30% chance, 10–60 coins), Medium Silk (+3), Full Silk (+9), Small Health (+2), Large Health (+3), Small Blue Health (+2), Large Blue Health (+5), Full Restore (full health + full silk), Heart Piece (+1 max health), Spool Part (+1 silk capacity), Silk Heart (+1 silk regen limit).
- Quantity limits: Vanilla items and precious virtual items (Heart Piece, Spool Part, Silk Heart) cap at 2 each; common virtual resources have no limit.
- Probability distribution: Common virtual 30%, random coin pouch 30%, limited rewards 40%. If all limited rewards are capped, fallback to common virtual rewards.