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Add ArchipelagoXIV Client #5379

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Add ArchipelagoXIV Client #5379

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silasary
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This has had like a year of testing, but I was never quite happy enough with the new user experience to PR it here.

I'm finally at that point 😀

This is a Client for the Archipelago Multiworld Randomizer, and provides a Key-Item-Randomizer experience for XIV players.

The github readme gives a general overview, but kinda assumes you already know what a randomizer is.

Sorry in advance for how complex this thing is 😅

@bleatbot bleatbot enabled auto-merge (squash) January 23, 2025 11:05
@philpax
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philpax commented Jan 23, 2025

bleatbot, approve

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bleatbot commented Jan 23, 2025

Outdated attempt

⚠️ No builds attempted! This probably means that your owners property is misconfigured.
The average merge time for plugin updates is currently 5 hours.

Name Commit Status
👽 ArchipelagoXIV [testing-live] 5ef6d6e Not your plugin
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@bleatbot bleatbot added the new plugin This is a new plugin. label Jan 23, 2025
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bleatbot commented Jan 23, 2025

Outdated attempt

All builds OK!

Take care! Please test your plugins in-game before submitting them here to prevent crashes and instability. We really appreciate it!

Name Commit Status
✔️ ArchipelagoXIV [testing-live] 5ef6d6e v0.19.4.0 - Repo (New plugin)
2 Needs (⚠️ 1 UNREVIEWED)
Type Name Version Reviewed by
NuGet Archipelago.MultiClient.Net 6.3.1 ⚠️ NEW
1 hidden need (known safe NuGet packages).
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@bleatbot bleatbot added the size-large Diff for this PR is large. label Jan 23, 2025
@philpax philpax added pending-code-review This plugin still needs code review. pending-rules-compliance This plugin still needs to be checked for rules compliance by the majority of the PAC. pending-testing This plugin still needs to be tested. labels Jan 23, 2025
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philpax commented Jan 23, 2025

This plugin is now in the plugin review queue; we hope to get back to you soon!

auto-merge was automatically disabled February 2, 2025 04:31

Head branch was pushed to by a user without write access

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silasary commented Feb 2, 2025

Updated plugin. It bumps Archipelago.MultiClient.Net to the latest version, and added a couple small features (Deathlink - Optional setting that when you die everyone dies) and made the text chat respect colours sent down the line.

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bleatbot commented Feb 2, 2025

All builds OK!

Take care! Please test your plugins in-game before submitting them here to prevent crashes and instability. We really appreciate it!

Name Commit Status
✔️ ArchipelagoXIV [testing-live] ecc9145 v0.19.5.0 - Repo (New plugin)
2 Needs (⚠️ 1 UNREVIEWED)
Type Name Version Reviewed by
NuGet Archipelago.MultiClient.Net 6.5.0 ⚠️ NEW
1 hidden need (known safe NuGet packages).
Show log - Review

@bleatbot bleatbot removed pending-code-review This plugin still needs code review. pending-rules-compliance This plugin still needs to be checked for rules compliance by the majority of the PAC. pending-testing This plugin still needs to be tested. labels Feb 2, 2025
@philpax philpax added pending-code-review This plugin still needs code review. pending-rules-compliance This plugin still needs to be checked for rules compliance by the majority of the PAC. pending-testing This plugin still needs to be tested. labels Feb 3, 2025
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philpax commented Feb 9, 2025

Sorry, can you provide more information what this does? We know what a randomiser is, but we don't know how it's been applied to the game here 😅

We'd appreciate an explanation of both what the client and the server do - how is the game experience impacted, and is it noticeable to any other players?

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silasary commented Feb 20, 2025

Quick little video walking through everything (I hope): https://youtu.be/mZc27ZoroDI

Slightly longer (90 minutes) full playthrough of a 340 player multiworld: https://youtu.be/3iStgI3Ooqk

Brief explanation of parts:

  • Server handles all state, communication between different players and games.
  • Client displays custom HUD and reports when the player does things.
  • Gameplay is entirely unaffected, no hard limits are applied to the user. If something is "Out of Logic", it just won't report the completion to the server.
  • Nothing is noticeable to other players, with the exception of a possible pokeball if the initial websocket connection is a bit laggy. (They may question why you're farming FATEs in Stormblood zones though 😛)

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4 participants