**Out of the testing phase — Cobblemon Routes 1.0!** 🎉 This release also carries everything since
the last published build (0.77.0); the highlights of that journey are recapped at the end.
### 🗺️ One capture per city, per route, per area
- The Nuzlocke first-encounter rule now follows the world's real geography **completely** (#42):
every **city**, every **route**, every named enclosed **area** (A1, A2, …) is its own capture
zone — and the **open wilderness is one single shared zone** per dimension. It no longer borrows
the nearest zone's slot: **growing your road network is how you earn new capture zones**.
### 🛣️ Ring roads — your region fills itself in
- The road network now keeps **closing loops**: towns that are close on the map but far apart by
road get a direct connection, and every loop **encloses a new named AREA** (= a new capture
zone). Watch the teal pockets multiply as your region matures. Toggleable (**Ring roads**), and
ops can force it anytime with **`/routes weave`**.
### 🏋️ Gyms move into town
- With a gym pack installed (e.g. COBBLEVERSE), every discovered city now gets a **gym placed right
beside it** (#42) — no more gyms lost alone in the wilderness. One per town, just outside the
streets, on its own capture zone. Toggleable (**Gyms next to cities**).
### ⌨️ The Nuzlocke log is one key away
- Press **I** (rebindable) to open your **visited-zones log** anywhere — same screen as
`/nuzlocke log`.
### 🏪 Store pages refreshed
- The project descriptions were rewritten to showcase everything the mod does today (#22), in both
a short and a full form, on both stores.
---
### 📜 Everything since 0.77.0, in brief
- **Routes**: every world setting moved to the create-world tabs (applied BEFORE generation);
unified curvy + painted + signposted route generation with no roads-to-nowhere; per-route random
**surfaces** and **illumination** (surface/tunnel/underwater); clear **water crossings** framed by
lane-marker rocks; junction plazas + signs; towns-only waypoints.
- **The map**: Xaero chunk-paint with correct, subtle per-category colours; **enclosed-only teal
areas with names** like *A3-Frostpine*; a **control column on the world map** (paint toggle,
repaint, live City/Route/Area intensity sliders); zone pop-ups that fire exactly when the paint
under you changes, in your chosen style.
- **Nuzlocke**: simplified, always-on core ruleset (permadeath, spectator-on-loss, Hard difficulty);
RCT owns the level cap; capped leads no longer block the team EXP share; Defeated Catch survives
battle-end; shiny clause; dedicated **Starter** section (Mix/Random modes, filters, **shiny
starters by default**); **visited-zones log** (key I) and **Soullock linked-teams summary** GUIs.
- **Trainers**: route trainers with sight-line challenges, a **density** setting (Low → Brutal,
scaling with route length), owed-battle memory across relogs, and ambient **skirmishes** with a
10–15 block standoff, strict one-on-one duels and a faint-the-loser finale.
- **Commands**: brand-new **`/routes`** and **`/nuzlocke`** roots (status, list, nearest, zone, tp,
rename, weave, repaint, log, map, summary…) with the old root kept as alias.
- **Cities**: villages-only by default, with a 16-entry **Cities include** checklist (Cobblemon
fossils, ruins, fishing boats, shipwreck coves, outposts, pyramids, huts, igloos, mansions, trail
ruins, portals) — you decide what counts as a town.
Optional dependencies
Waystones
Any compatible version
Xaero's Minimap
Any compatible version
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }