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Description
I've made a mod to visualize the logic in game with custom pins on the map and stuff. It looks into the randomizer assembly and loads the logic so it's nice and direct. But I've run a seed recently and it exposed what looks like to me some odd quirks or inconsistencies in the logic. There's a partial explanation for a couple of them, so at first I wasn't going to post an issue, but there's one lingering logic problem that is pretty strange once you stack it up, unless I'm missing something big, which is possible as I'm relatively new to the rando.
First off, Flukenest and the Resting Grounds Chest locations are defined as QUAKE + (CLAWS | MISCSKIPS). Looking back at the really old randomizer code, it looks like this was leftover from Easy Mode stuff, probably to make sure claws wasn't at fluke too often. That's fine, but it seems strange when you have a late-claw seed but locations like Soul Eater might have claw in it, when the chest right next to it can't. I wasn't around when the decision to lock these and other locations out of "easy mode" in this way, so I don't know why it's so bad to have these locations open. If it's the fear of the dark rooms, maybe the lumafly cost could be softened as an alternative.
The more serious problem though is that of the Shopkeeper's key. First, here's the logic for all the items I'm going to talk about in CP:
Shopkeeper's Key:
<logic>CLAW | (WINGS + (DASH | ((FIREBALL | SCREAM) + FIREBALLSKIPS)))</logic>
Crystal Heart:
<logic>(CLAW + (DASH | SUPERDASH | WINGS | ((FIREBALL | SCREAM) + FIREBALLSKIPS))) | (WINGS + (DASH | ((FIREBALL | SCREAM) + FIREBALLSKIPS)) + SPIKETUNNELS + SHADESKIPS)</logic>
Deep Focus:
<logic>(SUPERDASH + (CLAW | (WINGS + FIREBALL + SPIKETUNNELS))) | (WINGS + DASH + SPIKETUNNELS)</logic>
Crystal Peak Chest:
<logic>(CLAW | (NOCLAW + WINGS + SPIKETUNNELS + (DASH | FIREBALL | SCREAM))) + ((Sprintmaster + Dashmaster) | DASH | SUPERDASH)</logic>
Here are the progression items I had when I encountered the issue; keep in mind this was all on easy (no skips):
Dash1, Wings, CDash, Quake1, Dreamnail
Shopkeeper's Key was pinned as obtainable, but none of the other three locations were pinned. I suspected I could in fact sequence break, so after pogoing up the 2 miner's pickaxes I decided to go get the Deep Focus location. After picking it up and returning, the miner never respawns, which means I wasn't able to pogo up his pickaxe to get to the key location. Maybe he would have respawned after a hard reset, but the problem is that these items aren't consistently logic'd, and this is the hardest skip I've encountered on Easy mode. Either this skip is okay for easy and I'm missing something, in which case the other 3 items should also be in logic, or this skip is unintended for "easy mode" and the logic needs an update for the sly items. In either case, the miner needs to be respawnable if he isn't already...
Sorry if this has already all been said and I'm missing some very important points here!