My randomizer places items into chests in a very simple way: for each chest, it rolls a random item. The chest then asks that item, "Are you okay with being placed inside a chest like me?" When the chest finds an item that says yes, that chest is filled and the randomizer moves on.
This created a bit of bias when placing "unique" items: the first chests to be filled were more likely to be the one to hold a unique item, if that unique item got placed at all. So, I have solved this issue by randomizing the order in which the chests are randomized. The Rat Tail will still be more likely to show up in the first chests that could contain it than in others, but the player has no way of knowing which chests were "first."
In another hidden feature, FuSoYa's spell list from levels 2-18 now demands that White magic be learned on even levels, whereas Black magic must be learned on odd levels. This is to avoid an issue where the player could identify the approximate starting level of FuSoYa based on how hard it was for the randomizer to find a spell list that avoided collisions. The spell table is much more sparse at higher levels, and it usually takes no more than a few hundred attempts to randomly achieve apartheid there.
HungryTenor has again graced the project with a continuity fix; the Twins should now look like their replacement characters when they turn to stone. They won't be in a "hold the wall still!" pose, but it should still make more sense than the characters turning into Palom and Porom during that scene.
No comments:
Post a Comment