Closed rpconnol closed 6 years ago
Sorry for the extremely late response, I don't check GitHub very often.
This is a bug, and will be fixed in v0.2.1. The item distribution was being corrupted by data that was persisting from the previous run, so future runs would be substantially different. This doesn't affect keys because they are left untouched by that process (event flag rectification) and they're also placed before the rest of the items.
However, this bug and another bug can make some key items disappear extremely rarely. This will also been fixed in v0.2.1, but both can be mitigated by restarting the Item Randomizer before re-randomizing, since that will restore the Randomizer to a fresh state.
Though key items are handled "manually" in the source, I assume that other items are shuffled based on the current
GameParam.parambnd
, which changes every time a new scramble is exported.For example, from a "fresh" start with the default
GameParam.parambnd
, I generate a shuffle withSeed1
and play it. Later, I overwrite it with a newSeed2
. If I attempt to regenerateSeed1
again by plugging it back in with the same settings, the key items will still match exactly (preventing softlock of the playthrough) but the overall item distribution will be completely different, meaning I can find duplicates of items I already looted, or be unable to find specific items at all.If this is intentional it could just be noted explicitly in the readme: a reminder to replace
GameParam.parambnd
with the original backupGameParam.parambnd.bak
each time the user generates a new scramble.Alternatively the Item Randomizer could do this automatically by checking for
GameParam.parambnd.bak
, removingGameParam.parambnd
, and renamingGameParam.parambnd.bak
toGameParam.parambnd
each time the user scrambles&exports.