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Discuss about making changes to rooms to reduce BEFORE-logic. #136

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Miepee opened this issue Dec 18, 2024 · 6 comments
Open

Discuss about making changes to rooms to reduce BEFORE-logic. #136

Miepee opened this issue Dec 18, 2024 · 6 comments

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@Miepee
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Miepee commented Dec 18, 2024

We already have a few issues for those. E.g. forgotten bridge (randovania/randovania#231) or the hive wasps in mining station a (randovania/randovania#226)

@duncathan
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meeting grounds hives disappear after chykka

@Miepee
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Miepee commented Dec 18, 2024

If someone wants to post a fuller list (with checkboxes) by grep'ing the current RDV logic database they're welcome to, I don't know enough about echoes.
Whoever does that should probably filter out irrelevant stuff like Aerie & co having negated requirements due to DS2.

@Naii-the-Baf
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Naii-the-Baf commented Dec 18, 2024

Temple Grounds:

  • Dynamo Chamber: Closing the gates adds requirements to traverse the room
  • Meeting Grounds: Hives disappear after Chykka
  • Trooper Security Station: The gate can only be bypassed without destroying it once

Great Temple:

  • Temple Sanctuary: Triggering Alpha Splinter closes the Emerald gate in elevator rando

Agon Wastes:

  • Command Center: Triggering the gate cutscene prevents access to Biostorage Access
  • Mining Station A: Hives disappear after bomb guardian
  • Sand Processing: Draining the sand prevents getting to the upper door without tricks or Boost

Torvus Bog:

  • Dark Forgotten Bridge: Grapple pirates add additional damage requirements to every connection to the center
  • Forgotten Bridge: Rotating the bridge removes the path to the center when trickless/without SA
  • Hydrodynamo Station: Unlocking the bottom door makes the cannon inaccessible, preventing escape without Gravity Boost
  • Sacrificial Chamber: Defeating Grapple Guardian adds PB requirements to the lower path

Sanctuary Fortress:

  • Hall of Combat Mastery: Destroying the glass tunnel prevents getting to the portal/main area with nothing
  • Sanctuary Entrance: Defeating Spider Guardian destroys the bridge
  • Temple Security Access: Triggering the gates prevents traversal of the room without bombs or tricks

@Miepee
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Miepee commented Dec 18, 2024

Can't reply in gh rn:

  • don't think I want to fix situations that only matter with tricks
  • bomb guardian and similar "can't leave without an item" is identical to storage d, logically. Wouldn't be changed for logic reasons

- @henriquegemignani

@duncathan
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  • dynamo chamber and TSS are already handled in new patcher

  • meeting grounds should be fixed. even though it only affects trick logic, there's no good reason for returning torvus energy to be a dangerous resource

  • as far as I'm aware the emerald gate is always closed in elevator rando, regardless of alpha splinter. if logic says otherwise it may need to be corrected, unless I'm misremembering how the patcher currently handles it

  • not sure what, if anything, to do with command center. that whole area is a nightmare atm

  • mining station A would be trick logic as well, but I think it's worth it to allow modeling a pretty common trick that would probably be beginner

  • is there any connection to drain the sand that doesn't provide the items necessary to get up to the door?

  • we could probably remove the DFB grapple pirate requirements from the db with no negative side effects whatsoever tbh. increase the energy requirements to fight grapple guardian, if you must

  • rotating the bridge being dangerous is something I would really like to fix if there's a good way to do it

  • hydrodynamo is awkward and I'm unsure if we should even change it

  • I wouldn't mind removing the PB gates in sacrificial chamber's post-fight layers altogether tbh

  • HoCM is a bit weird since it's entirely possible for that connection to be your only way in. you'd need to like, activate a memory relay when you enter the room from another entrance that spawns something to jump up with?

  • if we really wanted, we could change the bridge destruction requirement from defeating spider guardian to collecting spider ball

  • we could do just about anything with TSA and I don't think it would affect much. make the gates always active, make them never active, pretend they're always active in the db but don't patch it... etc

@XenoWars
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XenoWars commented Dec 19, 2024

as far as I'm aware the emerald gate is always closed in elevator rando, regardless of alpha splinter. if logic says otherwise it may need to be corrected, unless I'm misremembering how the patcher currently handles it

In elevator rando, the gate is down and stays down if you come from the Emerald Gate first. If you come from the other gates first, the Emerald Gate will close.

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