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Basic inverted keysanity generation failures

Open krelbel opened this issue 3 years ago • 1 comments

Settings

All default, except: Item Placement: Basic Dungeon Item Shuffle: Keysanity World State: Inverted

Description of problem:

Selecting basic+inverted+keysanity on alttpr.com (either in the normal randomizer or customizer) frequently fails to generate seeds. This is probably because of how few locations are in early inverted spheres, increasing the likelihood of running out of locations to place items that can get past the high key + health requirements added by basic placement + keysanity. For reference, no locations in TT are accessible without a sword (unless swordless), 7 hearts, and a bottle: https://github.com/sporchia/alttp_vt_randomizer/blob/master/app/Region/Inverted/ThievesTown.php#L27 . One reasonable way to increase generation rate with this combination of options would be to increase starting health in basic inverted.

krelbel avatar Mar 02 '21 21:03 krelbel

One reasonable way to increase generation rate with this combination of options would be to increase starting health in basic inverted.

It seems like interactions with the customizer's ability to set custom starting health might get a little weird if we followed this suggestion. MichaelK on discord mentioned a much better solution to this problem: adjusting the requirements (at least for TT/SW, maybe others) to open up certain easy to reach chests before hitting the health/bottle/weapon basic logic gates. I think reducing the basic protection to the back 4 chests in TT and only the mothula chest in SW would be a good start.

krelbel avatar Mar 03 '21 04:03 krelbel

Currently going to close this while we consider v32 options to solve the problem. It is duly noted and will be something we assure will be addressed in the new graph based code.

sporchia avatar Aug 02 '23 16:08 sporchia