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This issue is a compolation of flag issues that affect randomiser. These changes are also often a beneficial enhancment for vanilla play, but the focus is on resolving gameplay and logic issues in rando that care caused by shared flags or temp flags in awkward location.
Shared Flags
Becuase MQ is a well coded video game, sometimes flags between different things get scared, causing problems when things are done out of order (or in order).
MQ Water Temple Basment lock is shared with the 3 stalfos fight before Dark Link
MQ Shadow temple eye switch before dead hand is set by clearing the upper gibdo room (hitting the eye switch does not affect gibdo room)
Temp flag entrance connections
In key logic, it is assumed that if 1 age can spend keys, they can get back there in order to get checks that contain keys, this is most relevent in spirit temple thanks to the shared section. Entrances that are accessed by temp flags that require a limited resource such as explosives or slingshot/bow ammo to open can break this assumption glitchless if ammo is not avalible by having 1 age use limited starting ammo to get to an area, waste the keys, and then wasting all the ammo so they cannot get back. Addressing this with logical conditions is unfeasible, as the problem involves illogical use of the items, so instead the temp flags should be replaced with pernament flags or rando/SoH_infs.
Because of this, I consider these flag changes to be a blocker for proper ammo logic and consequently disabling ammo drops in logic.
While not immediatly relevent, this should also be done for ocarina/song locked entrances where possible, because OI via sticks could become impossible this way, which is an issue for glitch logic.
All closed grottos
MQ fire first room torches
Vanilla jabu first switch
Sleeping waterfall
Breakable wall room in vanilla spirit
Warp songs (once played once in an age, unlocked via pause menu warp for that age)
Sot crate switch puzzles in MQ spirit
Other cases
MQ forest lobby eye targets (MQ key logic assumes that if you can waste a key in falling celing room, you can access courtyard. with limited bow/sling ammo, that assumption is broken. these eye targets need to both be pernement flags and tied together to patch the issue completly. Only relevent once ammo drops are disableable in logic).
The text was updated successfully, but these errors were encountered:
This issue is a compolation of flag issues that affect randomiser. These changes are also often a beneficial enhancment for vanilla play, but the focus is on resolving gameplay and logic issues in rando that care caused by shared flags or temp flags in awkward location.
Shared Flags
Becuase MQ is a well coded video game, sometimes flags between different things get scared, causing problems when things are done out of order (or in order).
Temp flag entrance connections
In key logic, it is assumed that if 1 age can spend keys, they can get back there in order to get checks that contain keys, this is most relevent in spirit temple thanks to the shared section. Entrances that are accessed by temp flags that require a limited resource such as explosives or slingshot/bow ammo to open can break this assumption glitchless if ammo is not avalible by having 1 age use limited starting ammo to get to an area, waste the keys, and then wasting all the ammo so they cannot get back. Addressing this with logical conditions is unfeasible, as the problem involves illogical use of the items, so instead the temp flags should be replaced with pernament flags or rando/SoH_infs.
Because of this, I consider these flag changes to be a blocker for proper ammo logic and consequently disabling ammo drops in logic.
While not immediatly relevent, this should also be done for ocarina/song locked entrances where possible, because OI via sticks could become impossible this way, which is an issue for glitch logic.
Other cases
The text was updated successfully, but these errors were encountered: