From d25ea519c8d07e07c986f2f8f840066e28a99204 Mon Sep 17 00:00:00 2001 From: zappatic Date: Wed, 17 Mar 2021 16:01:05 +0100 Subject: [PATCH] added some more known limitations --- README.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/README.md b/README.md index 95b68e3..13dcb07 100644 --- a/README.md +++ b/README.md @@ -140,4 +140,6 @@ When you are satisfied with your filter selection, click the "Find Seeds"-button ## Known limitations * Can't filter the first item in the dice shop, because it isn't immediately available on the first frame of the level. It pops out of the prize dispenser (you can see it bounce if it's in view when the level loads). +* Can't filter on the accessibility of Waddler in 7-1, because his presence is determined by having dropped off something with him earlier. Maybe Waddler's door is always accessible though. +* You can't set the shopkeeper aggro level or any other quest flag that influences level generation later on (occurrance of shopkeeper outposts, Sparrow's hideout, ...) * The deeper a level you choose, the longer it takes for each seed to process. That's because every preceeding level needs to be generated, you can't just skip to e.g. 4-2, because the level generation will be different compared to if you followed the path from 1-1, 1-2, ... to 4-2. You can experiment with this yourself by using Overlunky: load a specific seed, and play the first two levels, look at what 1-3 looks like. Then restart the seed, and create a warp door to 1-3, and you'll notice it looks completely different. So, unfortunately it seems that individual levels depend on the preceeding levels. When you request a filter that applies to level 7-4, all the preceding levels have to be generated, taking up a lot of time.