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Shuffle dungeon rewards #1833
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I translated the file splitting script from OoTMM into Python at https://github.com/fenhl/OoT-Randomizer/tree/dev-fenhl-medallion-models but haven't verified whether it works correctly. Flashing lights warning for freestanding dungeon rewards, presumably due to the missing draw table entry. |
I have a question about this feature, it can be possible to preserve actual bridge goal by splitting it with medaillons/stones and beat bosses ? The random reward impact only songs : Song from Ocarina of Time, Sheik in Kakariko and Sheik at Temple of Time and LACS but we need to beat some bosses to open bridge to Ganon Tower. |
Adding a bridge condition for defeating bosses should be possible if the dev team wants to include that as a feature. |
This is collecting dungeon rewards, not defeating bosses. The option name should probably be clarified when dungeon reward shuffle is added. |
In regard to Link's Pocket, here's my opinion:
Even with reward shuffle, I imagine there are many who'd like to still get a free starting reward. Ofc, with reward shuffle off, the latter 2 options are equivalent And my reasoning for the default is that the whole pocket thing was basically invented as a convenience of the randomizer and difficulty of adding the check, to a new player they'd probably see no reason to keep the pocket check as the beyond DoT check is closer to what the check "should" be As for the dual hints, I think that would be good for sure, since it's basically the same check for 2 items. |
A quick change I made on my branch just now: Dungeon rewards are added to the list of unhintable woth/goal items alongside Triforce pieces and gold skulltula tokens. This only matters if the dungeon rewards aren't already hinted (i.e. maps/compasses give info and are removed, or maps/compasses don't give info and altar misc. hint is off). I figure someone playing without the compass/altar hints probably also doesn't want the rewards to be hinted directly. |
I want to mention, last I checked "The Sheik in Kakariko cutscene currently only triggers when you enter Kakariko Village" doesn't actually work if you enter from a grotto, last I checked? but admittedly it was a while ago. (I guess technically it could be a problem if all of your exits from Kak are one way?) |
For anyone curious about the status of this feature, the current plan is to open a pull request once #1820 is merged. |
This is still the case. |
This is a duplicate of #229 and #544, which were closed in favor of Triforce Hunt due to the complexities outlined below. The community has learned more about the game since then and the feature seems within the realm of the possible now, so I am opening this issue as an overview of what still needs to be done for it to land. Anyone opposed to the setting being added may want to read this defence by Revven.
The feature
A new setting is added (probably at the top of the “Shuffle Dungeon Items” section) that controls where dungeon rewards (Medallions and Spiritual Stones) can be found. The current behavior, i.e. shuffled among each other, becomes the option “Dungeon Reward Locations”, and the other options are the usual ones for dungeon items: “Vanilla Locations”, “Own Dungeon”, “Regional”, “Overworld Only”, “Any Dungeon”, and “Anywhere”. If one of the new options (other than “Vanilla Locations”) is enabled, each blue warp grants a randomized item the first time it is used.
Links Pocket
The dungeon reward location corresponding to the vanilla Light Medallion, currently called
Links Pocket
, is special in that it is currently always a “skipped” location, similar to the locations skipped by the “Skip Child Zelda” and “Pre-completed Dungeons” settings. If this behavior were to be kept, shuffling dungeon rewards would start each seed with a random item (which may be junk), so I think this is also a good opportunity to consider changing the behavior. Some possibilities:Beyond Door of Time
region. For convenience, instead of requiring a Master Sword pull (which means two long cutscenes if you're already adult), we may want to change the check to simply be given to Link if he's in the region, similar to howSheik at Temple
works. Renaming the location to something likeReward from Rauru
would make sense.Components
fill_bosses
call inMain
.Sheik in Kakariko
cutscene currently only triggers when you enter Kakariko Village, not when you're already there (e.g. when receiving the last of the 3 required medallions from Anju or from another world). We need to decide if we want to change this behavior. We might also want to testSheik at Temple
to make sure it works correctly. (LACS and the rainbow bridge are presumably fine since there are already settings where you can receive the last required item while inside the trigger. The OoT cutscene in Hyrule Field has been tested and works.) Tracked as Trigger Sheik in Kakariko cutscene while already in Kakariko #2226.Links Pocket
location, as outlined above, and implement the decision. Tracked as Option to force skipped reward from Rauru to be a dungeon reward #2225.I have a work-in-progress version of dungeon reward shuffle on my branch. Components checked off above are already implemented there.
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