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TUNIC: Grass Randomizer #3913
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TUNIC: Grass Randomizer #3913
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* Backport changes to grass rando * add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance * Remove item name group for grass
- Also ignore grass fill for single player games
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I fixed some things along the way and contributed the grass fill option, so idk if my review really counts but I'm doing it anyway
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have some comments but nothing crazy, have rolled and played exactly one game on the shared apworld, but it wasn't on this exact iteration of it, still pretty happy with it altogether
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
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Looks good to me. I didn't test this, only reviewed the code 👍
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
What is this fixing or adding?
Adds Grass Randomizer as an option for TUNIC.
Grass Randomizer adds over 6,000 bushes/pieces of grass as checkable locations that have the potential to give items when cut down.
By default, at least 95% of the grass/filler items are required to be kept local or shuffled among other TUNIC slots with Grass Randomizer enabled. The host can turn off this restriction if they wish by changing the
limit_grass_rando
setting in the host.yaml file to false.How was this tested?
Several playtests over the last two months using a beta version of the randomizer mod in the Tunic AP channel, with continuous updates and bugfixes based on feedback.
If this makes graphical changes, please attach screenshots.