feat: enemizer damage rework
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@@ -152,12 +152,14 @@ These are now independent of retro mode and have three options: None, Random, an
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* Vitreous on Ice: Arrows and Bombs or a Beam Sword
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* Trinexx on Ice: Boots always required for dodging. Damage options:
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* Gold sword
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* Tempered with magic extension
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* Hammer or Master Sword with 3 magic extensions (Rod spam for elemental heads, non ideal for last phase)
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* Tempered sword with magic extension
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* Hammer or Master sword with 3 magic extensions (Rod spam for elemental heads, non-ideal weapon for last phase)
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* Trinexx on Ice forbidden in doors seeds until we can model some health requirements. Low health Trinexx still isn't realistically feasible (bascially playing OHKO)
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* Logic: Added silver arrows as Arrghus damage option when item functionality is not set to hard or expert
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* Logic: Byrna not in logic for laser bridge when item functionality is set to hard or expert
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* Enemzier Damage: Thief damage to player is not randomized
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* Enemizer Damage Rework:
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* Shuffled: Actually shuffles the damage groups in the table instead of picking random numbers and reducing for mails from there. Enemies will still be assigned to a damage group randomly.
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* There will always be at least one group which does no damage. The thief will always be in that group. Ganon always has his own group.
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* Glitched modes: Aga 1 should be vulnerable in rain state for glitched modes
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* Generation: Trinexx and Lanmolas room allowed as lobbies in intensity 3 (works with enemizer now)
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* Enemy AI: Terrorpin AI code removed. May help with unusual enemy behavior?
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