diff --git a/EntranceShuffle.py b/EntranceShuffle.py index 5e6c772f..9d01196f 100644 --- a/EntranceShuffle.py +++ b/EntranceShuffle.py @@ -47,11 +47,6 @@ def link_entrances(world, player): dropexit_connections.append(tuple(('Inverted Pyramid Entrance', 'Pyramid Exit'))) connect_simple(world, 'Other World S&Q', 'Hyrule Castle Ledge', player) - if not world.is_tile_swapped(0x03, player): - connect_simple(world, 'Old Man S&Q', 'Old Man House', player) - else: - connect_simple(world, 'Old Man S&Q', 'West Dark Death Mountain (Bottom)', player) - unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits) Cave_Exits.extend(Cave_Exits_Directional) @@ -2078,6 +2073,7 @@ Exit_Pool_Base = ['Links House Exit', # these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions mandatory_connections = [('Links House S&Q', 'Links House'), + ('Old Man S&Q', 'Old Man House'), # UW Connections ('Lost Woods Hideout (top to bottom)', 'Lost Woods Hideout (bottom)'),