Fixed key logic regarding certain isolated "important" locations
Fixed a problem with keydropshuffle thinking certain progression items are keys
A couple of inverted rules fixed (from an outstanding ER pull request)
A more accurate count of which locations are blocked by the big key in Ganon's Tower
Updated base rom to 31.0.7 (includes potential hera basement cage fix)
If sanc if in a DW dungeon because of crossed+ ER, then you start in bunny form
Mirroring from sanc to the portal is now in logic
Another fix for animated tiles (fairy fountains)
GT Big Key stat changed on credits
Some standard logic fixes for lobbies (more outstanding)
Fixed some entrances that require reset otherwise
Fixed TR lobbies that need to be bombed
Fixed animated tiles in lobbies
Fixed wallmaster+lamp problem
Fixed some key rules that caused item requirements to be ignored
Fixed Old Man cave to be properly one-way in the graph
Fixed some odd key logic issues
-Added a bunch of crystal switch logic
-Added a check for maiden backtracking
-OrderedFrozenSet to prevent randomization leaks with the same seed
-A few key improvements from an outstanding PR
-Rewrite of step 3b for accuracy - verified acceptable speed
--Can now detect an impossible balance situation and restart
-Eliminated false negatives in step 4 (still need to rework false positives)
-Minor key logic improvement
--PoD Vanilla Stairway
--Boss should not be allowed key
--Scale back on aggressive layouts
Merge of attic hint
Non-chest keys hints added for figuring out how to get rid of them
Better batching support for mass testing of seed generation.
Generation issues fixed:
--Filler now tests with the key in the proposed location to enable alternate key rules
--Key rule checker now only considers key locations that the parent sphere did not have - better key rules
Added rule for Freezor chest (for crossed and swordless)
Added more "single exit" caves to possible inaccessible regions
Prevented dungeon gen from assuming you could get GT Big Key at Aga 2
Prevented cross-dungeon contamination during key rule gen
Fixed some key-sphere merging problems (I'm ready to get rid of spheres now)
DungeonGen refinements
--More Big Key door considerations
--Backtracks earlier when hook candidates comes up empty
Minor work on key shuffling - lots of bad rules still
Playthrough gen doesn't flood swamp keys now