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
Total Keys on keysanity menu fixed
Changed X and grayish circular symbol for new O character
Fixed a key logic error
Fixed unplaced items bug to remove red rupees
--Introduced reachable_switches
--Calculate total completion in equation resolution
--Prioritized one-way connections over neutral/neutral_profitable sectored but not over dead-ends
--Simplified finding good complex branching candidates - just re-used equations routine
--Valid multi choice for global polarity when fixing parity
--Added total dungeon charge as critieria when fixing parity
--Pinball used for navigation in skull 2, marked appropriately (particularly with Ice Cross in Skull 2)
--Equation resolution detects used benefits with unreached_doors benefits
--Greedy equation finder not longer used destination/entrance sectors of the wrong split dungeon
--Required connections don't overestimate benefits
--Introduced the concept of crystal switches and doors blocked by blue barriers to equations