145 lines
6.8 KiB
Markdown
145 lines
6.8 KiB
Markdown
# New Features
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## Shopsanity
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--shopsanity added. This adds 32 shop locations (9 more in retro) to the general and location pool.
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Multi-world supported. Thanks go to Pepper and CaitSith2 for figuring out several items related to this major feature.
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Shop locations:
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* Lake Hylia Cave Shop (3 items)
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* Kakariko Village Shop (3 items)
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* Potion Shop (3 new items)
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* Paradox Cave Shop (3 items)
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* Capacity Upgrade Fairy (2 items)
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* Dark Lake Hylia Shop (3 items)
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* Curiosity/Red Shield Shop (3 items)
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* Dark Lumberjack Shop (3 items)
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* Dark Potion Shop (3 items)
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* Village of Outcast Hammer Peg Shop (3 items)
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* Dark Death Mountain Shop (3 items)
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Item Pool changes: To accommodate the new locations, new items are added to the pool, as follows:
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* 10 - Red Potion Refills
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* 9 - Ten Bombs
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* 4 - Small Hearts
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* 4 - Blue Shields
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* 1 - Red Shield
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* 1 - Bee
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* 1 - Ten Arrows
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* 1 - Green Potion Refill
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* 1 - Blue Potion Refill
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* 1 - +5 Bomb Capacity
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* 1 - +5 Arrow Capacity
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1. Initially, 1 of each type of potion refill is shuffled to the shops. (the Capacity Fairy is excluded from this).
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This ensures that potions can be bought somewhere.
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2. The rest of the shop pool is shuffled with the rest of the item pool.
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3. At this time, only Ten Bombs, Ten Arrows, Capacity upgrades, and Small Hearts can appear outside of shops. Any other
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shop items are replaced with rupees of various amounts. This is because of two reasons: First, potion refills and the
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Bee are indistinguishable from Bottles with that item in them. Receiving those items without a bottle or empty bottle is
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essentially a nothing item but looks like a bottle. Second, the non-progressive Shields interact fine with Progressive
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Shields but are usually also a nothing item most of the time.
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4. The Capacity Fairy cannot sell Potion Refills because the graphics are incompatible. 300 Rupees will replace any
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potion refill that ends up there.
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5. For capacity upgrades, if any shop sells capacity upgrades, then it will sell all seven. Otherwise, if plain bombs or
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arrows are sold somewhere, then the other six capacity upgrades will be purchasable first at those locations and then
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replaced by the underlying ammo. If no suitable spot is found, then no more capacity upgrades will not be available for
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that seed. (There is always one somewhere in the pool.)
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6. Any shop item that is originally sold by shops can be bought indefinitely but only the first purchase counts toward
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total checks on the credits screen & item counter. All other items can be bought only once.
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All items in the item pool may appear in shops.
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#### Pricing Guide
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All prices range approx. from half the base price to the base price in increments of 5, the exact price is chosen
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randomly within the range.
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| Category | Items | Base Price | Typical Range |
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| ----------------- | ------- |:----------:|:-------------:|
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| Major Progression | Hammer, Hookshot, Mirror, Ocarina, Boots, Somaria, Fire Rod, Ice Rod | 250 | 125-250
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| | Moon Pearl | 200 | 100-200
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| | Lamp, Progressive Bow, Glove, Sword | 150 | 75-150
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| Medallions | Bombos, Ether, Quake | 100 | 50-100
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| Safety/Fetch | Cape, Mushroom, Shovel, Powder, Bug Net, Byrna, Progressive Armor & Shields, Half Magic | 50 | 25-50
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| Bottles | Empty Bottle or Bee Bottle | 50 | 25-50
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| | Green Goo or Good Bee | 60 | 30-60
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| | Red Goo or Fairy | 70 | 35-70
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| | Blue Goo | 80 | 40-80
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| Health | Heart Container | 40 | 20-40
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| | Sanctuary Heart | 50 | 25-50
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| | Piece of Heart | 10 | 5-10
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| Dungeon | Big Keys | 50 | 25-50
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| | Small Keys | 30 | 15-30
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| | Info Maps | 20 | 10-20
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| | Other Maps & Compasses | 10 | 5-10
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| Rupees | Green | Free | Free
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| | Blue | 2 | 2
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| | Red | 10 | 5-10
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| | Fifty | 25 | 15-25
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| | One Hundred | 50 | 25-50
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| | Three Hundred | 150 | 75-150
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| Ammo | Three Bombs | 15 | 10-15
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| | Single Arrow | 3 | 3
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| Original Shop Items | Other Ammo, Refills, Non-Progressive Shields, Capacity Upgrades, Small Hearts, Retro Quiver, Universal Key | Original | Could be Discounted as Above
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In addition, 4-7 items are steeply discounted at random.
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#### Rupee Balancing Algorithm
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To prevent needed to grind for rupees to buy things in Sphere 1 and later, a money balancing algorithm has been
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developed to counteract the need for rupees. Basic logic: it assumes you buy nothing until you are blocked by a shop,
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a check that requires money or blocked by Kiki. Then you must have enough to make all purchases. If not, any free rupees
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encountered may be swapped with higher denominations that have not been encountered. Ammo may also be swapped,
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if necessary.
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(Checks that require money: Bottle Merchant, King Zora, Digging Game, Chest Game, Blacksmith, anything blocked by Kiki
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e.g. all of Palace of Darkness when ER is vanilla)
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The Houlihan room is not in logic but the five dungeon rooms that provide rupees are. Pots with rupees, the arrow game,
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and all other gambling games are not counted for determining income.
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Currently this is applied to seeds without shopsanity on so early money is slightly more likely if progression is on
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a check that requires money.
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#### Retro and Shopsanity
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9 new locations are added.
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The four "Take Any" caves are converted into "Take Both" caves. Those and the old man cave are included in the shuffle.
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The sword is returned to the pool, and the 4 heart containers and 4 blue potion refills are also added to the general
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item pool. All items found in the retro caves are free to take once. Potion refills will disappear after use.
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Arrow Capacity upgrades are now replaced by Rupees wherever it might end up.
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The Ten Arrows and 5 randomly selected Small Hearts or Blue Shields are replaced by the quiver item
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(represented by the Single Arrow in game.) 5 Red Potion refills are replaced by the Universal small key. It is assured
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that at least one shop sells Universal Small Keys. The quiver may thus not be found in shops. The quiver and small keys
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retain their original base price, but may be discounted.
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##### Misc Notes
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The location counter now
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## In-Room Staircases/Ladders
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In intensity level 2 and higher the in-floor staircases/ladders that take you between tiles can now be shuffled with
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any N/S connections. (those that appear to go up one floor are North connection and those that go down are South ones)
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Big thanks to Catobat for doing all the hard work.
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# Bug Fixes
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* 0.3.0.1-u
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* Problem with lobbies on re-rolls corrected
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* Potential playthrough problem addressed
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* 0.3.0.0-u
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* Generation improvements. Basic >95% success. Crossed >80% success.
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* Possible increased generation times as certain generation problem tries a partial re-roll
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# Known Issues
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* Potential keylocks in multi-entrance dungeons
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* Incorrect vanilla key logic for Mire |