diff --git a/worlds/tunic/er_rules.py b/worlds/tunic/er_rules.py index c6f8e68918..f716b47c8b 100644 --- a/worlds/tunic/er_rules.py +++ b/worlds/tunic/er_rules.py @@ -499,7 +499,7 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_ rule=lambda state: has_ladder("Ladders in Well", state, world) and (has_melee(state, player) or state.has(fire_wand, player))) - regions["Well Boss"].connect( + well_boss_to_dt = regions["Well Boss"].connect( connecting_region=regions["Dark Tomb Checkpoint"]) # can laurels through the gate, no setup needed regions["Dark Tomb Checkpoint"].connect( @@ -1274,13 +1274,21 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_ or has_combat_reqs("East Forest", state, player)) set_rule(ow_tunnel_beach, lambda state: has_combat_reqs("East Forest", state, player)) + add_rule(atoll_statue, lambda state: has_combat_reqs("Ruined Atoll", state, player)) + set_rule(frogs_front_to_main, + lambda state: has_combat_reqs("Frog's Domain", state, player)) + set_rule(btw_front_main, lambda state: state.has(laurels, player) or has_combat_reqs("Beneath the Well", state, player)) set_rule(btw_back_main, lambda state: has_ladder("Ladders in Well", state, world) and (state.has(laurels, player) or has_combat_reqs("Beneath the Well", state, player))) + set_rule(well_boss_to_dt, + lambda state: has_combat_reqs("Beneath the Well", state, player) + or laurels_zip(state, world)) + add_rule(dt_entry_to_upper, lambda state: has_combat_reqs("Dark Tomb", state, player)) add_rule(dt_exit_to_main, @@ -1306,13 +1314,9 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_ add_rule(fort_upper_lower, lambda state: state.has(ice_dagger, player) or has_combat_reqs("Eastern Vault Fortress", state, player)) - set_rule(fort_grave_entry_to_combat, lambda state: has_combat_reqs("Eastern Vault Fortress", state, player)) - set_rule(frogs_front_to_main, - lambda state: has_combat_reqs("Frog's Domain", state, player)) - set_rule(quarry_entry_to_main, lambda state: has_combat_reqs("Quarry", state, player)) set_rule(quarry_back_to_main,