diff --git a/worlds/tunic/combat_logic.py b/worlds/tunic/combat_logic.py index 64c4ada87d..a9a088f80f 100644 --- a/worlds/tunic/combat_logic.py +++ b/worlds/tunic/combat_logic.py @@ -149,7 +149,7 @@ def get_def_level(state: CollectionState, player: int) -> int: def get_potion_level(state: CollectionState, player: int) -> int: potion_offering_count = state.count("Potion Offering", player) - # getting from 3 to 4 potion costs 1,000 money, can assume most players will not do that + # your third potion upgrade (from offerings) costs 1,000 money, reasonable to assume you won't do that return (1 + state.count_from_list({"Hero Relic - POTION", "Just Some Pals", "Spring Falls", "Back To Work"}, player) + min(2, potion_offering_count)) diff --git a/worlds/tunic/er_rules.py b/worlds/tunic/er_rules.py index 37afb1e065..ce7d9980fd 100644 --- a/worlds/tunic/er_rules.py +++ b/worlds/tunic/er_rules.py @@ -1711,10 +1711,10 @@ def set_er_location_rules(world: "TunicWorld") -> None: combat_logic_to_loc("West Garden - [Central Lowlands] Chest Beneath Save Point", "West Garden") combat_logic_to_loc("West Garden - [West Highlands] Upper Left Walkway", "West Garden") - # all the beneath the vault ones are really trivial, but since gun is in logic now, might as well - add_rule(multiworld.get_location("Beneath the Fortress - Bridge", player), - lambda state: state.has("Gun", player), - combine="or") + # with combat logic on, I presume the player will want to be able to see to avoid the spiders + set_rule(multiworld.get_location("Beneath the Fortress - Bridge", player), + lambda state: has_lantern(state, world) + and (state.has_any({laurels, fire_wand, "Gun"}, player) or has_melee(state, player))) combat_logic_to_loc("Eastern Vault Fortress - [West Wing] Candles Holy Cross", "Eastern Vault Fortress", dagger=True)