The original creator of the AP version of Bumper Stickers intentionally set the Treasure Bumper requirements to logically reach each level 1 higher than the actual game requires, and logic tests were built based on this. This design decision has now been restored.
The function setting the access rules for Treasure and Booster Bumpers was stopping one short of being applied to all the related locations. This has been corrected.
Per discussion here: https://discord.com/channels/731205301247803413/1148330200891932742/1192138309120577646
At the moment, the logic expects Treasure Bumper 2 to require 1 bumper, Treasure Bumper 3 to require 2, etc., and for Treasure Bumper 1 to be in Sphere 1. This is incorrect, each Bumper check should require 1 Bumper item of it's type.
This corrects that. I've verified I was able to generate with it by editing my apworld locally, but I'm also not a programmer and don't know anything about tests. However, I'd think this is a simple change.
Makes the client make sure the player has the correct amount of stat increase instead of letting the goa mod (apcompanion) do it
abilities: checks the slot where abilities could dupe unless that slot is being used for an actual abiliity given to the player
Fixes rule logic for location 'puzzle solved three floor elevator'. Missing a parenthesis caused only the key requirement to be checked for the blue maze region.
* Noita: Add note about allowable slot names
* Update character list
* Update init to raise an exception if a yaml has bad characters
* Slightly adjust exception message
It was brought up that if you attempt to non_local any of the starting weapons, there is still a chance for it to get chosen as your starting weapon if you are on a StartingPosition value lower than very_dangerous. This fix will attempt to build the starting weapons list accounting for non_local items, but if all possible weapons have been set to non_local, force one of them to be your starting weapon anyway since the player is still expecting a starting weapon in their world if they have chosen one of the lower StartingPosition values.
* Pokemon Emerald: Change "settings" to "options" in docs
* Pokemon Emerald: Fix two more usages of "setting" instead of "option"
* Pokemon Emerald: Minor rephrase in docs
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
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Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
There was a bug in non-expanded item pool where due to the base patch changes to accommodate more items in dungeons, some items were transformed into glitch items that removed bombs (this also happened in expanded item pool, but the item placement would overwrite the results of this bug so it didn't appear as frequently). Being a Zelda game, losing bombs is bad. This PR fixes the base patch process to avoid this bug, by properly carrying the value of a variable through a procedure.
Only attempt to place badges in badge locations if they are empty. Return unplaced badges to the item pool if fewer than 8 locations are being filled.
This should fix errors that occur when items are placed into badge locations via plando, or whatever other worlds may do.
The static class with the "disable forced good item" field is gone. Now, certain tests that want to check for specific access progression can run a method that removes the forced good item and adds it back to the pool. Tests that don't care about this will collect the forced good item like normal. This should prevent the intermittent fill failures on complex doors unit tests, since the forced good item should provide enough locations to fill in.