When CasualBounties was enabled, the location names in
`exclusion_table["HitlistCasual"]` would be iterated into
`self.random_super_boss_list` in `generate_early`, but
`exclusion_table["HitlistCasual"]` was a `set`, so its iteration order
would vary on each generation, even with same seed.
Random location names would be picked from `self.random_super_boss_list`
to place Bounty items at, so different locations could be picked on each
generation with the same seed.
`exclusion_table["Hitlist"]` is similar and was already a `list`,
avoiding the issue of nondeterministic iteration order, so
`exclusion_table["HitlistCasual"]` has been changed to a `list` to
match.
* KH2: casual bounties option
* Casual Bounty: Adjust level bounty logic to correspond with max level check setting
* Bugfix: We have one less possible bounty with corresponding level bounty logic
* Casual Bounty: Move option to better spot
* Bugfix: Prevent possible .remove() crash
* Revert "Bugfix: We have one less possible bounty with corresponding level bounty logic"
This reverts commit 3c929e00db.
* Bugfix: Typo in conditional
* Casual Bounties: Remove Scar, add MCP
I knew I was missing one second visit fight and Scar shouldn't be there he's a first visit
* Casual Bounties: Add some clarity to the CasualBounty setting
* Docs: Update docs to reflect new CasualBounty setting
* KH2: Add bounty locations as location groups
Feedback on this needed, trying to do this to make it work with the code above the additions made it so the game generated 1 less item than locations, despite linking properly
It does function as intended though
* KH2: Update docs