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* Core: Fix divide by zero error if all locations are priority * Core: 100% makes more sense than 0% in this context * Core: Revert a some "autoformatter" damage * Core: Move comparisons a bit earlier. Worlds that are 100% filled with locked locations should now be completely skipped in the progression balancing step now as we filter them out at the very beginning of the stage now. Also skips progression balancing if it turns out all locations are locked early before attempting to balance.
45 KiB
45 KiB