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Stardew Valley: Add missing special order logic rules #2136

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agilbert1412
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What is this fixing or adding?

It was brought to my attention that about half the special orders have, as a completion condition once the items are collected, to drop them off somewhere or talk to someone. These drop-off locations are always available in vanilla, but with entrance randomization, they might not be.

So I went over the whole list and added missing logic rules for either regions or NPCs, so that the quests are garanteed to be completable with entrance randomization.

How was this tested?

Ran the unit tests to make sure I didn't break anything, other than that it's just making logic a bit more strict so it can't really introduce new softlocks, just remove some

The changes were made based on the requirements listed here: https://stardewvalleywiki.com/Quests#List_of_Special_Orders

…ere to place the collected items, or the NPC to talk to when done
@Berserker66 Berserker66 merged commit c4a3204 into ArchipelagoMW:main Aug 31, 2023
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@ThePhar ThePhar added the is: bug/fix Issues that are reporting bugs or pull requests that are fixing bugs. label Oct 16, 2023
FlySniper pushed a commit to FlySniper/Archipelago that referenced this pull request Nov 14, 2023
…2136)

* - Added missing special order requirements, mostly for the regions where to place the collected items, or the NPC to talk to when done

* - Added missing requirement on being able to go see the wizard cutscene in order to interact with bundles
@agilbert1412 agilbert1412 deleted the StardewValley/SpecialOrderRegionsRequirements branch December 6, 2023 14:42
Jouramie pushed a commit to Jouramie/Archipelago that referenced this pull request Feb 28, 2024
…2136)

* - Added missing special order requirements, mostly for the regions where to place the collected items, or the NPC to talk to when done

* - Added missing requirement on being able to go see the wizard cutscene in order to interact with bundles
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3 participants