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LTTP: Thieves Town KDS Key Fix #3145

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merged 1 commit into from
Apr 17, 2024

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Alchav
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@Alchav Alchav commented Apr 14, 2024

What is this fixing or adding?

Only allow locking a Thieves' Town key in the Big Chest if KDS is off (when only one key is placed randomly). I may work on a more elegant solution that works with KDS in the future, but this quick fix should do for now.

How was this tested?

Just generated an LTTP game and made sure it doesn't crash or anything

@github-actions github-actions bot added the waiting-on: peer-review Issue/PR has not been reviewed by enough people yet. label Apr 14, 2024
@ScipioWright ScipioWright added the is: bug/fix Issues that are reporting bugs or pull requests that are fixing bugs. label Apr 15, 2024
@Berserker66 Berserker66 merged commit 801d122 into ArchipelagoMW:main Apr 17, 2024
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@MarioFanGamer
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MarioFanGamer commented Apr 19, 2024

Wouldn't the issue be solved by simply guaranteeing placing one small key before the first key door? Excluding the big chest does solve the problem, not because the big chest is bad but rather because it's one way to force a small key before the key door due to the lack of locations to place a small key behind the door (though with a side effect to prevent TT to be ever hammer locked). To put it into perspective, you could have excluded any other potential location (Blind's cell, Crystal Switch key i.e. the vanilla locations) and it would fix this "key behind the door" issue also.

Edit: Though thinking about it, you need to code a KDS for TT first as no KDS logic (i.e. guarantee one small key before the first key door) has been programmed (it was pointed out to me multiple times that the rando considers the big chest an always valid location). In hindsight, you might be already aware of the solution, you just have to figure this out.
I'll still keep this comment both to remind myself of my error and to provide some additional context for any other reader.

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4 participants