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MoreStags

This rando connection adds new possible stag locations and shuffles which ones are active in a given seed. If enabled, some new stag locations will be added, and some vanilla stag locations may be removed. These are brand new locations and are not pooled with the rest of the rando check locations.

Settings

  • Enabled - Toggles whether the set of active stags is vanilla or shuffled
    • This is different from randomizing stags. Shuffled stags can behave as either vanilla stag tolls or as rando shiny checks depending on the base Randomizer stag setting.
  • Selection - Choose between a Balanced or Random selection process
    • Balanced - Stags will be chosen from each of 20 areas without repeating an area until all have been used (repeating this process up to 41, etc)
    • Random - No smart algorithm will be used, stags will be chosen completely at random
  • Quantity - The number of stags active in your seed
    • This ranges from the default 11 up to all 115 active at once
    • The actual number of active stags may be lower than this value if set higher than the filter settings will allow
    • Setting this to 21 while using the Balanced setting will guarantee one stag in every area (20 areas + Dirtmouth)
  • Stag Nest Threshold - The percentage of active stags required to unlock Stag Nest (if Stag Nest is active)
    • Half: 50%
    • Many: 75%
    • Most: 90%
    • All: 100%
  • Prefer Non Vanilla - Removes vanilla stags from the selection pool
    • Dirtmouth and Stag Nest may ignore this setting
  • Remove Cursed Locations - Removes Stag-God_Spring, Stag-Blue_Room, and Stag-Hall_of_Gods from the selection pool

Misc

  • Dirtmouth will always be active, regardless of settings
  • Stag Nest will be active unless either enemy pogo skips or transition rando are enabled
  • Some stag locations overlap with enemy placements. These enemies will be removed when arriving via stag, but they will exist as normal when entering from another transition
    • In rare cases, this could cause impossible seeds when using TheRealJournalRando, especially in decoupled room randos
  • When a stag item is obtained in the same room as a stag location, in some cases you must reload the room to be able to travel to the new station
    • This only happens if you open the stag menu before picking up the item
    • This is a known bug, but no fix is planned because it would induce excessive lag every time you open the stag menu. If encountered, either leaving the room or stagging anywhere else will update the menu to show the missing entry.

Compatibility / Interop

  • DebugMod's All Stags bind will grant all active stags, rather than all vanilla stags
  • If CondensedSpoilerLogger is enabled:
    • The condensed log will include all active stags in the usual Stag Stations section
    • A new file "MoreStagsActiveSpoiler.txt" will provide a list of active stags even if stags are not randomized
  • QoL's Stag Arrive setting works with all new locations
  • RandoSettingsManager works as expected
  • AlreadyEnoughPlayMaker is recommended to reduce lag while scrolling but is not strictly required as a dependency

Known Bug

  • When a stag item is found in the same room as a stag location, the new item will not appear if the menu has already been opened in that room.
  • Reloading the room or stagging somewhere else will properly update the stag menu.
  • No fix is planned for this because doing so would induce excessive lag every time the stag menu is opened.
  • (This excessive lag technically already happens on room entry, but that's pretty unavoidable)

New Stags (by area)

Crossroads

Grubfather, Southwest Crossroads, Goams, East Crossroads, Myla, Brooding Mawlek, False Knight

Upper Greenpath

Waterfall East, Waterfall West, Central Greenpath, Moss Knight

Lower Greenpath

Hunter, Artist's Approach, Gulkas, Durandoos, Stone Sanctuary

Fog Canyon

West Fog Canyon, East Fog Canyon, Archives Entrance, Teacher's Archives

Upper Fungal

Fungal Colony, Upper Wastes, Elder Hu, Pilgrim's Way, Fungal Nexus, City Gate

Lower Fungal

Mantis Outskirts, Bretta, Mantis Village, Fungal Core, Fungal Elder

Queen's Gardens

Mantis Petras, Garden Respite, Love Key, Loodles, Upper Gardens, White Lady

West City

Rafters Lookout, Triple Gate, Office, Lower Storerooms, Soul Sanctum

East City

East Elevator, Flooded Station, Memorial, Watcher's Spire

Waterways

Isma's Grove, Flukemarm, East Waterways

Crystal Peak

Mine Entrance, Overlook, Crystal Peak, Crystallised Mound, Crystal Corridor, Hallownest's Crown

Resting Grounds

Upper Tram, Dreamshield, Grey Mourner, Shrine of Believers

Kingdom's Edge

Lower Kingdom's Edge, Hoppers, East Kingdom's Edge, Quick Slash, Camp, Bardoon, Pale Lurker

Hive

Hive Entryway, Honey Tree, Library, Stash

Deepnest

Labyrinth, Deep Spring, Shadow Gauntlet, Galien, Failed Tramway, Weavers' Den

Ancient Basin

Broken Bridge, Lower Tramway, Ancient Basin, Mawlurks, Monarch Wings

Abyss

The Abyss, Void Tendrils, Birthplace

Howling Cliffs

Baldur Shell, Wasteland, Gorb

White Palace

Palace Entrance, Palace Foyer, Palace Atrium, Right Atrium East, Right Atrium West, Lower Left Atrium, Upper Left Atrium, Lower Balcony, Upper Balcony, Workshop, Nursery, Path of Pain Lever, Path of Pain Climb, Path of Pain Final

Godhome

Blue Room, Hall of Gods, God Spring

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A Hollow Knight rando connection

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