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Currently, there is no link to the 1-torch jail from the other Thieves' Hideout segments, which matches the behavior on your randomizer fork but not the current behavior on main Dev. (I plan to PR the option to have either behavior eventually, as is the case on my randomizer fork.) An ability to select which variant of hideout ER is used would be nice to have.
The text was updated successfully, but these errors were encountered:
This will be much easier to handle in the rewrite. Connected region visibility with the savewarp works out of the box there. I'll make a note to make sure 1 Torch Jail exits get grouped with the other jails so they can be connected outside.
In the meantime, I'm hesitant to add another special case to the current region visibility scheme with how fragile it is. It loops through each entrance for their connected regions once, then oneways get additional loops to handle chained oneways like Valley -> Lake -> Owl drop at Field. Connections from the 1 Torch Jail might work as-is due to the forward connection into the jail. I'm not sure if decoupled would need additional handling. I'm open to PRs on this if anyone is hungry for spaghetti diving.
Currently, there is no link to the 1-torch jail from the other Thieves' Hideout segments, which matches the behavior on your randomizer fork but not the current behavior on main Dev. (I plan to PR the option to have either behavior eventually, as is the case on my randomizer fork.) An ability to select which variant of hideout ER is used would be nice to have.
The text was updated successfully, but these errors were encountered: