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As previously discussed at #2034 (comment) and #2034 (comment), taking a blue warp for the first time is one of the few remaining instances of nonrepeatable time-of-day access, which can lead to nonrepeatable entrance access, which can in turn lead to softlocks due to the way the logic for the Spirit temple is written. There are two ways to address this:
Remove the ToD changes from blue warps entirely
Make them repeatable, i.e. set ToD every time a blue warp is taken and not just the first time
Removing the ToD changes is very easy now that they've been reimplemented in rando code, but it has the disadvantage of more significant gameplay impact, as there is very rarely any reason to take a given blue warp more than once, and some players use the ToD changes as part of their routing. Repeatability also makes a potential future blue warp ER setting a bit more unique rather than just adding 8 shuffled entrances that behave like owls. Therefore, I think this is the best way to address this bug.
Complications include: We have to hack the blue warps to apply the ToD change on every instance of one being taken (help wanted here), and we have to write the logic for it (see the logic for handling outside Ganon's Castle for reference).
The text was updated successfully, but these errors were encountered:
As previously discussed at #2034 (comment) and #2034 (comment), taking a blue warp for the first time is one of the few remaining instances of nonrepeatable time-of-day access, which can lead to nonrepeatable entrance access, which can in turn lead to softlocks due to the way the logic for the Spirit temple is written. There are two ways to address this:
Removing the ToD changes is very easy now that they've been reimplemented in rando code, but it has the disadvantage of more significant gameplay impact, as there is very rarely any reason to take a given blue warp more than once, and some players use the ToD changes as part of their routing. Repeatability also makes a potential future blue warp ER setting a bit more unique rather than just adding 8 shuffled entrances that behave like owls. Therefore, I think this is the best way to address this bug.
Complications include: We have to hack the blue warps to apply the ToD change on every instance of one being taken (help wanted here), and we have to write the logic for it (see the logic for handling outside Ganon's Castle for reference).
The text was updated successfully, but these errors were encountered: