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theonlydude avatar theonlydude commented on July 26, 2024

Hello,
We can't do that, we have to keep things random.
What we were thinking instead was to favor locations which required the most/least number of techniques (like we do with items which open the most/least number of new locations).
But we have to check that it won't be too slow first.

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elreymu avatar elreymu commented on July 26, 2024

Would it be possible to make it so it still keeps things random?

(Basically maximizing the number of required techniques in a seed (within the preset's known techniques) while keeping it random)

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theonlydude avatar theonlydude commented on July 26, 2024

Yes, that's exactly what I meant with "favor locations which required the most/least number of techniques", but we have to check the performance of it first.

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theonlydude avatar theonlydude commented on July 26, 2024

We've changed the internal cache mechanism and now we have a fast enough implementation to have the techniques used for a location in the Randomizer (this information was only available in the Solver in previous versions), we'll begin implementing your request soon.

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theonlydude avatar theonlydude commented on July 26, 2024

We've made some tests by switching the progressionDifficulty to favor locations with min/max techniques instead of min/max difficulty and the results are not conclusive at all...
image

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