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Possible conflict between trapped chests and randomized worldgen #1027

@FlutterDice

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@FlutterDice

I have recently been playing with both these flags on, using pregen maps with shuffled access requirements but no unsafe starts for worldgen and max number of trapped chests with local formation encounters (with the intent to replace random dungeon encounters with them to make archipelago games more interesting), and most of the attempts so far ended up with seeds that forced me to dip cardia island locations in the early game or even around corneria (with my latest attempt having them as the ONLY location I could access to begin with), and while the overworld encounters around them were properly scaled (imps, wolves, and the occasional madpony), the chests themselves still ended up pulling from the cardia islands encounters, making them actually unsafe to dip that early on unless tediously grinding low-level encounters to hit level 10+ in order to even survive, and then going back to resurrect multiple casualties after each chest until finding the key item I needed to leave.

I'm not sure whether this is a fault of trapped chests pulling from the wrong location, overworld generation not accounting for trapped chests in otherwise assumed safe locations, or maybe user error in using pregens with these flags, but I felt this was worth bringing up in case it's possible to solve it, or at the very least warn about the possible risk on the randomizer page?

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