Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Lingo: Add a third location to Starting Room (#2839) | Star Rauchenberger | 2024-03-03 | 1 | -9/+0 |
| | | | | | | | Despite earlier efforts, there were still rare fill errors when door shuffle and color shuffle were on and early color hallways was off, because sphere 1 was too small. This turns "Starting Room - HI" back into a location, which should give the algorithm more room. The "forced good item" pool has been reconsidered. The problem with the specific item that caused the recent failure (Welcome Back - Shortcut to Starting Room) is that it only provided one location when color shuffle was on, which is a net of zero considering that the GOOD LUCK check was forced. It will no longer show up as a good item unless color shuffle is off. On an opposite vein, Rhyme Room Doors will now show up even if color shuffle is on, because it gives color hallways access by itself. A good item will only be forced onto GOOD LUCK now if there is more than one player. | ||||
* | Lingo: Tests no longer disable forced good item (#2602) | Star Rauchenberger | 2023-12-18 | 1 | -2/+6 |
| | | | The static class with the "disable forced good item" field is gone. Now, certain tests that want to check for specific access progression can run a method that removes the forced good item and adds it back to the pool. Tests that don't care about this will collect the forced good item like normal. This should prevent the intermittent fill failures on complex doors unit tests, since the forced good item should provide enough locations to fill in. | ||||
* | Lingo: New game (#1806) | Star Rauchenberger | 2023-11-08 | 1 | -0/+13 |
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com> Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com> Co-authored-by: Phar <zach@alliware.com> |