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| 1 | The Relentless is complicated because it makes heavy use of the keyholder | ||
| 2 | mechanic. There are three rooms, and you are expected to enter each room missing | ||
| 3 | certain letters. Solving the available puzzles in each room opens the doors | ||
| 4 | between the rooms, which lets you cross into them with a different set of | ||
| 5 | missing letters. | ||
| 6 | |||
| 7 | There currently isn't a way to represent "is missing certain letters" in our map | ||
| 8 | data or randomizer state. Instead, we use rooms to emulate knowing which letters | ||
| 9 | are available. There is a room for each of the three entrances, containing the | ||
| 10 | puzzles solvable with the expected missing letters. There's a room for each of | ||
| 11 | the inner pairs of rooms, representing what becomes available when one of the | ||
| 12 | doors is opened, and a room representing what is solvable when both doors are | ||
| 13 | opened. | ||
| 14 | |||
| 15 | This is all done with the expectation that you are always entering The | ||
| 16 | Relentless with the correct letters in the Control Center's keyholders. Because | ||
| 17 | of this, the warps to The Relentless are not randomizable. The Control Center | ||
| 18 | keywords that open these warps are also not randomizable. It'd be nice to find a | ||
| 19 | way to randomize this at a later point. | ||
| 20 | |||
| 21 | Also note that in order to keep this functioning properly, if the player | ||
| 22 | receives a letter item while in The Relentless, the mod should hold off on | ||
| 23 | adding it to the player's keyboard. We may want to overhaul how keyholders work | ||
| 24 | entirely and just have some kind of thing in the Archipelago client's global | ||
| 25 | state. | ||
