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View Code? Open in Web Editor NEWRandomizer for La-Mulana Remake
Home Page: https://github.com/thezerothcat/LaMulanaRandomizer/wiki
License: BSD 2-Clause "Simplified" License
Randomizer for La-Mulana Remake
Home Page: https://github.com/thezerothcat/LaMulanaRandomizer/wiki
License: BSD 2-Clause "Simplified" License
Please see the wiki page on github for information on how to use the randomizer, and other things you may need to know about it. https://github.com/thezerothcat/LaMulanaRandomizer/wiki 2.36 ----------------------------- Fixed a bug with non-Surface starting location, and updated harder boss difficulty logic for Viy. 2.35 ----------------------------- Logic updates and fix for users of La-Mulana version 1.0. 2.33 ----------------------------- Fixed inability to generate subweapon-only seeds due to missing logic for the Mother fight. 2.32 ----------------------------- Fixes for reduced boss count setting interactions, and some assorted logic updates. 2.31 ----------------------------- Logic fixes for reduced boss count. 2.30 ----------------------------- Added an option for reduced boss count, which will transform Shrine of the Mother after any 7 bosses and empower the Holy Grail based solely on acquiring the transformed Shrine of the Mother grail point. New custom placement options, including support for specifying shop prices and counts without location, random shop counts, and custom tablet text on many tablets. 2.29 ----------------------------- Included Mulbruk when randomizing NPC/shop doors. Room names are now accurate when recording NPC conversations. Philosopher conversations can now be recorded prior to finding the Philosopher's Ocarina. Made some additions and improvements to custom placements. Fixed a bug causing Key Sword to always be empowered when purchased in a shop. Removed the bugged chest in transformed Shrine of the Mother which could interfere with collecting Hand Scanner if opened. Fixed door cover graphics for Hiner's tent on the Surface. Fixed a few scenarios where early-game shop items were unintentionally overpriced. Added doors to travel between transformed and untransformed Shrine of the Mother grail tablets after acquiring them. Fixed a vanilla bug where the small Palenque mural could fail to respond to the Pochette Key permanently. 2.28 ----------------------------- Included Elder Xelpud, Nebur, Mr. Slushfund, Priest Alest, and Former Mekuri Master when randomizing NPC/shop doors. Added Temple of the Sun, Spring in the Sky, Chamber of Extinction, and Temple of Moonlight to possible random starting locations. Fixed a bug allowing coin chests to be placed at Surface Map. Merged spoiler logs for items, shops, transitions, and backside doors into a single file (spoiler.txt), and added spoiler logging for randomized NPCs. 2.27 ----------------------------- Included Priest Triton when randomizing NPC/shop doors. NPC checks can now have coin chests and removed items. Removed non-chest items now give you a weight. A new "Export Current Seed" button has been added, which will zip the necessary files to export your current seed for someone else to import. Currently this also includes your first save file. Fixed a bug where warp wall graphics did not appear when using random starting location. Updated the starting screen to re-enable your grail without having to save and reload. Updated logic to prevent Dimensional Key from appearing in a shop located in Fobos's room. 2.26 ----------------------------- Included Fairy Queen, Fobos, Giant Mopiran, and Yiear Kungfu (big brother shop) when randomizing NPC/shop doors. Added support for NPC custom placement. Guaranteed weights at Nebur for Surface start in case NPC rando gets rid of all your other Surface shops. Fixed a bug where a removed Sacred Orb could be placed at an NPC and be given repeatedly. 2.25 ----------------------------- Added random seals and partial NPC shuffle. Randomized Endless Corridor's left exit as a one-way transition. Assorted bug fixes. 2.24 ----------------------------- Added a quicksave for Mother's ankh. Fixed a few bugs. 2.23 ----------------------------- Added an option for quicksaves at boss ankhs (requires Holy Grail). Added several new starting locations. 2.22 ----------------------------- Fixed some bugs with non-random starting location and Surface starting items. 2.21 ----------------------------- Fixed warping logic for random starting location. Fixed a bug preventing seed generation with random starting location and non-random transitions. 2.20 ----------------------------- Merged Fools' Randomizer changes into the main project. Random starting location is now available, with Inferno Cavern, Gate of Illusion, and Gate of Time Surface as possible options. Software cost of mirai rebalanced to 200MB. FOOL ----------------------------- Fools' Randomizer in honor of April 1. Thank you to Neil and blasteg for testing and Smurfton for technical help, and thank you to those those who helped with translations. 2.19 ----------------------------- Alternate Mother Ankh is now a proper setting. 2.18 ----------------------------- Logic fixes. 2.17 ----------------------------- Random removed items can now support a higher maximum. 2.16 ----------------------------- Logic fix, and fix for alternate mother ankh lost ankh jewel. 2.15 ----------------------------- Logic fixes. 2.14 ----------------------------- Randomized transitions leading between Temple of the Sun and Gate of Extinction. Added an option to randomize Dimensional Corridor and Key Fairy "backside" doors. 2.13 ----------------------------- HT and other logic fixes. Fixed a bug with Twin Labyrinths poison timer disappearing in entrance rando. 2.12 ----------------------------- Fixed a bug that disabled "Require all items to be accessible" when Spaulder was removed. 2.11 ----------------------------- Added screen mash to supported glitches. Assorted bugfixes and logic updates. 2.10 ----------------------------- Generation performance improvements by N-eil. Progress dialog improvements by Worse Than You. Bugfix for random removed items when all subweapons are removed. Backside door plando added. Assorted logic adjustments. 2.9 ----------------------------- Fixed some logic bugs interfering with seed generation. 2.7 ----------------------------- Randomized Shrine of the Mother, Gate of Illusion, and Chamber of Birth. 2.6 ----------------------------- Logic fix. Fix for lingering Goddess statue shield graphic after down transition from Tower of the Goddess. 2.5 ----------------------------- Logic cleanup. Removed raindrop-based wrong warps from Mausoleum and Gate of Time for entrance randomizer. Basic seed zip importer functionality, to be cleaned up in a later release. No-validation mode usable via command line (numeric argument indicating how many shuffles to perform). 2.3 ----------------------------- Added an option to randomize some one-way transitions. 2.2 ----------------------------- Entrance randomizer, version 1. Not all area transitions are randomized yet. Escape chest can also be randomized. 2.0 ----------------------------- Update to java 11. UI adjustments. Better control over starting weapons. Ability to remove all main weapons without using plando features. Logic adjustments for removed items. 1.45: ----------------------------- Fixed backwards logic for requiring Ice Cape. 1.44: ----------------------------- Front-to-front and back-to-back door transitions now available. 1.43: ----------------------------- Logic fixes and cleanup from 1.42. 1.42: ----------------------------- Randomized backside doors so that any front-side door can lead to any back-side door. 1.41: ----------------------------- Minor logic updates and more inclusive subweapon pot randomization. 1.40: ----------------------------- Logic fixes, mostly cleanup from 1.39. 1.39: ----------------------------- Ability to start the game with a subweapon instead of a main weapon, although using quickswap keys will cause the game to crash. Ring has been added to configurable items. A new setting has been added to spawn a ladder after defeating Ushumgallu in Dimensional Corridor for those who don't like having to do the damage boost. Custom placement now allows specification of starting weapon and items, mantra skip/automatic upgraded Key Sword, and placement of Medicine of the Mind instead of Vessel. Assorted bugfixes. 1.38: ----------------------------- Mostly bugfixes. 1.37: ----------------------------- Added the ability to declare custom logic. Fixed some logic problems from 1.35 and 1.36. 1.36: ----------------------------- Expanded support for custom item placement. 1.35: ----------------------------- Items can now be placed in specific locations through the use of a configuration file. See the wiki for more information. Re-added support for non-100% access logic when not using randomly removed items. 1.34: ----------------------------- Added an option to randomize Dracuet's shop. 1.33: ----------------------------- Added an option to fully randomize the Provocative Bathing Suit. 1.32: ----------------------------- Anti-softlock insurance around transforming Shrine of the Mother. Assorted logic updates. 1.31: ----------------------------- Bugfixes. 1.30: ----------------------------- Re-randomized a coin chest that was unintentionally excluded from randomization. Merged some of Worse Than You's requirement updates. 1.29: ----------------------------- A new option has been added to start the game already knowing ancient La-Mulanese, allowing the translation tablets to be skipped. 1.28: ----------------------------- The option to start with Holy Grail, Hermes' Boots, and mirai.exe/Future Development Company has been replaced with individual toggles for configurable items. The new setting will replace the "Original Location" and "Surface" randomization options and now includes the items which had neither option. Item randomization settings have been renamed for clarification. Spoiler logs may now be translated to Japanese based on language settings. Some English log files have been updated as well; coin chest and trap item naming has been updated, and shop names now reference the in-game NPCs. 1.27: ----------------------------- Random starting weapons. This will replace the save in your first slot, and that save must be used to apply the random starting weapon. Two items in Temple of Moonlight have been removed from the initial chests pool to account for the fact that access to the Temple of Moonlight pyramid requires Whip or Axe. Also note that the regular Whip cannot be collected due to in-game limitations and will be replaced by the Chain Whip. Added the ability to receive Holy Grail, Hermes' Boots, and mirai.exe/Future Development Company immediately at the start of the game for racing purposes. If these items are selected to be in a special location, they will instead be randomized normally and then treated as a removed item (replaced with a chest containing weights or coins). Added the ability to randomize which chests are cursed. 1.26: ----------------------------- The April Fools' Day build. Included random starting weapons and configurable starting items (see 1.27 for more details). 1.25: ----------------------------- Ability to randomize the fake Ankh Jewel, fake Sacred Orb, exploding chest in Gate of Illusion, and empty chest in Graveyard of the Giants. The fake items and empty chest will spawn bats, and the exploding chest will explode. Removed items in chests may now randomly give 10 coins instead of a weight. 1.24: ----------------------------- More bugfixes. 1.23: ----------------------------- Bugfixes. 1.22: ----------------------------- Ability to remove a random number of random items from the game to increase challenge. This replaces the old non-100% setting. 1.21: ----------------------------- Randomizer version and settings string can now be viewed in your inventory by checking the description of the MSX2. 1.20: ----------------------------- Ability to remove Spaulder from the game. 1.19: ----------------------------- Seed-sharing features added by Goost. 1.18: ----------------------------- TextTrax randomization is now configurable for those who want to record shops, and recorded shops now include prices. Added more new settings: one to make all chests use coin chest graphics, one to make all maps appearing in chests give you a weight instead of a map, and one to automatically unlock grail warps by walking in front of grail tablets. 1.17: ----------------------------- Some items can now be placed on the Surface instead of their non-random location. Removed the option to not randomize shops. Damage-boosting logic updates. Misc requirement fixes. 1.16: ----------------------------- UI changes. Randomizer window is generally smaller, with tabs for a number of subsections. Translation handling refactored for easier adding/changing of messages. 1.15: ----------------------------- Fixed a mantra-related bug causing the Key Sword to transform earlier than intended. Made Cog of the Soul tablet accessible without solving all the Illusion puzzles. 1.14: ----------------------------- Reduced some shop prices - 1.13 changes seemed a bit too excessive. Mantras can now be recited in any order. Isis' Pendant chest accessible without visiting the fairy queen. Fixes for some saved settings. 1.13: ----------------------------- Moved some info from the readme, as well as other useful randomizer info, onto github using the site's wiki feature. When purchasing a Sacred Orb from a shop, that shop will now transform as soon as you leave (partial fix for orb shop bug). Illusion Bomb chest turned into a coin chest and randomized. Requirement changes, including better ammo handling. Revisited shop prices. 1.12: ----------------------------- Added in-game Japanese language support (randomizer UI still needs translation). Merged more UI improvements from Goost. Assorted minor requirement fixes. 1.11: ----------------------------- Added an option to start the game in hardmode. Added a backup door for the shop in Spring in the Sky, which will appear after it's transformed. Made a couple of other fixes for reported issues. 1.10: ----------------------------- Some coin chests can now contain items configured to be initially accessible, as well as Big Brother's shop. Added a couple of minor config options and started backing up configuration settings for more reliable debugging. 1.9: ----------------------------- Coin chests can now be randomized in addition to item chests. You can tell whether you'll get coins or an item from a chest based on its color. 1.8: ----------------------------- Added Dimensional Corridor Sacred Orb to randomization. Added boss difficulty, although only a couple of bosses have difficulty requirements right now. Added some anti-requirements (mostly around getting items in untransformed Shrine). Changed some randomization logic - full-random grail should be less of a softlock risk, although things are probably more restrictive than they need to be for some areas. 1.7: ----------------------------- Moved steam version pots to the same locations as in 1.3 for consistency with glitch requirements. Added some glitch requirements and some damage-boost requirements. 1.6: ----------------------------- Added non-categorized shop randomization. Added remaining shops, Diary, Mulana Talisman, Book of the Dead, Key Sword, and xmailer.exe to randomization. Added the ability to generate seeds where not all items are accessible. UI improvement work done by Goost. 1.5: ----------------------------- Seed generation settings are now saved to file and automatically reused the next time you run the program. There are also some additional items/item types randomized, including a partial randomization of Forbidden Treasure/Provocative Bathing Suit by popular request, and a handful of bugfixes. 1.4: ----------------------------- Updates for ankh jewel logic. Several requirements fixes and a few new items randomized. 1.3: ----------------------------- Shop randomization exists! There's still more to be done here, but many shops (and their items) are now part of the randomization pool. Also fixed Cog of the Soul chest bug, prevented Ankh Jewels from spawning in some problematic chests, removed Graveyard of the Giants alternate shop, fixed a bug that could break the Mini Doll puzzle, and updated some item and shop requirements. 1.2: ----------------------------- Randomizer now modifies two files, and can copy them to your La-Mulana directory for you or restore them from backups. 1.1: ----------------------------- Adds some basic UI and file validation for the randomizer jar, so it doesn't have to be run from command-line. 1.0: ----------------------------- * Not all items can be randomized yet, but most blue chests and free-floating items are randomized. * Some items from chests will not be randomized; this is typically due to a known special case for that item which needs to be resolved before the item can safely be shuffled. * Ankh Jewel locks are possible. To reduce the likelihood of encountering one, 4 ankh jewels will be available with no requirements (matching the non-randomized game) * There are a number of items made initially accessible to speed up resolution of random seeds. In future versions, this will be made customizable.
I set the game to have initially accessible Hermes Boots, but I found them by the NPC which normally gives you Mekuri.exe . Am I missing a strategy that you can get there early? I know you need either Hermes boots to be able to steer quickly enough after a jump, or the Feather to double jump there.
(I'm also not sure if it's a bug Xelpud gave me early TextTrack despite me not having selected so, if it's a coincidence it was one heck of it).
Seed 980826842
Randomizer version 1.18
Steam version of the game
Another special case
In a seed where the Mobile Super X2 was an item to be picked up rather than bought, there was no item present, and the upgrade couldn't be collected.
The chest that would normally contain the Gate of Illusion map only exists if you break the breakable wall, and the breakable wall only exists if you don't have the map.
I was finishing a game on 1.13.0 , I noticed emusic.exe spot when holding an Ankh Jewel acts strange
I checked the spoilerfile, states it holds the Ankh Jewel from Twin Labyrinths (my Ankh Jewel count increased, so it's just weird)
emusic.exe itself is instead completely missing from the spoilerfile (and the game I'm playing so far, should that happen?)
New user here. I
and nothing happens. No popup, error, message, nothing. I'm assuming that if it worked, I'd get some kind of message like "Success, go play your game now!" or if it failed, "Something went wrong!" When I start a new game, Xelpud gives me the mailer.
I'm using:
Let me know if there's any more info you need. I'm not sure what else to offer since there isn't any sort of error message.
The wedjet dais doesn't appear if you already have the Ankh Jewel from Temple of the Sun, but since the dais is a trap anyway, it's not very important.
If Treasures appears in a shop and is purchased before Anchor is collected, then collecting Anchor will cause Treasures to become available in the shop again, allowing the player to purchase it a second with no effect. Once the Treasures has been purchased a second time, it will remain sold out for the rest of the game.
The item tracker will correctly show whether or not Treasures has already been purchased.
If a sacred orb winds up in a shop inventory, it can be bought multiple times.
If you go over max HP, it won't break the game, but it makes the HP bar look a bit weird since the green bar doesn't expand properly. If you go over 999 hp, the displayed number wraps back around, but HP bar is still long and you can still take 1000+ damage.
As of 1.13.0, shops should stop selling sacred orbs as soon as you walk out.
Workaround: Don't abuse this. (Or do, if you want the extra HP.)
By popular request, key fairy items should require software combo and/or holy grail. Maybe make it configurable for people who prefer for those items to not be required?
I got the Crucifix early on in the game, when I got Life Seal + Flare Gun I went to check the chest and the torches were already lit up with the chest remaining closed.
Key Sword can't be randomized until we have something in place to deal with the fact that there are actually two versions of the item (initial and empowered).
It sounds like we should be able to just remove the flag related to LAMULANA mantra and the empowered version of the item.
The current version of the randomizer doesn't really do anything for ankh jewel locks.
If you already have the Crucifix, the lights appear lit for the puzzle to get the Crucifix chest, but you can still solve the puzzle and get the chest's contents in spite of this.
Currently the randomizer can be played in English or Japanese. Settings should allow for other languages supported by La-Mulana.
Someone suggested preventing you from getting Flail Whip before Chain whip, and possibly Angel Shield before Silver Shield.
This might solve the problem of some people getting early Flail in a seed and having it remove all the challenge, so it's likely to be implemented at some point.
Dev note: This should be entirely doable by adding a second copy of the chest/item/conversation/shop and adding a flag check to both instances (one for having collected chain whip, one for not). In the case of shops, may need another instance so that the one you purchased is the one that continues to appear. Could also have some inconvenient interactions with Sacred Orb shops.
Some people have reported being unable to click the apply button without changing their screen size.
Grouping of options could be improved.
If yagostr.exe has been picked up from somewhere other than the chest that contains it in the non-randomized game, the dais to open that chest will not be present.
From SeerSkye:
the fix for that dais is probably just to change the flag from '0x00e5 (w-yagostr) == 0' to '0x012f (gui-dais-yagostr) == 0'
Regardless of where you get the xmailer, it will automatically be equipped when you pick it up.
This happens even if you're at/near max laptop memory, and the menu screen will show it if you're using more memory than your laptop actually has. You can't equip any more software while you're over the max, and once you unequip it, you can't re-equip it until you have enough space.
There was a seed where the Talisman was collected, but the Talisman conversation never happened, and Xelpud wouldn't have the conversation. "The wind is howling..." seemed to get priority over the Talisman conversation.
There's code in place to prevent this from happening, but it seems to somehow not be working anymore?
--
User note: I think the problem conversation doesn't happen until all bosses are defeated, or at least later in the game, so having the Talisman conversation early should help to avoid this until I can get a fix in (probably 1.18).
In some cases, reciting LAMULANA will not update room graphics.
The Key Sword will still be upgraded, so it's not game-breaking, but it definitely needs a fix.
Someone got Pepper twice in a seed. Not sure what caused it yet, or what's even affected. Trying to track this down ASAP
Japanese translations for the randomizer UI are incomplete. I don't speak Japanese, and there are some things that Google translate probably won't be helpful for, so help would be appreciated.
There have been several requests for this. It'd be nice to add.
These items share an inventory slot, and if you lose your Mulana Talisman, you can't open cursed chests.
Workaround: Save the game after receiving the Talisman/Diary, then reload. When you reload the game, the Mulana Talisman will be in the inventory slot instead of Talisman/Diary, and you can open chests as normal.
Crusher flag needs to be updated when changing Shrine map chest contents
When opening the Randomizer UI, the "Allow damage-boosting requirements" option will be checked even if the config file includes enableDamageBoostRequirements=false. Checkbox instead reads the value from requireSoftwareComboForKeyFairy.
Having several copies of La-Mulana on my computer, it'd be very nice if I could choose the path that I want to use and have the randomizer remember it the next time it is opened, rather than having it default to 1.2.2.1.
The code to place items checks if the location is allowed to contain the current item, and doesn't place the item if it can't. This could lead to an infinite loop if there are no other valid locations. It's not going to be very common, but it could happen.
After destroying the pot and activating the floor switch, the weapon chest disappears revealing nothing whatsoever. According to the spoiler, there should be an upgraded laptop there. This is on the GOG version of the game and 1.15.0 of the randomizer. The seed is 53818926.
53818926.zip
If anyone wants to verify this, load the 4th save from the attached files.
The Earth Spear can be in chests that require the Earth Spear to open. For example, in seed 917085441, it appears in the Magatama Jewel chest. The Magatama Jewel chest requires the Mulana Talisman, which requires the Diary, which requires the Talisman, which requires beating Viy. Reaching Viy without glitches requires the Earth Spear.
EDIT: This seed caused the issue in version 1.0.9, which was the newest when this was posted.
Requirement issues
The Helmet was placed in stead of the Flail Whip. To get Tower of the Goddess to appear I would need to defeat Vyi which requires Bahamut to be defeated in order to open the door in the Tower of Ruins. I don't think it's possible to get all the way up to him without the Helmet.
I currently have the Plane Model but it doesn't allow me to access Tower of the Goddess through alternate entrances (Graveyard of Giants).
The trap laser doesn't spawn when you collect the randomized item. (Not that anyone actually gets caught by it, but it's still a thing that's been reported.)
103802299.zip (includes save)
It looks like some requirements still need to be adjusted. I checked the spoiler because I couldn't get any further, and I found the following chain:
Fruit of Eden (Treasure location) requires Pepper (Ankh (D Corr.) loc.) requires Helmet (to defeat all minibosses; Dim. Key location) requires Mulana Talisman (Discount shop in Sun's) requires Death Seal (Birth Shop) requires Fruit of Eden to animate the mudmen.
Note that I'm allowing Cat pause and lamp glitch, but I haven't been able to use them to get into Confusion gate from Tower of the Goddess, and glitching into Death Shop and Musshussu (sp?) didn't work either.
If the Anchor is in the Pepper location, and you already got the item you'd normally need Treasures for, you won't be able to get the Anchor.
Workaround: If you get knocked into the water by taking damage from Bombs, Caltrops, or the bone-throwing skeleton on the screen where you'd normally use Anchor, you'll fall to the bottom of the water and can proceed with Gate of Illusion as usual.
(The problem has been found, and there's a fix in progress for this which should go out in 1.18.2 as soon as it's been tested.)
Seen on stream. Needs details
It seems you can't reach the exit to Temple of the Sun from the Inferno Cavern side without Hermes' Boots, Feather, or damage-boosting to the upper platform (where the Isis' Pendant is).
This is a pretty big change to early-game access logic around Moonlight/Twin Labs/Inferno Cavern, and would probably introduce a lot of bias toward getting one of those items early. It might be worth adding an option for easy damage boosts which include this (the moving floor keeps you in the perfect position to get hit by the face to the left) and maybe one or two others.
There are basically no requirements on bosses right now. Appropriate requirements should be determined (varying levels of difficulty) and added to the randomizer.
If anyone has opinions/requests for boss requirements, feel free to comment.
Current lower-difficulty requirements: https://github.com/thezerothcat/LaMulanaRandomizer/blob/master/src/main/resources/lmr/randomizer/requirement/bosses/medium_reqs.txt
The specific instance was emusic.exe => Ankh Jewel (Chamber of Birth). After using Snapshots to scan the room, I received a notification of "Obtained " with no item displayed. The actual Ankh Jewel was received (fortunately). I already had at least one Ankh Jewel at the time, but happened to notice that the count increased.
Version: 1.8.2
Seed: 1430114019
Item Settings:
Original Positions - Holy Grail, Hand Scanner, reader.exe
Random - All others
Advanced Settings:
Off - Allow damage-boosting requirements
On - All others
Shop Randomization: Unique items only
Glitch settings: All off
Boss Difficulty: Lower
using cog of soul before opening the chest makes the chest disappear
Another weird item. It doesn't seem to have a floating item instance - presumably the wall you break to access it is special and spawns the actual item.
It looks like this may be a specific item type; bunplus.com seems to be a similar case.
Whenever you restore the backup files, the randomizer will start generating a new shuffle, and write it to the game's directory, making the backup restore function much slower than it has to be.
Tested on v1.13
"Chamber of Extinction [Main] => Location: Shrine of the Mother [Main]"
also requires feather to make it past the grailpoint hill or being able to remove skull walls in shrine of the mother (shrine map+dragon bone+yagomap+yagostr)
Most of the code has been refactored to not read data from file every iteration of the placement loop, but AccessChecker's going to be a bit more complicated, so it hasn't been addressed yet. This should improve performance.
Add a sound effect when collecting the shrine map from a chest/floating item location. Change dialogue when collecting shrine map from a conversation/shop
Even with the pots moved to the 1.3 location, it seems something else has changed to keep pot clips from working the way they did in 1.3.
Leaving the option for 1.3 players for now, since there's a setting. If it becomes a problem, I may remove it until I've added code to check La-Mulana version before enabling the setting.
Workaround: Don't enable the Pot Clip glitch setting if you aren't on 1.3.
First of all, great work so far. Every year that goes by without a La-Mulana 2 release has made me sad that there's no new La-Mulana to play, but now that I've discovered this randomizer it gives me something to pass the time until then.
Before playing the randomizer recently I hadn't played La-Mulana in a while so I might be overlooking something, but should areas past Temple of the Sun be considered initially accessible? I don't think there's any way out without the Holy Grail and with no other items right? The entrance from Spring in the Sky is one-way, the Gate of Guidance exit can't be reached again without Hermes Boots, the Chamber of Extinction exits require the first seal, and the Twin Labyrinths exit requires defeating Ellmac (which requires an Ankh Jewel of course as well as Hermes Boots or Holy Grail to unlock the minecart to activate the Ankh).
That leaves the Temple of Moonlight and Inferno Cavern exits. Starting with Temple of Moonlight, you can reach Eden but can't make it to the rest of Gate of Illusion without the Fruit. Other than that the only other exit is Twin Labyrinths -- you can't drop down into the rest of Temple of Moonlight without unlocking the room next to the Axe from below.
Inferno Cavern can also make it to Twin Labyrinths, but all the other exits require defeating guardians.
So that leaves Twin Labyrinths as the only possible way back to the rest of the ruins. I have to confess ignorance about Twin Labyrinths before the poison is lifted, but I don't think you can make it back to the area of Twin Labyrinths that connects to Mausoleum of the Giants?
So if you ever enter Temple of the Sun (from either Gate of Guidance or from Spring in the Sky) without the Holy Grail, I think you're stuck in Temple of the Sun / Temple of Moonlight / Inferno Cavern / Twin Labyrinths.
Climbed down into the area where the Temple of the Sun map normally is, but then realized I forgot to unlock the chest first, and warped out and saved without thinking. Now the ladder is permanently gone and I can no longer access the (normally optional) item there (which is the Life Seal in this seed). Neither leaving the area nor restarting the program brought back the ladder.
Since the normal Shrine of the Mother remains accessible even after all of the Guardians are defeated, it would be nice if it could be made easier to reach than having to traverse the entire Endless Corridor every time. These are the possible approaches I could think of:
Having both 1 and either 2 or 3 would be ideal, but even just one of them would be nice.
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