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hadesspeedrunningmodpack's Issues

Can't start gameplay after installing EmoteMod on MacOS Big Sur

On MacOS Big Sur 11.04, RC1 Modpack installs and runs correctly for all mods except EmoteMod. When EmoteMod is included in the Mods directory, running modimporter.py has successful output, but after selecting any profile (including a fresh one) the following message is displayed:

Screen Shot 2021-05-29 at 1 39 05 PM

Rebalance Keepsakes

Rebalance keepsakes to promote more diversity

Rebalance keepsakes to promote more diversity

I'm initially thinking:

  • nerf dad keepsake to ~40%
  • buff damage boost from skull earring to ~65% damage
  • shackle modify base damage
  • small buffs (~5%) on distant memory / shawl

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 1
┆Priority: Low

There are several rooms where roomData.NumExits is set to 1 but the room actually has 2 exits:

There are several rooms where roomData.NumExits is set to 1 but the room actually has 2 exits:

  • B_Combat10
  • C_MiniBoss02
  • C_Reprieve01

This generally has the effect of preventing the midshop from appearing after these rooms. However, for answering "can this room lead to all the rooms in the next level", these rooms should be considered to have 2 exits.

Originally posted by @parasHadesMods in #18 (comment)

Design Fixed Room at Depth

Create an approach for fixing the room tiles to be consistent at each depth.

The definition of done for this story is to create follow up stories / some comprehensive documentation on how room generation will work.

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 5
┆Priority: High

Rebalance Than Difficulty / Scaling

Use Museus' rebalancing mod to change Thanatos difficulty and scaling. Determine how to integrate with main Speedrunning Mod (separate mod but packaged together? etc)

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 1
┆Priority: Medium

Use fixed seed for hammer rolls

Use a fixed seed for each hammer roll so that both players see the same options on the first hammer. Second hammer will show the same options if both runners select the same first hammer, but otherwise will have unspecified behavior

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 2
┆Priority: High

Remove Narrator Endings

ZAGREUS is particularly aggressive, but all of the 'victory' cutscenes add useless time. Just remove them so you can get to your next run faster

┆Issue is synchronized with this Asana task by Unito

Add option to remove Tisiphone

Tisiphone is universally agreed to be worse than both of the other Furies, adding a small 1/3 RNG gate at the end of Tartarus.

Test behavior of second hammer with fixed seed

Using a fixed seed for each hammer will cause the second hammer to have undefined behavior. This is because the first hammer inherently impacts the options of the second hammer (different first hammer changes the pool for the second both because the hammer itself and the other hammers it makes ineligible)

Playtest with this initial solution and note if consistent / undesireable behavior is observed. If it is, make follow up tasks to redesign hammer balancing

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 2
┆Priority: Medium

Remove Well Metarewards

Wells currently offer a bunch of junk that does not affect the current run. Remove these options from the well.

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 1
┆Priority: Low

Add AlwaysCharon with a menu toggle

Can probably just be QoL, fighting Charon is never going to be faster than not fighting Charon, so doesn't really need to be part of the Ruleset hash

UI work to show 4+ options

Implement a UI element that is the boon selection screen but supports 4 or more boon options.

Just add extra slot or using scrolling pane? Is this work reusable outside first room balance?

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 3
┆Priority: Medium

Add Localization support

Make mod menus change language with the base game, for supported languages.

If no language pack exists, fall back to English.

[BUG] Chaos fog does not go away after reward is picked up on Interactable

After picking up the boon from Chaos, the fog remains on the screen until you leave the room

Probably Caused By: I bet there's a function called "ChaosEndPresentation" or something like that, that isn't called in Interactable
Suggested Fix: just call "ChaosEndPresentation" or whatever function exists, after boon is picked

Rebalance Well Prices

Certain well items give a large impact for their price. Specifically Braid of Atlas was called out as one such example. Rebalance the prices to match the perceived strength in a speedrunning context

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 1
┆Priority: Low

Feature: Add button to menu to run the Save File Elixir

When your file gets too many runs in it, the save function takes longer and longer, causing hitching, dropped inputs, and RTA timeloss. To fix this, cgull made a mod to wipe all run history but keep PBs. We should add a button to the modpack to do this, so people don't have to install the mod and then uninstall it every time they want to refresh the save

Design Fixed Enemy Mix at Depth

Create an approach for fixing the enemies to be consistent at each depth.

The definition of done for this story is to create follow up stories / some documentation on how the enemy selection algorithm works

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 5
┆Priority: High

Chaos indicator of hp cost / damage player

Show the cost of taking the chaos boon
Also damage the player for the corresponding amount

Can kill player? How to prevent interaction with boon/interactable if not enough health?

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 2
┆Priority: High

[BUG] Forced hammers can appear twice

If you force Flurry Jab/Double Edge for Achilles/Nemesis they can be offered twice in one hammer

Probably Caused By: Hammer naturally rolling forced hammer and also being forced
Suggested Fix: Remove forced hammers from pool of eligible hammers

Visual indicator of Fountain Rooms

Implement a visual element that means the exit door leads to a fountain. This visual element must also show the room reward per normal.

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 1
┆Priority: High

First Room 4 core boons

Find where to integrate with the code to force the first room to offer all 4 core boons. Additionally integrate with the 4+ option UI to display all options

┆Issue is synchronized with this Asana task by Unito
┆Complexity: 2
┆Priority: Medium

[BUG] Loot menus have UI issues

  • No flash/shine on duos/legendaries
  • Chaos text bold and difficult to read
  • UI just looks off, I think it's the pre-1.0 menus

Probably Caused By: LootExt being an old mod
Suggested Fix: Update the LootExt mod to generate modern menus

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