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parashadesmods cgullshadesmods zyruvias museus kenorah sleepsoul pseudonym777 hades-speedrunninghadesspeedrunningmodpack's Issues
This will exclude the Athena Room (RoomSimple01).
This will exclude the Athena Room (RoomSimple01).
Originally posted by @parasHadesMods in #18 (comment)
Setting: treat all non-completion Deaths as QuickRestarts
If a run is completed, Zag should spawn in the blood pool as normal. If the death occurs anywhere else, the game should act as if QuickRestart was triggered.
Can't start gameplay after installing EmoteMod on MacOS Big Sur
Add option to disable Roiling chaos curses
These curses are never taken in speedrunning so they can be removed in the optimised hypermodded ruleset.
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)
[BUG] Chaos can have 4 options when "Anti-Vorime" is enabled
Read title.
Probably Caused By: Chaos not being excluded from the Anti-Vorime mod
Suggested Fix: Just exclude Chaos
Livesplit attempts over-increment when using QuickRestart
Something about when the game resets? Not sure, need to look into the autosplitter
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
Add "Codex-tech Protection" by preventing opening the Codex menu while the timer is running
Helps prevents accidents/misinterpretations of the rules, especially for non-English speaking runners, who may not have understood exactly. Just as a failsafe.
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 set runs' starting boons to Epic rarity
This is among the most popular requests for new Modded features, and while it's contentious there, it's well-suited to the second ruleset, as it removes large numbers of resets for some weapons.
Update ModUtil and modimporter
Our version is from like June 2021, there are some features we could definitely use.
Interactable Chaos instead of Hole
Should be boon or separate interactable (custom interactable may be easier to prevent player from killing themselves.
┆Issue is synchronized with this Asana task by Unito
┆Complexity: 3
┆Priority: High
See the note below re: NumExits, it's not always correct.
See the note below re: NumExits, it's not always correct.
Originally posted by @parasHadesMods in #18 (comment)
[BUG] Boons can't be rerolled sometimes
The test case had both AP2 and RI2 enabled.
Probably Caused By: LootExt not supporting rerolls with Routine Inspection, because it's old
Suggested Fix: Same as #27
[RtaTimer] Add timer for current run, instead of just overall
Right now for multi-run attempts, you only see your total time. Each run should show its time.
Visual indicator of Miniboss variant
Update the miniboss icon to also show which miniboss variant it is. This may need to be implemented as a text label
┆Issue is synchronized with this Asana task by Unito
┆Complexity: 2
┆Priority: High
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.
Deterministic Hammers by Seed breaks seeded hammers
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
Add RTA timer
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
Colorblind Mod: add configuration
Colorblind mod does not currently have any color sliders or biome settings
Simplify mod configuration menu display functions
We do the same thing over and over again - it could just be a DisplayModSetting
function that accepts some arguments and a formatting table.
If you pass in the list of selected rooms at depth n-1, then we can disallow Combat08A if any of them are in the list.
If you pass in the list of selected rooms at depth n-1, then we can disallow Combat08A if any of them are in the list.
Originally posted by @parasHadesMods in #18 (comment)
Setting: Display run splits in Victory Screen
Instead of showing best times on each weapon, the time taken in each biome should be displayed.
Maybe include both Real Time and IGT
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.
Make QuickReset reset RtaTimer
Add mod to remove all free rooms
Mod should be toggleable, and set the following room spawn chances to 0:
- NPC (Sisyphus, Eurydice, Patty)
- Chaos
- Fountain
[BUG] AP2 with hammer start is only crossing out 1 option instead of 2
Probably Caused By: No idea actually, something with Hammer Determinism?
Suggested Fix: ???
[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
Usually the shop can only appear after 2-exit rooms.
Usually the shop can only appear after 2-exit rooms.
If the shop is at depth + 1, maybe bump minimum_exits to 2.
Originally posted by @parasHadesMods in #18 (comment)
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
ShowChamberNumber/modfile.txt missing -:
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
Add option/menu to make second hammer deterministic
Some weapons rely heavily on a good second hammer for peak times, adding a large RNG gate late into the run.
Add option to remove the tiny rat enemy in Styx
These are some of the worst enemies in the game, especially proportionate to the normal length of Styx rooms, so removing them is a simple yet impactful optimisation.
Look into RtaTimer wrapping the `UpdateTimers` function instead of creating its own thread
No reason to have two threads doing the same thing if we can just hook into the existing one
Update WrapBaseFunction to Path.Wrap.. everywhere.
WrapBaseFunction is deprecated :(
Related to #71
[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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