Can we get an extra trick setting or something that enables the Dreambreaker to spawn outside of the Dilapidated Dungeon without randomizing the start spawn? I noticed that sunsetter can still be used to break wall and open locks even without Dreambreaker, and i also noticed that you can get a phantom Dreambreaker at save points that, while not being able to attack with it, can be used to damage enemies if you have Strikebreak or any wall kick upgrade. it can even be used with Strikebreak to bounce off enemies with Ascended Light.
Firstly, I just want to thank you for this amazing mod! I've got over 100 hrs in the game thanks it. It's been my favorite way to enjoy a quick 30-40 minute game session, and I look forward to whatever future updates may bring.
In my last run, I encountered a bit of an issue where the logic put Strikebreak in the soul cutter zone chair, but the last Big Key is at soul cutter. So with the changes to the gates, I think it's impossible to get into that area, unless there is still some way to glitch into the area that I don't know about. Just thought I would bring it up in case there is an issue to be looked into there.
outfits have been added and enemies should be fairly easily done, but transitions are tricky because they require a logic rework and levers also are because it'll require some custom blueprints
thank you for mod. the fast majority of my playtime(75h) has been doing runs over the past year and it still hasnt gotten old. my only request is the option to choose your starting inventory. sometimes i just really want to practice slide jumps but it takes me 30 minutes to find slide and i would love to just start with it. i would also love to try a transition randomizer but understand the work that needs to go into it.
the praise means a lot thank you! yeah development has essentially stopped apart from the music rando i recently added and i might also make a setting compatible with pseudomenumod so different seeds can be on different files. not sure what would happen to checks you start with in the world but that would be a nice feature. transition rando would be really great but would require a fourth logic rework i'm not prepared to do. again thank you so much for playing!
Super impressive and a lot of fun! This game is absolutely perfect rando fuel. One thing I might suggest is displaying label(s) for the room that the player is in (the same way it’s written in the logic tree) somewhere onscreen so that the player can check the logic tree to see whether or not a given skip is possible with their current equipment. Obviously there are some rooms with multiple logic checks in them so I’m not sure how much work that part entails, but it would be a lovely quality of life feature.
Again, great work! I’m excited to see where you take this in the future!
is it possible to maybe have some kind of pak file that works with pseudo menu and makes the rando only affect one save, or will the rando only work globally?
it is possible but it would have to be an extra option for me to put in - i don't really see too much point tho since you can just move the generated rando_p.pak somewhere else while you play vanilla
Are there any plans or interests in getting this randomizer functioning with the Archipelago Randomizer? in case you dont know what that is heres a link https://archipelago.gg
sorry for the double reply but who is Amalgaeon, just searched nexus and couldnt come across them, are they someone in the archipelago discord or are they just someone you know. just wondering cause im very excited and wanna keep an eye on how its goin
Any news on this ? I saw an archipelago mod of Pseudoregalia, but it cleary isn't as complex and cool as yours, so I was wondering if this mod had any ties with Amalgaeon or not...
here is the link to the archipelago version https://github.com/pseudoregalia-modding/pseudoregalia-archipelago unfortunately only compatible with the last version of the game and with less options - the creator is currently taking a long hiatus
I had just started a randomizer run, but when I got to a point I picked up a power and it was a second cling gem? My game crashed when I picked it up, was there a setting for this? I was really enjoying it up till then
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I noticed that sunsetter can still be used to break wall and open locks even without Dreambreaker, and i also noticed that you can get a phantom Dreambreaker at save points that, while not being able to attack with it, can be used to damage enemies if you have Strikebreak or any wall kick upgrade. it can even be used with Strikebreak to bounce off enemies with Ascended Light.
In my last run, I encountered a bit of an issue where the logic put Strikebreak in the soul cutter zone chair, but the last Big Key is at soul cutter. So with the changes to the gates, I think it's impossible to get into that area, unless there is still some way to glitch into the area that I don't know about. Just thought I would bring it up in case there is an issue to be looked into there.
Thanks again for the fantastic mod!
is the game meant to crash when I use the map.
EDIT: figured it out, it's an exe not just some mod to run.
Again, great work! I’m excited to see where you take this in the future!
unfortunately only compatible with the last version of the game and with less options - the creator is currently taking a long hiatus