is there any way you could make a force spawn, or something with the fabled weapons? not familiar with modding all to well. so not sure if this is even in the same ball park
It is possible to do something like that. The game has a list of the weapons available for random spawn rolls, so I could make a mod that removes some of the weapons from it, amking it more likely for your preferred weapons are spawned in the world. Reducing the list to only 1 weapon to guarantee spawn would probably break it though.
Figured out what I was doing wrong. Love this mod. Even for someone that's really new to this kinda stuff, this made it so much easier. Thanks for your hard work.
The key problem is that relic effects are scattered throughout the game code. For example the Icarus Wings Bargain's 75% damage penalty is not attached to the relic, it is in the code for general damage calculation that checks if you have the relic. This makes it difficult to find the code that controls a relic effect, and time consuming to change it.
I can, given enough time, track down relic effects so you could change the numbers on them. Changing what they actually do is very difficult though.
If there are specific relics you would like to edit, let me know what they are and I can try to prioritise adding them to this mod.
Nothing in specific, just thought it would be neat. Didn't know the code was set up like that, so probably not worth the effort to make that mod, especially when updates will probably just break it.
I messed around with this a bit and noticed some peculiar behavior. I would find so many rooms with apples in them and never the items. To recreate, I ended up leaving everything default in terms of resolve and changing only the following relics to be enabled:
Aite's Sword
Boxing Bell
Catalyst
Serrated Handle's Bargain
I attempted about 12 runs of Castle Agartha and found a room with Aite's Sword and the Serrated Handle's Bargain one time and in the other runs I'd find 2-4 apple rooms.
I have a theory, but no evidence, of what could be happening here based on what I know about relic spawns.
Every relic room is populated with relics at the start of a run, then if you have already taken the maximum stack number of a relic, then that relic is replaced by the 'Empty Vessel' relic. My theory is that the game is trying to populate all relic rooms with unique relics, but runs out of them because only 4 are available, so replaces the room with another of the 'special room' types - that being the apple room. If I am correct, then I would expect there to be 2 relic rooms spread among all 6 biomes.
I haven't found any code that does this yet, and I'm not sure what I could do about it even if I did. I suggest enabling some more relics for now.
10 comments
The key problem is that relic effects are scattered throughout the game code. For example the Icarus Wings Bargain's 75% damage penalty is not attached to the relic, it is in the code for general damage calculation that checks if you have the relic. This makes it difficult to find the code that controls a relic effect, and time consuming to change it.
I can, given enough time, track down relic effects so you could change the numbers on them. Changing what they actually do is very difficult though.
If there are specific relics you would like to edit, let me know what they are and I can try to prioritise adding them to this mod.
I attempted about 12 runs of Castle Agartha and found a room with Aite's Sword and the Serrated Handle's Bargain one time and in the other runs I'd find 2-4 apple rooms.
Every relic room is populated with relics at the start of a run, then if you have already taken the maximum stack number of a relic, then that relic is replaced by the 'Empty Vessel' relic. My theory is that the game is trying to populate all relic rooms with unique relics, but runs out of them because only 4 are available, so replaces the room with another of the 'special room' types - that being the apple room. If I am correct, then I would expect there to be 2 relic rooms spread among all 6 biomes.
I haven't found any code that does this yet, and I'm not sure what I could do about it even if I did. I suggest enabling some more relics for now.