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Feature Requests for OoE #186

@SCSR-is-too-short-username

Description

I've played OoE randomizer for a while now, and I got a few ideas for new features:

  • Area progression randomization, where you initially have 2-3 areas open and completing areas (using either any or specific exit) would unlock new area and you have to explore the different paths to figure out path forward. The paths could split and joint as well (but still aim to keep ~2-3 parallel paths, so the paths can't all join into a one linear path) and would eventually leave to dead ends, since the game doesn't have infinite areas.

  • Glyphs that have multiple levels (eg. Secare, Ascia, Scutum) to be progressive, and single level glyphs (eg. Nitesco, Lapiste, Torpor) to favor areas that are roughly the same level of power as the area they are normally found in, so you are less likely to get OP equipment too quickly. Enemies that use glyps for attacking would initially have the lowest level of that glyph that you don't already have, but once you absorb that glyph the game would remember it and keep all future enemies of that type on that level, so you can't get all levels from the same enemy.

  • Lv.1 Hard Mode support. You need to approach this difficulty very differently compared to normal, so the game needs to randomize differently. For example, on normal, you don't need double jump, Magnes or Volaticus for getting over Giant Skeleton when he is bent backwards, assuming you have at least decent weapon, since you can jump over him and take damage a few times. On Lv.1 Hard, since you usually die in 2-3 hits, a method to avoid getting hit is almost required. Basically the randomizer would take into account strategies and requirements that are unique to this difficulty

Also, is there a reason why some enemies that use glyphs for attacks use the randomized glyph's attack and some don't?

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