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			## New Features: - EP Shuffle (Individual or Obelisk Sides, with varying difficulty levels) - Ability to play without Puzzle Randomization (I.e. vanilla + AP layer) - Pet the Dog to get a Puzzle Skip :) (No, really.) ## Changes: - Starting inventory behavior improved (Consider starting items like doors and lasers logically even if they aren't part of the mode) - Audio Log hint system improved (On low hint counts, you will no longer get the same locations hinted every time, i.e. always hints are shuffled) ## Fixes: - Many fixes to symbol requirements - Fixes to "shuffle_postgame" (What checks are evaluated as "postgame" in specific modes) - Logically irrelevant doors are now "useful" instead of "progression"
		
			
				
	
	
		
			49 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			49 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # The Witness
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| 
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| ## Where is the settings page?
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| The [player settings page for this game](../player-settings) contains all the options you need to configure and export a
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| config file.
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| 
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| ## What does randomization do to this game?
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| Puzzles are randomly generated using the popular [Sigma Rando](https://github.com/sigma144/witness-randomizer).
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| They are made to be similar to the original game, but with different solutions.
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| Ontop of that each puzzle symbol (Squares, Stars, Dots, etc.) is now an item.
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| Panels with puzzle symbols on them are now locked initially.
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| 
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| ## What is a "check" in The Witness?
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| Solving the last panel in a row of panels or an important standalone panel will count as a check, and send out an item.
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| 
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| ## What "items" can you unlock in The Witness?
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| Every puzzle symbol and many other puzzle mechanics are items.
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| This includes symbols such as "Dots", "Black/White Squares", "Colored Squares", "Stars", "Symmetry", "Shapers" (coll. "Tetris Pieces"), "Erasers" and many more.
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| Alternatively (or additionally), you can play "Door shuffle", where some doors won't open until you receive their "key".
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| Receiving lasers as items is also a possible setting.
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| 
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| ## What else can I find in the world?
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| By default, the audio logs scattered around the world will have 10 hints for your locations or items on them. 
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| Example: "Shipwreck Vault contains Triangles".
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| 
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| ## The Jungle, Orchard, Forest and Color House aren't randomized. What gives?
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| There are limitations to what can currently be randomized in The Witness.
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| There is an option to turn these non-randomized panels off, called "disable_non_randomized" in your yaml file. This will also slightly change the activation requirement of certain panels, detailed [here](https://github.com/sigma144/witness-randomizer/wiki/Activation-Triggers).
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| ## A note on starting inventory and excluded locations
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| In this randomizer, items added to start_inventory will be removed from the item pool (as many copies as specified).
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| It is also possible to add items to the starting inventory that are not part of the mode you are playing.
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| In this case, the generator will make its best attempt to adjust logic accordingly.
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| One of the use cases of this could be to pre-open a specific door or pre-activate a single laser.
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| In "shuffle_EPs: obelisk_sides", any Environmental Puzzles in exclude_locations will be pre-completed and not considered for their Obelisk Side.
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| If every Environmental Puzzle on an Obelisk Side is pre-completed, that side disappears from the location pool entirely. |