Files
Grinch-AP/worlds/tunic/docs/en_TUNIC.md
Scipio Wright dad228cd4a TUNIC: Logic Rules Redux (#3544)
* Clean these functions up, get the hell out of here 5 parameter function

* Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter

* Clean up some range functions

* Update to use world instead of player like Vi recommended

* Fix merge conflict

* Create new options

* Slightly revise ls rule

* Update options.py

* Update options.py

* Add tedious option for ls

* Update laurels zips description

* Create new options

* Slightly revise ls rule

* Update options.py

* Update options.py

* Add tedious option for ls

* Update laurels zips description

* Creating structures to redo ladder storage rules

* Put together overworld ladder groups, remove tedious

* Write up the rules for the regular rules

* Update slot data and UT stuff

* Put new ice grapple stuff in er rules

* Ice grapple hard to get to fountain cross room

* More ladder data

* Wrote majority of overworld ladder rules

* Finish the ladder storage rules

* Update notes

* Add note

* Add well rail to the rules

* More rules

* Comment out logically irrelevant entrances

* Update with laurels_zip helper

* Add parameter to has_ice_grapple_logic for difficulty

* Add new parameter to has_ice_grapple_logic

* Move ice grapple chest to lower forest in ER/ladders

* Fix rule

* Finishing out hooking the new rules into the code

* Fix bugs

* Add more hard ice grapples

* Fix more bugs

* Shops my beloved

* Change victory condition back

* Remove debug stuff

* Update plando connections description

* Fix extremely rare bug

* Add well front -> back hard ladder storages

* Note in ls rules about knocking yourself down with bombs being out of logic

* Add atoll fuse with wand + hard ls

* Add some nonsense that boils down to activating the fuse in overworld

* Further update LS description

* Fix missing logic on bridge switch chest in upper zig

* Revise upper zig rule change to account for ER

* Fix merge conflict

* Fix formatting, fix rule for heir access after merge

* Add the shop sword logic stuff in

* Remove todo that was already done

* Fill out a to-do with some cursed nonsense

* Fix event in wrong region

* Fix missing cathedral -> elevator connection

* Fix missing cathedral -> elevator connection

* Add ER exception to cathedral -> elevator

* Fix secret gathering place issue

* Fix incorrect ls rule

* Move 3 locations to Quarry Back since they're easily accessible from the back

* Also update non-er region

* Remove redundant parentheses

* Add new test for a weird edge case in ER

* Slight option description updates

* Use has_ladder in spots where it wasn't used for some reason, add a comment

* Fix unit test for ER

* Update per exempt's suggestion

* Add back LogicRules as an invisible option, to not break old yamls

* Remove unused elevation from portal class

* Update ladder storage without items description

* Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out

* Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out

* Update portal list to match main

* god I love github merging things

* Remove note

* Add ice grapple hard path from upper overworld to temple rafters entrance

* Actually that should be medium

* Remove outdated note

* Add ice grapple hard for swamp mid to the ledge

* Add missing laurels zip in swamp

* Some fixes to the ladder storage data while reviewing it

* Add unit test for weird edge case

* Backport outlet region system to fix ls bug

* Fix incorrect ls, add todo

* Add missing swamp ladder storage connections

* Add swamp zip to er data

* Add swamp zip to er rules

* Add hard ice grapple for forest grave path main to upper

* Add ice grapple logic for all bomb walls except the east quarry one

* Add ice grapple logic for frog stairs eye to mouth without the ladder

* Add hard ice grapple for overworld to the stairs to west garden

* Add the ice grapple boss quick kills to medium ice grappling

* Add the reverse connection for the ice grapple kill on Garden Knight

* Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
2024-09-08 14:42:59 +02:00

5.9 KiB

TUNIC

Where is the options page?

The player options page for this game contains all the options you need to configure and export a config file.

I haven't played TUNIC before.

Play vanilla first. It is heavily discouraged to play this randomizer before playing the vanilla game. It is recommended that you achieve both endings in the vanilla game before playing the randomizer.

What does randomization do to this game?

In the TUNIC Randomizer, every item in the game is randomized. All chests, key item pickups, instruction manual pages, hero relics, and other unique items are shuffled.

Ability shuffling is an option available from the options page to shuffle certain abilities (prayer, holy cross, and the icebolt combo), preventing them from being used until they are unlocked.

Entrances can also be randomized, shuffling the connections between every door, teleporter, etc. in the game.

Enemy randomization and other options are also available and can be turned on in the client mod.

What is the goal of TUNIC when randomized?

The standard goal is the same as the vanilla game. Find the three hexagon keys, then Take Your Rightful Place or seek another path and Share Your Wisdom.

Alternatively, Hexagon Quest is a mode that shuffles a certain number of Gold Questagons into the item pool, with the goal being to find the required amount of them and then Share Your Wisdom.

What items from TUNIC can appear in another player's world?

Every item has a chance to appear in another player's world.

How many checks are in TUNIC?

There are 302 checks located across the world of TUNIC. The Fairy Seeking Spell can help you locate them.

What do items from other worlds look like in TUNIC?

Items belonging to other TUNIC players will either appear as that item directly (if in a freestanding location) or in a chest with the original chest texture for that item.

Items belonging to non-TUNIC players will either appear as a question-mark block (if in a freestanding location) or in a chest with a question mark symbol on it. Additionally, non-TUNIC items are color-coded by classification, with green for filler, blue for useful, and gold for progression.

Is there a tracker pack?

There is a tracker pack. It is compatible with both Poptracker and Emotracker. Using Poptracker, it will automatically track checked locations and important items received. It can also automatically tab between maps as you traverse the world. This tracker was originally created by SapphireSapphic and ScoutJD, and has been extensively updated by Br00ty.

There is also a standalone item tracker, which tracks what items you have received. It is great for adding an item overlay to streaming setups. This item tracker was created by Radicoon.

There is an entrance tracker for the entrance randomizer. This is a manual tracker that runs in your browser. This tracker was created by ScipioWright, and is a fork of the Pokémon Tracker by Sergi "Sekii" Santana.

You can also use the Universal Tracker (by Faris and qwint) to find a complete list of what checks are in logic with your current items. You can find it on the Archipelago Discord, in its post in the future-game-design channel. This tracker is an extension of the regular Archipelago Text Client.

What should I know regarding logic?

In general:

  • Nighttime is not considered in logic. Every check in the game is obtainable during the day.
  • Bushes are not considered in logic. It is assumed that the player will find a way past them, whether it is with a sword, a bomb, fire, luring an enemy, etc. There is also an option in the in-game randomizer settings menu to clear some of the early bushes.
  • The Cathedral is accessible during the day by using the Hero's Laurels to reach the Overworld fuse near the Swamp entrance.
  • The Secret Legend chest at the Cathedral can be obtained during the day by opening the Holy Cross door from the outside.

For the Entrance Randomizer:

  • Activating a fuse to turn on a yellow teleporter pad also activates its counterpart in the Far Shore.
  • The West Garden fuse can be activated from below.
  • You can pray at the tree at the exterior of the Library.
  • The elevators in the Rooted Ziggurat only go down.
  • The portal in the trophy room of the Old House is active from the start.
  • The elevator in Cathedral is immediately usable without activating the fuse. Activating the fuse does nothing.

Does this game have item and location groups?

Yes! To find what they are, open up the Archipelago Text Client while connected to a TUNIC session and type in /item_groups or /location_groups.

Is Connection Plando supported?

Yes. The host needs to enable it in their host.yaml, and the player's yaml needs to contain a plando_connections block. Example:

plando_connections:
  - entrance: Stick House Entrance
    exit: Stick House Exit
  - entrance: Special Shop Exit
    exit: Stairs to Top of the Mountain

Notes:

  • The Entrance Randomizer option must be enabled for it to work.
  • The direction field is not supported. Connections are always coupled.
  • For a list of entrance names, check er_data.py in the TUNIC world folder or generate a game with the Entrance Randomizer option enabled and check the spoiler log.
  • There is no limit to the number of Shops you can plando.

See the Archipelago Plando Guide for more information on Plando and Connection Plando.

Is there anything else I should know?

You can go to The TUNIC Randomizer Website for a list of randomizer features as well as some helpful tips. You can use the Fairy Seeking Spell (ULU RDR) to locate the nearest unchecked location. You can use the Entrance Seeking Spell (RDR ULU) to locate the nearest unused entrance.