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Some fixes for 5.2 - #429

Merged
Ellendar merged 55 commits into
mainfrom
upstream-5.2
Aug 17, 2026
Merged

Ellendar merged 55 commits into
mainfrom
upstream-5.2

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@initsu

@initsu initsu commented Aug 1, 2026 •

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  • VoD trap tile path logic no longer accepts "NONE" terrain as walkable paths, as it can be filled by anything by GrowTerrain
  • Fix RoomPool error if it tried to sample item rooms from empty weights (could happen with smaller room pools and duplication protection)
  • Fix Helmethead's vanilla HP bar. Sometimes Helmethead's HP bar would start at half (if swapped to the East I think)
  • Vanilla-Weighted palace style removed from GP options as it doesn't do much differently from Random Walk for GP.
  • Added more aggressive caching for the web app. This is GitHub specific. It's a workaround for the app potentially being cached for only 10 minutes if another CDN node served the next page load.

Update:

  • Now pointing at main, rebased onto 5.2-to-main.
  • Added some final tweaks and Chadbert's Expert room tags

TheRealQuantam and others added 30 commits August 17, 2026 04:20
- Update FtRandoLib reference
- Make wasm output setting be local to browser project
- Adjust margins changed in Avalonia 12
Sending the pasted text through the textbox makes it only possible to
use the first line. I change it up to access the clipboard directly to
make it work when the flags and seeds are on separate lines.
- The code now uses js65 and is being reloc'd instead of inserted
  at a magic PRG0 address.
- HALF should now consistently trigger after 32 steps taken. (The high
  byte was previously not always reset).
- Make RANDOM be random encounter rate per continent (The Random
  option previously did nothing and was just the same as normal.)
- This will also make it possible to add other terrain to Maze Island
  without having MI encounters.
- Huge code cleanup
- Shuffle the directions in which Maze Island is expanded
- Position palace better inside grid
initsu added 24 commits August 17, 2026 05:14
- Huge code cleanup
- Add a check when opening up VoD entrances to prevent creating illegal entrances to any trap tiles
- Add a check to stop rivers from opening up VoD center
- Add slightly more variance to where the trap tiles are placed along the VoD zig-zag path
- Remove sword immunities when Fire is replaced by Dash or linked with Fairy
- No sword immunities
- It doesn't do much differently from Random Walk in GP (just very slightly more vertical.)
- ReactiveUI.Validation dependency has been removed as it's not updated
- System.Reactive usages replaced by ReactiveUI.Primitives
@initsu
initsu marked this pull request as draft August 17, 2026 03:25
@initsu
initsu changed the base branch from 5.2 to main August 17, 2026 03:26
@initsu
initsu marked this pull request as ready for review August 17, 2026 03:29
@Ellendar
Ellendar merged commit 9dac3d7 into main Aug 17, 2026
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@initsu
initsu deleted the upstream-5.2 branch September 1, 2026 23:38
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4 participants