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i first assumed the clover would just roll a second item the moment a chest is opened and give it to you if it's a higher tier than the chest's original item. but then i considered that there's a chance it works something like the rusted key: on level generation, each chest might be rolled one extra time for each clover the party has, and their contents are replaced where applicable. it'd be pretty hard to test any of this before a prismatic trial with a clover shows up to begin with, though
A+
You can view this seed by opening the console (CTRL + ALT + `), and typing "run_print_seed".
Crits, on-hits, lunar coins, etc are all rolled off of a randomized seed from the unity rng implementation and not the world generation seed.
Shrine bosses are static across the seed, but change every difficulty increase on the top right.
World gen, chance shrines, chests, and enemies spawns are also seeded.
Every other time, spawned elite imp squad. I was confused by the initial inconsistency.
normally it'd be "pregame_set_seed" then "pregame_start_run".
The only way to get that functionality working again is to open Assembly-CSharp.dll in dnspy and edit console.cs to readd the command names and disable the cheat check for the pregame seed set command.
Guess I'm not seeing that run with 2 alien heads in the first 2 levels again.