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I guess it is to prevent changes from causing incompatibility of old seeds...Or just lazy
Just had a complete run with mods to deactive ~25 red cards (so only 50 red cards where active) and with ability to choose between 5 cards each time. Still I never got the normal red cards "seeing red" or "inflame" (they are not deactivated). So without looking at the code, I'm quite sure that the initial seed determines how rare each card in this whole run will be and if it puts 0% or very small chance there, I will not see this card in the entire run.
So I wonder:
1) Is it possible to improve this RNG so I have the same chance for every card of same rarity everytime I can choose cards?
2) If not, is it at least possible to visualize the chances after generating the seed, so I don't need to start a run if the chance for a card I want to play is super low?!
I hope that explanation made sense.
As a result, some people just make a copy of the save and explore, and roll back to make another series of choices when things go wrong. Also, some may notice minimal real randomness in the game (cards, relics) and use it to produce different ends by trial-and-error... These above doesn't look right to me. Make the game random all the way through so that one don't need to roll back.
While I'm not experienced enough to know the randomization forumlas the base game uses, I'm a person who loves having maximum rng/actual rng; not psuedo-methods.
If it's not entirely random, then it's not random at all.
Thanks for the great mod!
"Once you've seen them once" Ah. That's my error, I'll notice tiny little things like that, but without lots of plays, won't see it normalise again. XD
Though, I still suspect the game might be set to give you nothing but troll drops on you the entire time something drops. But that's by design of the stats, with big negatives, not the drop correlation?
The second part of your statement is just you noticing patterns that don't exist. I just looked at the code to be sure, and the boss you see is fully random once you've seen them all once. Similarly for the robbery event.
An RNG generator for 2 numbers between 1-6 would give you occasionally two sixes. By design, StS is like a dice, where 2 is opposite 5, and 1 opposite six, and 3 opposite 4. So the "after a enemy, you get a card loss encounter" etc is by design.
As an example, runs that give you lots of gold, have pirates as the first encounter after the boss (so you have a risk of losing gold before getting to the shop). Runs that give you lots of shiv cards, will correlate with the time keeper/hand exhaust boss.