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@initsu
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@initsu initsu commented Jan 27, 2026

This changes drop item room shape selection a bit. Instead of them being guaranteed to be put first in the shuffle, they are now given 6 times higher chance of being put first. So good odds, but no longer guaranteed.

With that change I'd probably bring Random Walk drop chance back up a bit, maybe to 11-12%.

@initsu initsu marked this pull request as draft January 29, 2026 03:06
@initsu initsu marked this pull request as ready for review January 29, 2026 03:14
@initsu initsu changed the title Add TableWeightedRandom and LinearWeightedRandom weighted samplers Add more weighted logic Jan 29, 2026
- TableWeightedRandom class works like the Climate weighting works
- LinearWeightedRandom class is like the previous WeightedRandom
- WeightedShuffler class has Random.Shuffle-like behavior, while also taking into account the stored weights for sorting
@Ellendar
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Ellendar commented Feb 1, 2026

The issue isn't with drop item rooms, when I ran statistics, even with the existing setup they appeared less often than almost every other shape. The issue with the high drop rate is that the combination of a high number of drops and the inescapable drop prevention makes drops vastly better than any other option when hunting for a boss, and especially in GP. If drops are rare this is ok, but right now the fastest way to do almost any GP in random walk is "stick to the bottom and hunt for drops". I'm fine with that being a sometimes thing but not it being all the time. Ideally random walk drops appear at about the same frequency they do in other palace styles. Likely that value is actually lower than 8%, but I want to do more testing.

@initsu
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initsu commented Feb 2, 2026

I think they both are issues. As it is, if you see a non-item drop room, you know that all item rooms must be drop rooms (or that room could not remain itemless).

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2 participants