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objectives [2020/01/01 16:32] b0ardfaceobjectives [2022/07/26 00:52] – [Dark Matter Hunt] wylem
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 The default win condition for Free Enterprise is to defeat Zeromus, which requires the player to find a path to the moon to reach him, and to locate the Crystal used to unlock his final form. The various ''O'' flags are used to add additional/alternate objectives to the game progression. The default win condition for Free Enterprise is to defeat Zeromus, which requires the player to find a path to the moon to reach him, and to locate the Crystal used to unlock his final form. The various ''O'' flags are used to add additional/alternate objectives to the game progression.
  
-When playing with objectives, an introductory sequence enumerating your objectives will play directly after the Enterprise launchesObjectives can also be viewed in the [[Track menu]].+When playing with objectives, they will be enumerated at the New Game screenOnce the seed has been started, objectives can be viewed in the [[Track menu]].
  
-Free Enterprise technically supports up to 32 concurrent objectives, though it's not possible to reach that number with the current available flags.+Free Enterprise technically supports up to 32 concurrent objectives, though it's not possible to reach that number with the current available flags. For a complete list of Custom Objectives go [[custom_objectives_list | here]]. That list does not include the [[#Objective_Modes | Objective Modes]] listed below.
  
 ===== Completion ===== ===== Completion =====
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 Objectives may be completed in any order. Objectives may be completed in any order.
  
-The reward for completing all objectives is determined by flags, which can be either:+The reward for completing objectives is determined by flags, which can be either:
   * ''Owin:game'', which wins the game outright.   * ''Owin:game'', which wins the game outright.
   * ''Owin:crystal'', which awards the Crystal.   * ''Owin:crystal'', which awards the Crystal.
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 The reward is delivered immediately upon completion of the last outstanding objective. The reward is delivered immediately upon completion of the last outstanding objective.
 +
 +By default, all objectives must be completed to receive reward. If one of the ''Oreq:<number>'' flags is specified, then the reward is delivered after completing the required number of objectives. Further objectives can still be completed but will do nothing.
 +
 +For racing purposes, a seed's objectives are listed on the pregame menu, to avoid the need for speed-reading in the introduction.
  
 ==== Completing "get character" objectives ==== ==== Completing "get character" objectives ====
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   * 60% - complete a specific quest   * 60% - complete a specific quest
  
-The randomizer should not select a random objective that is impossible (eg. finding Cecil in a seed without Cecil).+Setting any of ''Orandom:boss'', ''Orandom:quest'', ''Orandom:tough_quest'', and ''Orandom:char'' will limit the selection of random objectives to the objective types specified by those flags. (Eg. specifying ''Orandom:3,boss'' will generate 3 random boss hunt objectives.) The relative probability of each type is still affected by the distributions above. 
 + 
 +("Tough" quests are those that require at least one key item to complete, and involve either a difficult boss location, a time-consuming check, or at least one terminal key item. Note that since the Darkness Crystal and underground access unlock quite a few of these checks, the lunar and Feymarch boss location quests are weighted to balance their frequency rate against the other quests. See the full list [[tough_quests|here]]) 
 + 
 +The randomizer will not select a random objective that is impossible (eg. finding Cecil in a seed without Cecil).
  
 ===== Objective Modes ===== ===== Objective Modes =====
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     * The DkMatters will be placed in chests without monsters.     * The DkMatters will be placed in chests without monsters.
     * While chests are selected at random with equal weighting, the randomizer attempts to spread them out a little using this algorithm:     * While chests are selected at random with equal weighting, the randomizer attempts to spread them out a little using this algorithm:
-      * When selecting a location for the next DkMatter, count how many DkMatters have already been placed in the same "area" (ie. same dungeon/town)+      * When selecting a location for the next DkMatter, count how many DkMatters have already been placed in the same "area" (ie. same dungeon/town)((The list of areas is identical to the list of treasure areas found [[treasure_probability_curves#untrapped_chests|here]].))
       * For each other DkMatter already in the same area, flip a weighted coin (70% heads, 30% tails)       * For each other DkMatter already in the same area, flip a weighted coin (70% heads, 30% tails)
       * If a coin turns up tails, give up and try again with a new chest. (Note that the current chest remains in the possibility pool and can be selected again.)       * If a coin turns up tails, give up and try again with a new chest. (Note that the current chest remains in the possibility pool and can be selected again.)
objectives.txt · Last modified: 2023/12/26 20:45 by A User Not Logged in