Player Skill: Difference between revisions

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Created page with "This is a measure of the player skill. It allows the world to be generated with more flexible key and lock combinations. For example, in a situation where there is a heated room there are several ways to get through it. On normal skill it is assumed that you simply must have the heat protection suit and the world will be generated in a way that guarantees it is available without the need to pass through the heated room. In hard difficulty, the lock for the heated room..."
 
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|11||Insane||Many situations have several keys, and some no longer have the normal traversal keys at all. This is not for the faint of heart, and may get the player into situations that they cannot escape from. (Remember save reverting is an option as long as you haven't saved too many times in a place where you could be stuck.)
|11||Insane||Many situations have several keys, and some no longer have the normal traversal keys at all. This is not for the faint of heart, and may get the player into situations that they cannot escape from. (Remember save reverting is an option as long as you haven't saved too many times in a place where you could be stuck.)
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This field is part of the [[Seed Code]].

Latest revision as of 20:35, 20 March 2026

This is a measure of the player skill. It allows the world to be generated with more flexible key and lock combinations.

For example, in a situation where there is a heated room there are several ways to get through it. On normal skill it is assumed that you simply must have the heat protection suit and the world will be generated in a way that guarantees it is available without the need to pass through the heated room. In hard difficulty, the lock for the heated room may also allow a hell run to be required. Meaning that the room could be considered passable if a certain number of energy capsules are available instead of the heat suit.

Player Skill
Bits Type Description
00 Normal Keys and Locks are set up in the "standard" way that doesn't require anything funky to get around the world.
01 Hard Some situations have additional keys for the locks that allow traversal. These harder to do keys are in addition to the normal ones during generation. Both may be possible, but the hard way is an option.
10 Extreme Many situations have several keys each providing very tricky traversal. These are in addition to normal ones and hard ones.
11 Insane Many situations have several keys, and some no longer have the normal traversal keys at all. This is not for the faint of heart, and may get the player into situations that they cannot escape from. (Remember save reverting is an option as long as you haven't saved too many times in a place where you could be stuck.)

This field is part of the Seed Code.