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Route Sarudnahk
- Survival/movement
- Tweak boid behavior (weights)
- Need to become better at juking/avoiding getting hit
- Need to handle the skeletons differently, they hit very hard (bigger weight to avoid)
- Need to avoid getting stuck on terrain
- Fix heal glitch (can switch to "no" option)
- Improve health pickup code
- (r^2 distance? Must find a way to only prioritize closest, or risk missing a bunch)
- Weight according to health level
- Maybe just pick closest and put all boid behavior on that
- Must avoid issues where the code locks movement
- Tweak boid behavior (weights)
- Lich boss fight
- Completing combo correctly when fighting Lich (sometimes fails to combo)
- Movement post-battle (gets stuck on rocks). Boid-like behavior with list of obstacles?
- Survival/movement
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Fix saves so that shopkeeper is unlocked: (Could also check in final turn if the shopkeeper/chest is there and adjust)
- sacred_grove
- amulet_cave
- aogai2
- black_citadel
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Save games/Main menu
- Clean up main menu navigation code? Checking for if New game is available
- Actually use menu memory pos
- Load game will not work correctly if all 5 saves are used
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3D Movement and combat
- Display hp in zelda mode
- Clink attacks from just out of range, swinging in the air
- Handle pathfinding past breakable objects (bushes/pots). Can do this manually, but it's less elegant
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Pathfinding
- Fix the pathfinding to reduce the number of nav nodes/checkpoints, and have the TAS beeline for objectives when possible (use rays to detect map collision)
- Path adjustments due to being hit/diverging for attacks
- Use the full navmap, don't recalculate AStar? This would require holding all the navmaps in memory, so maybe not so good
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Improve knights combat logic
- Account for spaces that are invalid (not passable). Can use navmap here
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Overworld gli farm
- Improve on encounter manip logic
- Allow for entering/leaving Meadow as manip (relatively quick, worth it? Consistency?)
- Improve on encounter manip logic
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Papurika
- Minor pathing issues
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Cavern
- Improve on encounter manip logic
- Read chest timers from memory and avoid moving just before they advance RNG?
- Improve on encounter manip logic
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Noria
- Improve on 2xBat room (can fail detection). Should menu-skip on bat kills.
- Improve on skeleton juking. Can lure the first one to not get in the way.
- Fallback for floor puzzle (need to know when we fail)
- Add menu-manip on floor puzzle end.
- Fallback for fireballs? Can sometimes fail on this section (need to be able to reset the maze)
- Deathwarp
- Allow for other save slots than 0 to be used
- Bugs in timing. Use cursor memory value to ensure we are actually selecting things correctly
- Bossfight Dark Clink
- Make the logic more complicated (though maybe it doesn't need to be?)
- Menu glitch after boss death
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Aogai
- Map for display
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Sacred Grove
- Optimize weapon swapping in the south-east puzzle
- Fallbacks for accidentally killing bats with the arrows in the puzzle
- Safety could be to just kill the first bat?
- Can check for statue on the way north and shoot an arrow.
- Menu glitches
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Zephyros ATB fight
- Double turns confuse the TAS (when both Clink and Kaeris act at the same time). Kaeris will take the wrong action
- Fallback for if we run out of potions (hasn't happened so far, but could in theory)
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Final Zephyros fight
- Improve/optimize movement
- Get in 3-4 attacks in the first phase
- Dodge attacks in armless phase (run in the correct direction)
- Improve on movement in armless phase (doesn't correctly anticipate where the enemy will end up. Sometimes hit twice)
- Dodge red attacks in Ganon phase (detect, move out of the way) if we are low on health
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Terminal improvements
- Experiment more with Textual/Rich
- Fix so that the map/stats window has fixed height, to prevent crashes when the window is too small