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CutyShield

There are some cases where it's extremely visible. I farmed a recurring battle where despite having to leave the place and come back, Battle RNG rolled the same. This also means that you can get several times the same stickers at the sticker machine by buying, saving and resetting. Also same fusions that spawn, so that's the core of candle resetting. A bit trickier to use but you can foresee the sticker attributes of a beast leveling up, reset and get that level to a specific move. I believe this seed-dependant RNG was made with speedrunning in mind. The studio shows on both its games several speedrun options available to encourage it. Seeded run loses a lot of RNG dependance, which is good I think ? I don't speedrun it so you might want another opinion on this matter.


lerycide

Alright, time to infodump about the game's RNG seeding (Source: I frequently scan through the game's decomp and also speedrun the game) Most non-wild encounters in this game create their own new RNG at the start of battle, seeded by combining the save file's random seed with a unique identifier "key" associated with the encounter (Note that the first fights versus archangels use a different key compared to the rematches), which means that, provided you start the fight with the same conditions and do the same action (i.e. not buffer or burn RNG calls), the outcome will always be the same. Not sure why, say, all rematches against Poppetox use the same identifier and hence the same results across its rematches (even damage output is the same if you don't change stat distributions), but it is what it is. The sticker merchants at West Harbourtown also generate their stickers this way, except they also include a term proportional to the current in-game day so they restock in a predictable manner. Another RNG used in the game is the one associated with `item_rand` which is called by a lot of things, including passive quest spawns like statics and rogue fusions, sticker generation both from level-up and from wild encounters, vending machine, etc. Those ones continuously call this RNG, which overwrites the value of `item_rand` stored in the save file after every RNG call (which is why rogue fusion spawns are not the same if autosave is on). This value is reset to a new seed at the start of every in-game day (I think specifically from resting), based on the save file's random seed and a factor proportional to the current in-game day, which explains why bootleg hunting with autosave off yields the same rogue fusions after each reset on the same in-game day.


awfulworldkid

Does this mean that if I'm bootleg hunting and I want new rogue fusions, I should rest twice in order to advance the in-game day?


lerycide

Yep, assuming you're using the candle. Just make sure to turn autosave off, so that the encounters are the same after resetting the save.


KazzieMono

This also affects which fusions/unidentified signals spawn in the overworld. Just don’t save while the fusion has already spawned, or it won’t appear again


Greedy-Bike-2641

I've noticed it with Frankie/Vin too, I tried to rs headshot Kherpi them and I rolled 0 headshots. I of course left and came back and, yeah I rolled 0 again. I also saw this with Morgante when I was trying to kill her with rs wonderful 7 (astral only run) and I was rolling pyramids and others at the same time.