Chests have an interesting RNG quirk where the rarity of the chest can cause relics to be skipped entirely. Thus, we have to pay special attention to how we handle this problem when creating a full relic filter, since it may be increasingly dependent on which path a user takes and result in them not actually seeing the relic they desired.
When we approach the relic filter on a second pass beyond #10, we'll need to do a deeper dive into the base game code to see if it's even feasible to do a general relic filter and ensure that a user won't accidentally be unable to achieve the relic they select if pathing in an arbitrary manner. Making sure this happens will likely require more extensive unit testing than we currently have, so I really need to get around to getting that JUnit framework in place.
Chests have an interesting RNG quirk where the rarity of the chest can cause relics to be skipped entirely. Thus, we have to pay special attention to how we handle this problem when creating a full relic filter, since it may be increasingly dependent on which path a user takes and result in them not actually seeing the relic they desired.
When we approach the relic filter on a second pass beyond #10, we'll need to do a deeper dive into the base game code to see if it's even feasible to do a general relic filter and ensure that a user won't accidentally be unable to achieve the relic they select if pathing in an arbitrary manner. Making sure this happens will likely require more extensive unit testing than we currently have, so I really need to get around to getting that JUnit framework in place.