diff --git a/soh/soh/Enhancements/enemyrandomizer.cpp b/soh/soh/Enhancements/enemyrandomizer.cpp index 5e9e7ea55..b4c7c8282 100644 --- a/soh/soh/Enhancements/enemyrandomizer.cpp +++ b/soh/soh/Enhancements/enemyrandomizer.cpp @@ -443,19 +443,18 @@ bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId, } bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) { - uint32_t isMQ = ResourceMgr_IsSceneMasterQuest(sceneNum); // Freezard - Child Link can only kill this with jump slash Deku Sticks or other equipment like bombs. // Beamos - Needs bombs. // Shell Blade & Spike - Child Link can't kill these with sword or Deku Stick. - // Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player. + // Flare dancer, Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player. // Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left. // Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future? bool enemiesToExcludeClearRooms = enemy.id == ACTOR_EN_FZ || enemy.id == ACTOR_EN_VM || enemy.id == ACTOR_EN_SB || enemy.id == ACTOR_EN_NY || enemy.id == ACTOR_EN_CLEAR_TAG || enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2 || - enemy.id == ACTOR_EN_MB; + (enemy.id == ACTOR_EN_MB && enemy.params == 0) || enemy.id == ACTOR_EN_FD; // Bari - Spawns 3 more enemies, potentially extremely difficult in timed rooms. bool enemiesToExcludeTimedRooms = enemiesToExcludeClearRooms || enemy.id == ACTOR_EN_VALI;