Skip to content

Unlock conditions behave poorly after seeded/challenge runs #1435

Description

@BakersDozenBagels

Consider the following unlock condition:

check_for_unlock = function()
    return G.PROFILES[G.SETTINGS.profile].challenge_progress.completed.c_omelette_1
end

When completing the challenge, the unlock condition does not pass immediately (since challenges normally suppress unlocks). The center is also removed from the set of objects to check for unlocks later (G.P_LOCKED), meaning the game must be restarted before this unlock can actually happen.

This actually happens for any unlock condition. For example, performing Hanging Chad's unlock condition (win a boss blind with a high card) in a seeded or challenge run prevents the unlock from happening in an unseeded run later in the same session.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Fields

    No fields configured for issues without a type.

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions