Capturing the requested changes/thoughts from the enemy drops + souls logic review
Requested Change:
Correct typos and misspellings. All remaining instances of Dinalfos should be corrected to Dinolfos. Adjust remaining instances of "Like Like" not being two fully separate words. Adjust capitalization: The first letters of certain phrases or item names were often not capitalized in-game, the D in ReDead was often not capitalized in game and code, the H in Dead Hand was sometimes not capitalized and sometimes there was no space between the words. I'm not sure entirely how many instances of each of these remain. (I wanted to correct these myself but I wasn't sure about maybe having to edit c code or editing these particular in-game texts. I'm a bit worried even about some of the ones that I did correct maybe having secret consequences that I wasn't able to notice.)
Some additional thoughts/suggestions/mild concerns about some of the details of this feature:
Probably shorten the enemy drops tooltip. (I couldn't figure out how to actually read the whole thing.)
I feel like we probably have to do something about the two red bubbles that are really difficult to kill, to hopefully guide new players away from shuffling them. I wouldn't agree that not shuffling them at all is the answer, since there are actually ways to kill them and nothing about them is really all that special (other than the difficulty).
You probably should fix rooms behaving poorly if you don't have an important soul from that room, ie, the Bongo, Morpha, and Barinade boss rooms. I can imagine this could be a bit of a task though...
You can't currently start with souls using the starting items tab, so it might be worth adding that? (Do you know for sure if they work correctly if a soul goes on a skipped location?)
Blue Rupee overload? It might be nice if you could implement a variety of original items for enemy drops (and the randomized wonderitem drops as well), perhaps based on the drop tables for those enemies/drops? Or for an easier fix you could just allow the randomized junk pool to take over, just to inject some variety (except for the few enemies that do have a fixed drop item).
Suggestion to shuffle any enemy drops from the coffins in the Bottom of the Well? (Do the same enemies consistently spawn every time from those?) (Also Suggestion to shuffle Poe Sister item drops? Might be rough since most of them are tied to the paintings.) (Also suggestion to shuffle the Big Octo drop?)
Probably add Spinning Tile Soul. (Maybe add Poe Soul? Sounds like it could be rough. Paintings again! And I guess there's already an item called "Poe Soul" in this game, so maybe that could be awkward too.)
Not super important, but it's strange that you have to manually pick up Skull Kid drops.
I'm not quite happy with the way that you obtain drops from Deku Babas. I feel like you should also just get the randomized item whenever you would spawn Deku Nuts?
Enemies that spawn more enemies seem especially weird about how you get the drops. I've heard you might have to kill a Biri to get the drop from Baris, but I've never actually this, so I'd like to see some proof that it can actually occur lol. (It might have logic impact if it is actually to be required to kill any of the Biris that spawn since you might have to take damage multiple times to kill them all.) I've heard Floormaster might give the drop when you kill the main one, but I've never seen this either. Amoung the small ones, I'm not sure how it decides which has the drop. (If the main one is what will have the drop in the future, it might require a small but annoying logic change since bombs are fine without nuts on the big Floormaster.) But the Peahats definitely sometimes give the drops at strange times, including potentially before you've actually done enough damage to the Peahat to kill it? I have no idea what I did to cause this but I've seen it a couple of times now. More common is that you get the drop after you damage it to death but before the animation finishes and drop should actually spawn.
I think the soul region for grotto enemies to spawn in regional souls should depend on the parent region of the grotto; no separate grotto soul to find. Treating grottos as their own region contradicts with how the rest of randomizer treats grottos. Also, graves are usually considered Grottos in randomizer, so if a Grotto soul exists one might expect the enemies in graves to obey the Grotto soul rather than the Graveyard soul.
The enemies on the minimap feature has some slight issues, with the dots in areas that don't have maps typically appearing in the middle of the screen instead of where the map would go. There was also some slightly strange dot placements as you change between rooms. I also found the tiny 1px dots really hard to see on my TV -- I'm on VC using a mildly snowy CRT. Especially against the blue of a minimap, the dots showed up only as a slightly purple-tinged pixel and it felt a bit like playing Where's Waldo when trying to spot them. Maybe making them a 2px square could probably go a long way to making them more visible? This could be considered a platform parity issue, and so might actually need to be addressed. But it does say "Beta" though, which is basically a get out of jail free card.
You've got an open issue already for a couple of text shuffle issues.
And of course we've discussed this one before, but I don't agree that the flying pot soul should be a requirement for clearing rooms with flying pots, since you don't actually need to defeat them unless you stir them up (and if they're not there you can't stir them up).
Capturing the requested changes/thoughts from the enemy drops + souls logic review
Requested Change:
Correct typos and misspellings. All remaining instances of Dinalfos should be corrected to Dinolfos. Adjust remaining instances of "Like Like" not being two fully separate words. Adjust capitalization: The first letters of certain phrases or item names were often not capitalized in-game, the D in ReDead was often not capitalized in game and code, the H in Dead Hand was sometimes not capitalized and sometimes there was no space between the words. I'm not sure entirely how many instances of each of these remain. (I wanted to correct these myself but I wasn't sure about maybe having to edit c code or editing these particular in-game texts. I'm a bit worried even about some of the ones that I did correct maybe having secret consequences that I wasn't able to notice.)
Some additional thoughts/suggestions/mild concerns about some of the details of this feature:
Probably shorten the enemy drops tooltip. (I couldn't figure out how to actually read the whole thing.)
I feel like we probably have to do something about the two red bubbles that are really difficult to kill, to hopefully guide new players away from shuffling them. I wouldn't agree that not shuffling them at all is the answer, since there are actually ways to kill them and nothing about them is really all that special (other than the difficulty).
You probably should fix rooms behaving poorly if you don't have an important soul from that room, ie, the Bongo, Morpha, and Barinade boss rooms. I can imagine this could be a bit of a task though...
You can't currently start with souls using the starting items tab, so it might be worth adding that? (Do you know for sure if they work correctly if a soul goes on a skipped location?)
Blue Rupee overload? It might be nice if you could implement a variety of original items for enemy drops (and the randomized wonderitem drops as well), perhaps based on the drop tables for those enemies/drops? Or for an easier fix you could just allow the randomized junk pool to take over, just to inject some variety (except for the few enemies that do have a fixed drop item).
Suggestion to shuffle any enemy drops from the coffins in the Bottom of the Well? (Do the same enemies consistently spawn every time from those?) (Also Suggestion to shuffle Poe Sister item drops? Might be rough since most of them are tied to the paintings.) (Also suggestion to shuffle the Big Octo drop?)
Probably add Spinning Tile Soul. (Maybe add Poe Soul? Sounds like it could be rough. Paintings again! And I guess there's already an item called "Poe Soul" in this game, so maybe that could be awkward too.)
Not super important, but it's strange that you have to manually pick up Skull Kid drops.
I'm not quite happy with the way that you obtain drops from Deku Babas. I feel like you should also just get the randomized item whenever you would spawn Deku Nuts?
Enemies that spawn more enemies seem especially weird about how you get the drops. I've heard you might have to kill a Biri to get the drop from Baris, but I've never actually this, so I'd like to see some proof that it can actually occur lol. (It might have logic impact if it is actually to be required to kill any of the Biris that spawn since you might have to take damage multiple times to kill them all.) I've heard Floormaster might give the drop when you kill the main one, but I've never seen this either. Amoung the small ones, I'm not sure how it decides which has the drop. (If the main one is what will have the drop in the future, it might require a small but annoying logic change since bombs are fine without nuts on the big Floormaster.) But the Peahats definitely sometimes give the drops at strange times, including potentially before you've actually done enough damage to the Peahat to kill it? I have no idea what I did to cause this but I've seen it a couple of times now. More common is that you get the drop after you damage it to death but before the animation finishes and drop should actually spawn.
I think the soul region for grotto enemies to spawn in regional souls should depend on the parent region of the grotto; no separate grotto soul to find. Treating grottos as their own region contradicts with how the rest of randomizer treats grottos. Also, graves are usually considered Grottos in randomizer, so if a Grotto soul exists one might expect the enemies in graves to obey the Grotto soul rather than the Graveyard soul.
The enemies on the minimap feature has some slight issues, with the dots in areas that don't have maps typically appearing in the middle of the screen instead of where the map would go. There was also some slightly strange dot placements as you change between rooms. I also found the tiny 1px dots really hard to see on my TV -- I'm on VC using a mildly snowy CRT. Especially against the blue of a minimap, the dots showed up only as a slightly purple-tinged pixel and it felt a bit like playing Where's Waldo when trying to spot them. Maybe making them a 2px square could probably go a long way to making them more visible? This could be considered a platform parity issue, and so might actually need to be addressed. But it does say "Beta" though, which is basically a get out of jail free card.
You've got an open issue already for a couple of text shuffle issues.
And of course we've discussed this one before, but I don't agree that the flying pot soul should be a requirement for clearing rooms with flying pots, since you don't actually need to defeat them unless you stir them up (and if they're not there you can't stir them up).