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I guess it is to prevent changes from causing incompatibility of old seeds...Or just lazy
Just had a complete run with mods to deactive ~25 red cards (so only 50 red cards where active) and with ability to choose between 5 cards each time. Still I never got the normal red cards "seeing red" or "inflame" (they are not deactivated). So without looking at the code, I'm quite sure that the initial seed determines how rare each card in this whole run will be and if it puts 0% or very small chance there, I will not see this card in the entire run.
So I wonder:
1) Is it possible to improve this RNG so I have the same chance for every card of same rarity everytime I can choose cards?
2) If not, is it at least possible to visualize the chances after generating the seed, so I don't need to start a run if the chance for a card I want to play is super low?!
I hope that explanation made sense.
As a result, some people just make a copy of the save and explore, and roll back to make another series of choices when things go wrong. Also, some may notice minimal real randomness in the game (cards, relics) and use it to produce different ends by trial-and-error... These above doesn't look right to me. Make the game random all the way through so that one don't need to roll back.