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Green Maridia farms part 1: Sand Halls#2223

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osse101 merged 3 commits intovg-json-data:masterfrom
blkerby:green-maridia-farm
Aug 16, 2025
Merged

Green Maridia farms part 1: Sand Halls#2223
osse101 merged 3 commits intovg-json-data:masterfrom
blkerby:green-maridia-farm

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@blkerby
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@blkerby blkerby commented Aug 13, 2025

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@blkerby blkerby added the Area:Maridia Stuff in Maridia label Aug 13, 2025
{"and": [
"Spazer",
"canFarmWhileShooting",
{"cycleFrames": 310}
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This would be 280 to match the difficulty of the other two, for me.

Comment thread region/maridia/inner-green/West Sand Hall.json
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Pretty much all of these are uncomfortable farms

  • Sand makes movement difficult (screw attack)
  • Evir projectiles block beams (wave and spazer)
  • Evirs are high damage and can just kill you
  • East left door suitless -- I expect people to jump into the room at least on their first farm attempt and get hit
  • Player movement is going to be different from prachack movement meaning random evir projectile hits will happen, in the cases where you skip the sunken evir.

Its a stressful farm, but I've seen runners take it if they need to.
I'm not sure exactly what I would want changed. Maybe more frames for barely on camera kill, they were kinda hard to do in time and may not scale with movement.

Disable ice tech might need to be added in the wave and spazer cases too.

"canCarefulJump",
{"cycleFrames": 290},
{"or": [
"canWalljump",
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I'm not so sure Medium can handle this walljump. Could you think about adding a spacejump option?
With HiJump, you would probably eventually happen to get a good jump.

Existing strats have canPlayInSand on these movement options.

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Sounds good. Added a Space Jump option and put canPlayInSand on the others. The Gravity+HiJump option feels close to the line between Medium and Hard. Makes sense not to expect more in the farm strat than is expected in the room traversal strat, probably safest to keep it in Hard for now.

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blkerby commented Aug 15, 2025

Its a stressful farm, but I've seen runners take it if they need to.

Yeah for the strats that cross the room, avoiding Evir projectiles is probably trickier than I was giving it credit for. Added a canTrickyJump requirement for the East Sand Hall to bump it up to Very Hard; all the West Sand Hall ones were already Expert or higher. I think the Plasma+Wave case is significantly easier than other weapon options, so added options for that at lower difficulty.

I'm not sure exactly what I would want changed. Maybe more frames for barely on camera kill, they were kinda hard to do in time and may not scale with movement.

I'm not sure which strats/frames you're referring to, feel free to suggest different numbers if there are ones that are unreasonable.

Disable ice tech might need to be added in the wave and spazer cases too.

Good catch. There's a lot of places where disableEquipment should be added, will have to start remembering it more. Having complete coverage of disableEquipment would be a prerequisite for supporting blue suit logic without Speed Booster, which would be nice to have someday.

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osse101 commented Aug 16, 2025

I'm not sure which strats/frames you're referring to, feel free to suggest different numbers if there are ones that are unreasonable.

The addition of Plasma+Wave takes care of most of it.

@osse101 osse101 merged commit 45df541 into vg-json-data:master Aug 16, 2025
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@blkerby blkerby deleted the green-maridia-farm branch February 15, 2026 00:12
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