Maskman at the Bob's stage camera in main night levels: either diverting to left or right corner cameras.
Keyboard letter prompts in the basement levels: mainly choosing between a-z to prompt the player to press every 5 progress.
Gremm vent choice in main nights and back office sections: choosing between 3 vents to go to when attacking.
Slaughter Bob does NOT have rng in his pathing.
Slaughter Lucifus has a chance every few movements in-game to spawn at either hallway.
Chompling's movement location in the main night levels: choosing between the generator room and entrance area.
Rick's choice of area to move to in the n3 back office section.
Metal Maskman’s spawn location in the n3 basement level, choosing one of the sides of the room you aren't at to spawn in.
N4 endo's movement choice in the main and back office levels, in order to attempt to encourage the player to use the tracker to easily locate it's position.
The downed room in the n4 blackout level: choosing between one of the nearby areas next to the player's location in order to force movement.
Final guilt's spawn location in the n4 back office level: either choosing to spawn on the screen or outside one of the office entrances, tracker can help with this.
Prototype Maskman V2's movement to either the entrance area or the generator room in n5: watching him will slow the frequency of this happening down, and the tracker can help.
Shadow Bob's position in n5: will cycle between three spots in the room when the flashlight is off.
Shadow Maskman side and position: choosing first between being in the office or the control room cameras, and then choosing between the two rooms or sides of the office. The tracker can help.
Shadow Lucifus' choice of corner room camera location: will choose between the four 'corner rooms' similar to Gremm, the tracker can help.
Those are the spots in the game where rng is implemented that I can remember off the top of my head, hopefully this helps players with the game potentially.
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