RL2 Monoclass ThanaTWOphobia - 18 part 1 - Mage End
I wonder if anyone has noticed Hyperion's Ring is kinda good.
Looking at the code, it appears that it really is 10 deaths or more for silver, and 9 or less for gold. I'd just kinda thrown that number out because it felt like a reasonable guess.
Still looking at the code, since I remembered I was confused about the spell locking, it looks like the regular generation function, CreateRandomCharacters(), would work properly when locking a spell as a Mage. If the locked spell is a utility spell, it still puts it in the regular spell slot, but it will then put something on the offensive spell list in the talent slot, so you still end up with 1 utility and 1 offensive, but with the buttons swapped. I verified this on my main game NG+100 file by locking in both Mage and Wind Wall, retiring a character, and checking what happened across a full set of rerolls.
However, this video was in a special mode that overrides the class with ApplySpecialModeClass(). If the character needs to be forced to a Mage by the special mode, it will reroll both spell slots without checking for what was locked in. It does check whether the character is already the class that the special mode is trying to force the character to before making changes, so there's a chance of getting the locked spell as long as Mage has been unlocked in the upgrade tree, but overall in Thanataphobia and Thanatwophobia, locked spells usually don't work for Mages. On all the lives that aren't Mages, ApplySpecialModeClass() doesn't touch your spell, so locked spells work just fine the rest of the time.
Also, I did forget that even when it works properly, spell locking is only for the heir on the right, which is why only the character on the right had the lock icon. That part was just normal.
Amusingly enough, the ApplySpecialModeClass() function does check the soul shop information for whether a class is locked, and will put the lock icon on the class of the rightmost character as well, even if it's not what was locked in. It doesn't read what the locked in class was at any point, just whether class locking is on. Purchasing Preferential Treatment is just a waste of souls in these modes, unless you really like seeing lock icons.
And none of the above stuff about spell locking was affected by my mod. My only change was to RollRandomSpecialModeClass(). Without the mod, you'd get the same bug in a regular Thanataphobia/Thanatwophobia run on the life that was assigned to be a Mage.
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