X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/4b24f58222c549b383d23ed86a958c9656218c48..de60d8bdd0fe4db3c41945e03f997e0a9885d5fa:/puzzles.but diff --git a/puzzles.but b/puzzles.but index 1e6c0fa..7d90f43 100644 --- a/puzzles.but +++ b/puzzles.but @@ -691,9 +691,10 @@ particular, on difficulty levels \q{Trivial} and \q{Basic} there will be a square you can fill in with a single number at all times, whereas at \q{Intermediate} level and beyond you will have to make partial deductions about the \e{set} of squares a number could be in -(or the set of numbers that could be in a square). None of the -difficulty levels generated by this program ever requires making a -guess and backtracking if it turns out to be wrong. +(or the set of numbers that could be in a square). At +\q{Unreasonable} level, even this is not enough, and you will +eventually have to make a guess, and then backtrack if it turns out +to be wrong. Generating difficult puzzles is itself difficult: if you select \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make @@ -738,6 +739,8 @@ parameters: \b \cq{da} for Advanced difficulty level +\b \cq{du} for Unreasonable difficulty level + So, for example, you can make Solo generate asymmetric 3x4 grids by running \cq{solo 3x4a}, or 4-way rotationally symmetric 2x3 grids by running \cq{solo 2x3r4}, or \q{Advanced}-level 2x3 grids by running