Originally Posted by Fat Bond697
yeah, they changed the way they calculate encounter slots. the former is now correct. the code is identical aside from where the random number comes from.
if i had to guess, the change is just for efficiency's sake. they get roughly the same numbers and save a pair of branches and a divide. there's quite a few similar changes that don't do anything beyond speeding up the code.
Do you have a list or at least a good idea of what other calculations like this might have changed between b1w1 and b2w2? They'll need to implemented in the RNG tools correctly.