Saturday, November 24, 2018

v0.99996

Misc stuff.

- Minor improvements in Lufia 2 and FF4 imported songs
- Ice weapons now slow instead of snowmanning, and thunder weapons, which used to slow, now stun.
- Fix the flashing water issue in Halloween (and Christmas) mode
- Add first drop of Christmas mode.  This is mostly a collection of silly graphical/palette changes that make various things icy/Christmasy.  I may add more to this as time goes on here.

Friday, November 16, 2018

v0.99995

Fixes and such.

- Don't allow the first weapon of any type to be a trash weapon
- Fix issue where x/y wasn't properly checked for ring menus and you could still sometimes open a menu offscreen and softlock the game
- Add FF10's "To Zanarkand" to the imported random music

Link

Sunday, October 28, 2018

v0.99994

Mostly minor changes.

- Fix issue where talking to the Sylphid seed before getting Sylphid in rando mode with reduced dialogue would raise your mana power twice.
- Some palette tweaks for Halloween mode
- Minor improvements to a few imported songs
- Option (default on) to fix a vanilla minor graphical issue with edges of screen when flying on Flammie

Link

Tuesday, October 16, 2018

v0.99993

A few random things.

- Fix palette issues with some enemies in the halloween randomizer mode.
- Remove a few bosses from the north town castle roof map since they don't work with slow-moving BG2 layers.
- Fix north town castle roof map palette in halloween randomizer mode.
- Add one FF6 song to the music mix ("Searching for Friends," the World of Ruin airship theme); more likely coming later.
- Add fast transitions option (default off) to disable fade effect and slightly speed up all map transitions.

Link

Wednesday, October 10, 2018

v0.99992

Mostly just a silly thing.

- Add halloween mode to rando.  This makes the palettes look darker/fall-like, picks enemies that are halloweenish, increases drop rate and makes candies drop a lot.  I'll probably do a similar pointless thing for Christmas.
- Fix pitch issues with one sample in FF5's third overworld theme.

Link

Saturday, October 6, 2018

v0.99991

Oh oops.  Another one.

- Fix issue with elemental weapons sometimes not getting the right damage multiplier.

Link

v0.9999

Hmm.

- Remove "Sacrifice Part 3" for now since it seems to be having length issues still, and generating corrupted sounds when it plays in-game.
- Add "High Tension Wire" from SD3 to replace it for now.
- A few minor tweaks to weapons.

Link

Friday, October 5, 2018

v0.9998

A bunch of things.

- Add SD3's "Sacrifice Part 3" to the list of random battle themes.
- Various fixes to a bunch of imported music.
- Increase the chances of getting elemental weapons.
- Add a few elemental weapon types.  All 8 elements should be able to come up now.

Link

Thursday, October 4, 2018

v0.9997

Things

- Fix crash when trying to load options screen after generating a rom
- When melee elemental damage enabled, also enable Luna/Dryad defenses, which are present on enemy data but actively disabled in vanilla
- Fix name of Mana Sword in randomizer mode, which was previously just empty string

Link

Wednesday, October 3, 2018

v0.9996

One fairly major new thing.

- Add option (default on) so elemental sabers cause increased damage to the correct element, and decreased damage to the wrong one.  Additionally, randomized weapons will sometimes have their own element--weapons that cause burn status will be fire element for example, and deal additional damage to enemies weak to Salamando, and less damage to enemies weak to Undine.  Note that Gigases casting saber spells on your party is no longer useless--it will actually decrease melee damage against him.

This has been tested fairly thoroughly but let me know if any damage seems wrong or something crashes.

Link

Tuesday, October 2, 2018

v0.9995

A couple more changes.

- Fix damage total value in end-of-game statistics.  I think these are still semi-broken on occasion for some unknown reason but this one issue has been fixed.
- Add the imported songs to the music that can come up on flammie drum in AC/Bossrush/Chaos modes.
- Fix name of flammie drum in those modes to be "Random Music" again.
- Add 1.5x enemy species damage, which random weapons have always claimed they had, but until now, lied about.

Link

Monday, October 1, 2018

v0.9994

A few random things:

- Add default-on option to increase weapon leveling speed, like I've had for magic levels for a while.
- For modes with generated enemy stats, add experience level to the stats so that weapons level better.
- List randomizer mode first since it's become the most polished mode over the last month or so, though I'd like to bring some of those changes into the older modes soon as well.
- By request, include FF4's "Within the Giant" as a random dungeon theme.

Link

Sunday, September 30, 2018

v0.9993

A couple more things from Vitasia's stream:

- Fix issue where sometimes random music would get overridden by original music
- Skip having to talk to moogles when landing in Upper Land

Link

v0.9992

Oops?

- Fix a crash in Ancient Cave mode caused by the title screen changes.

Link

Saturday, September 29, 2018

v0.9991

We inch ever closer to 1.0.
- Fix issue where enemies with long-range weapons in place of enemies without long-range weapons did not work correctly.  The weapon palettes are still wrong and I intend to keep them that way.
- Modify title screen to indicate type of randomized ROM:



Friday, September 28, 2018

v0.999

Fix a few bad samples on one song I had added for 0.998.

Link

Thursday, September 27, 2018

v0.998

- Don't allow Doom Sword to be a summoning type enemy, since it can despawn the orbs in the sunken purple mana palace place
- Additional music
- Improvements to channel cuts hack and combine it with the existing sound effects reduction hack.  With the default settings you should hopefully have fewer music cuts and minimal sound effects cuts.

Monday, September 24, 2018

v0.997

Hi
- Take Hydra and Jabberwocky off of Kilroy's map due to an issue seen on Farolicious's stream.
- Add a bunch of songs.
- Add an experimental option to limit sound effects to channels 7 and 8.  This still has some issues but should give you fewer music cuts.  Default off since it isn't working perfectly yet.

Link

Saturday, September 22, 2018

v0.996

Changes:
  - Change music randomization to save off the last song that it intended to play, so that it doesn't keep triggering new randomized songs every time you switch maps, and only changes as often as it does in the normal game.
  - Some tweaks to music and add a few new songs.

Link

Friday, September 21, 2018

v0.995

This is a thing I've wanted to add for a while.
  - Add music randomizer.  This will mix up similar SoM songs whenever they're loaded, and also bring in some music from other games.  More to be added when I get around to it.
  - Fix vanilla issue where triggering a boss's victory event while player 1 is out of bounds would softlock.
  - Move the boss on Axe Beak's map, since he can get stuck in the wall.

Known issues:
  - Summoner-type enemies replacing the sword enemy can cause the spell trigger orbs in the lost continent to despawn.  Re-enter the room and either run up fast or kill them before they summon to work around this for now.  Later I'll make it so these enemies can just never be summon types.

Link

Monday, September 17, 2018

v0.994

More fixes:
- Fix Tonpole map so Mech Rider and Gorgon Bull won't move off the left side into the water.
- Take Vampires out of the list for Kilroy map, since they have strange movement there related to being attached to layer 2.
- Swap layers on Great Viper map, since a number of bosses including Tonpole and Hexas were having collision issues there and running clear off the map.  Add Hexas back to this map since it is now universally fixed.

Link

Sunday, September 16, 2018

v0.993

A few fixes and such.
- Don't allow Hexas on Great Viper map since she was seen to just wander clear through one of the walls
- Add more options for some of the silly dialogue
- Add triple exp option and same options for gold drops
- Don't do boss explosion animation specifically on the triple tonpole map so that the music doesn't cut out
- Don't allow Shapeshifter enemy to spawn stuff way above his level

Link

Friday, September 14, 2018

v0.992

People were having trouble with the first wall boss, and I had some complaints that removing the more-randomized walls took out some of the fun, so we'll compromise.
- Wall Face can be any of the following: Wall Face, Doom's Wall, Snow Dragon, Red Dragon, Blue Dragon, or Dark Lich.  Doom's Wall can only be Doom's Wall or Wall Face.  Doom's Wall needs to be this way for now because he covers a door.
- Rando mode will rename the Mech Rider bosses "Mech Rider I" "Mech Rider II" and "Mech Rider III" to clarify which is which.

Link

Things that may be coming soon:
- Random music from other games
- Occasional random boss palettes/weaknesses/names
- Randomized and/or additional spells

Tuesday, September 11, 2018

v0.991

Yep, we're doing this with the numbers.

Some things from Yagamoth and NYRambler's streams:
- Fix issue where patching roms with headers would result in corrupted NPCs.
- Fix issue (hopefully) where some bosses were not hittable with melee attacks on some maps.
- Remove Elinee NPC before Spikey fight and adjust event flags accordingly, since despawning her accidentally could softlock.
- Fix weapon orb chests not going away after the correct amount of opens
- Remove fixed-coordinate bosses (Tropicallos, Spikeys, Beaks) from list of bosses that can be Tonpole, since Tonpole appears on two maps with different coordinates.
- Fixed issue where being "slow" and walking through the little doorways in Gaia's Navel would only walk you halfway through and softlock.

Known issues still:
- Defeating the first and second boss of the triple Tonpole fight does the victory animation and the rest of the following fight is fought in silence.  The fight works fine, there's just no boss theme.

Link

Sunday, September 9, 2018

v0.99

A couple more fixes and changes from Vitasia's stream:
- Add options for preserving early bosses and experience adjustments
- Don't allow snake bosses on Tropicallo map since apparently they don't work right
- When swapping wall bosses, also swap the stats of the smaller eyes

Link

Saturday, September 8, 2018

v0.98

Fix a couple things.
- Fix wrong flag check in spell trigger orbs that could still lead to softlocks.
- The vanilla game jumps to event 0x508 if you get a weapon orb that you already have the maximum amount of; this can softlock if you get extra orbs from bosses.  Add option to remove this jump and fix this softlock. 

Link

Friday, September 7, 2018

v0.97

Some fixes from Yagamoth's test stream of rando mode:
- Fix summon creature of National Scar to be something of reasonable level
- Fix visibility flag for chests that contain weapon orbs to prevent potential overleveling and softlocks
- Fix element swaps not working, which could lead to softlocks at trigger orbs
- Change the triple tonpole fight to be randomized and a sequence of fights instead of 3 at once.  It's still visibly glitchy for most bosses but should work alright.
- Only randomize walls between themselves so you can't just scoot through Doom's Wall's door without winning the fight.  I may change how this door works later so that walls can show up in other places again.
- Persist input filename from last time instead of using my path in c:\emu

Link

Monday, September 3, 2018

v0.96

New mode!

- Add vanilla rando mode.  This randomizes a few things (that you can toggle on and off) in the base game:
     - Bosses
     - Normal enemies
     - Weapon orbs
     - Elements
     - Weapons (similar to AC, but more comparable to originals, and Mana Sword is kept the same)
     - An option to shorten events and dialogue to make the vanilla game more tolerable to play through again and again
- Add option (default on) to allow vampire bosses to be hit with physical attacks while "cloaked"
- Refactored some hacks to not use event flag space as temporary data so they will work in vanilla/rando mode.

A bunch of people have been asking whether certain hacks will be applicable to the base game... note that rando mode now allows this to happen simply by de-selecting all the randomization options.

This has been tested a bunch but I could probably have been more thorough.  Feel free to post any bugs here or in the discord.

Link

Sunday, July 15, 2018

v0.95

Minor update.

- Add "Sell all unequipped gear" option to Neko in AC/Chaos to speed up the gear selling process.
- Fix an issue where the Sprite starting with a wristband equipped caused two Trash items to show up in the gear menu.  Apparently Sprite can't normally equip this item, and I suspect this is why.  The fix is just to give him an elbow pad instead.

Link

Saturday, April 28, 2018

v0.94

Mainly some adjustments to difficulties.  Apparently "hard" was a little too hard in terms of physical damage, so I made some adjustments.  Also, some hacks that were not previously optional were made optional.

Full changelist:
    - Fix a few issues where custom difficulty values did not adjust properly on the UI due to casting doubles down to integers.
    - Rebalancing of difficulties in all modes, mainly physical/magical damage by enemies.  Previously, enemy physical damage was severely overpowered, and magic damage was fairly underpowered, particularly for AOE damage. 
I'm currently testing with Chaos hard mode.  Adjustments so far include:
       - 1/8 Mgdef for all player characters.  This, combined with int adjustments for enemies, reduces the odds of enemy AOE spells hitting for 1 to all characters whgile a large amount to only one.
       - 1.5 times experience growth
       - 4/3 enemy weapon damage base
       - 1/2 enemy weapon damage growth
       - 70% boss HP multiplier
       - 50% enemy weapon level growth
       - 60% enemy int growth
       - 120% int exponent
       - I was missing a stat on enemies that affected their magic power, so enemies had a bit of vanilla magic damage.  This has been fixed.
       - Starting consumables 3/2/1 instead of 3/1/0 depending on difficulty level.
    - in Chaos mode, Undine is weighted very heavily to come up early-on.  This is not true in Ancient Cave, where you can use Phanna to restore.
    - The first boss in Chaos mode won't come up at as early a floor as before.
    - Add a new configuration screen that collects a bunch of existing settings together, and adds some previously-hardcoded things as options that default on.  All of these things are part of the options string, so you can copy/paste them as one whole block.

This is still a work in progress, but hopefully these settings are more playable than 0.93's.

Link

Saturday, March 10, 2018

v0.93

A few little fixes and such:
- Fix issue where encountering Vampire in chaos mode would softlock due to the characters being placed on the wrong layer for collision.
- Fix issue where swapping two menu items could crash the game (this was introduced by the "status glow" hack in 0.91)
- Take out neko/watts on a few chaos maps where they could potentially be unreachable.
- Add character selector for chaos mode.
- Change the way removal of characters is done.  Deselecting girl or sprite now won't even ask you to name them and you'll never see them.  Please note that the boy still suffers from a few minor/graphical glitches if removed from the party.  Would recommend NOT unchecking "Boy" from character list for now.
- Add a few new chaos maps (mainly south town sewers)

Friday, February 2, 2018

v0.92

Couple new things.

- Add "Chaos Mode" which randomly links vanilla maps together into a dungeon.  Basics of chaos mode:
   - Knowledge of game maps is useful.  Maps with three exits have either a mana seed room (which bumps up the mana power, and max level of spells) or an element room, which will grant you a set of spells.  Four-exit maps have both.  Two-exit maps are pass-throughs to the next floor.
   - Every mana seed and element spirit should appear exactly once.
   - I took out the floor indicator for this mode for a little more immersion and less of a "countdown until you're done"
   - Every once in a while Neko and Watts show up instead of enemies.
   - I had to painstakingly document exits to transform on each map, and set a whole bunch of flags for how to handle the maps.  It's possible I fucked a few of them up and haven't realized it yet.  If so, these should smooth out in the coming weeks.

- Fix an issue where enemy weapon damage was not being stored properly.  As a result I had to make some enemy stat adjustments to all modes.  You might find that all modes are a little harder and some enemies hit harder now.  Enemies should overall have less HP and be less grindy.

- Add some descriptive text for each mode on the UI, and adjust some tooltips.

Link

Thursday, January 11, 2018

v0.91

A bunch of new stuff.

    - Better detection of speedup status to determine whether or not movement speed should be increased.
    - Optionally change character palettes to reflect some status ailments/buffs.
    - Select which characters to start with
    - Shorter ancient cave roms scale up faster - enemies, drops, shops, mana power
    - Speedup increases weapon charge and energy recharge rates
    - Fix issue with rabite colors resetting when poisoned
    - Add options field for easy copy/paste of options on the UI

Link