Monday, December 14, 2020

v1.12

 - Girl character can now cast salamando/sylphid spells to trigger spell orbs in open world.  Logic should also account for this--ie, you might get girl + salamando, and then find the sprite behind a salamando orb.  Analyzer no longer tells you the spell that will work, but instead triggers it as a Sylphid cast.  Names and colors of orbs will (and already have for a while) indicate which element to use.

- Add option to move some enemies further away from doors to prevent situations where you walk through a door and immediately get hit if it's a faster enemy type than in vanilla.  Mostly this affects Northtown Ruins but some other spots as well.  Default on.  If you find any spots I missed, let me know.

- Add option for no normal enemies in open world mode.  This makes an exception for the "boss" in Tasnica, and the Karon ferry driver.

- Fix issue where Christmas mode gift logic didn't properly account for moogle belt/midge mallet, and you could potentially get them from Santa after you were supposed to have given them away.

- Add a couple FF5 songs to the imported songs list.

- Fix a couple wrong samples in FF6 boss theme import.

Link

Sunday, November 22, 2020

v1.11

 A couple more fixes.

- Fix issue where flower guy near gaia's navel would play the wrong event and not accept a Christmas mode gift.

- Fix issue where gifting the last of a consumable would result in having "zero" of the item like happens with the item trashing glitch in vanilla.

Link

Sunday, November 15, 2020

v1.10

 More fixes?

- Fix conditions for giving away moogle belt in open world gift mode

- Brighten mana fort palettes when Christmas colors mode is on (previously very dark, even inside!)

Link

v1.09

 Fixes.

- Fix issue with overlapping event flags that could produce softlocks if you were doing open world gift mode without girl or sprite.

- Fix issue where individual gear pieces were not "gifting" correctly.

- Change starting dialogue for Christmas modes to auto-advance due to an event issue when starting with girl or sprite.

- Add option (default on) to make mech rider 1 and 2 not zoom off the map after they die, which can sometimes drag map layers around and make it difficult/impossible to enter doors.

Link

Sunday, November 8, 2020

v1.08

 New stuff.

- Add two Christmas themed goals to open world mode.

- Add vanilla stats mode for enemies in open world.

- Add option to disable beak shield for spring/axe beak.

Report any issues, suggestions, or questions with the new modes to the discord.  Lots of new logic there that has the potential to break still.


Sunday, June 21, 2020

v1.07

Couple fixes.

- Fix flammie position when taking off from luna palace
- Fix crash that could sometimes happen after a boss dies in boss-based open world leveling
- Fix inability to hit bosses with ranged weapons on vampire map
- Remove hydras from mech rider 3 map since they had graphical issues
- Move snap dragon boss up a few tiles if it's a snake boss so it doesn't spawn right on you

Link

Saturday, May 30, 2020

Discord

Also, the Discord for the SoM randomizer is here

Bugs and feature requests can be made there.  The majority of discussion for the randomizer happens there!

Open World Tracker

A link to the current version of Menblock's Secret of Mana Open World Tracker:

Link

Monday, May 25, 2020

v1.06

A bunch of random fixes.

- Fix issue with logic on Elinee Castle whip chest that could lead to rare open world softlocks
- Fix issue where Sylphid location would give you the wrong element and you'd softlock in vanilla randomizer if dialogue shortening was disabled
- Don't autosave at that spot in ice country where it sticks you in a tree when you reload
- Make the Iffish enemies outside the Undine cave show up in open world
- Move mountains-area Neko down near the entrance of the same map to improve his accessibility/spawn rate
- Set default gp/exp multiplier to 2x for vanilla randomizer
- Move Boreal Face boss to the top of his map so it's not right next to you when you load in
- Remove Hydra and Jabberwocky from Agegrpoalpaieprogpolian map since they have layer issues

Link

Monday, May 11, 2020

v1.051

Quick fix to a thing I just broke.

- Fix issue where timed mode was not ticking from a new game, and also an issue where timed mode enemy levelup message could sometimes just say Unicorn Helm over and over.

Link

Sunday, May 10, 2020

v1.05

v1.05

- Add three new difficulty levels for open world.  One between each existing level, and then a really hard one I'm calling "Impossible."
- Fix bug where timed enemy scaling would exceed level 99
- Fix issue with names of enemies when they reached high levels
- Shift Fire Gigas's location up a little bit so certain bosses (snake) don't spawn right on top of you
- Add FFMQ Boss Theme to random battle themes
- Add version tag to ROM for tracker version matching

Link

Wednesday, May 6, 2020

v1.04

v1.04

- Don't autosave in Hydra or Kettlekin rooms so you don't get stuck at those bosses
- Fix softlock that could happen if you started without the boy and he had a key weapon (axe/whip/sword)
- Add option (default on) to pause the timed open world enemy growth when in menus/dialogue/Flammie
- Fix a couple event flag sets to support auto-tracking; this should not affect the game in any way

Link


Sunday, April 19, 2020

v1.03

A few new fixes.

- Add general option to not save control inversion so when you reload with confusion status it doesn't get "permanently" screwed up.  Also don't invert controls in menu or flammie when this is enabled.
- Fix issue where dying at Mech Rider 1 in vanilla randomizer mode would put you in the desert ship and you'd be softlocked there
- Fix issue where dying in one room in NTR would break the autosave

Link

Tuesday, April 14, 2020

v1.021

Minor fix

- Fix an issue where one Watts would sometimes give bad dialogue and not open his upgrade menu
- Reduce logging for open world manual complexity roms

Link

Sunday, April 12, 2020

v1.02

Fix a thing.

- Fix issue where spell orbs in sunken continent were not all triggerable in no-sprite or no-girl runs.

Link

Sunday, April 5, 2020

v1.01

A couple minor things.

- Fix issue where getting hit by a spell when you're charging your weapon would cause it to discharge.
- Fix issue where shrunken character palettes were wrong.
- Some additional hints and silly dialogue randomization for open world mode.
- Add open world option for random AI swaps of enemies.  This needs some tweaking before it's working particularly well, but for now it's kind of amusing.

Link

Wednesday, April 1, 2020

1.0

After 2 and a half years of working on this thing, 1.0 is out!

It has a bunch of new stuff, including:
- Open World mode!  Start with the Flammie Drum and search the world for weapons, items, elements, characters, etc. needed to complete the game.  Several different ways to complete the game!  And more coming.
- Documentation for each mode (some still need to be filled out)
- Fix issues with having dialogue shortening disabled in Rando mode
- Various new options

ps. not an April Fools joke

Friday, January 10, 2020

v0.999997

Some fixes to vanilla that happened over the course of open world development.

- Don't autosave in boss rooms, or in a few other spots where loading can get messed up
- Fix issue where the buy multiple items hack could cause you to get the wrong weapons
- Fix issue where if data sizes lined up just right, the title screen changes wouldn't load and the rom would just load to a black screen
- Don't let level 9 weapons be trash weapons
- Fix issue where Vampire wouldn't be able to move around on some maps
- Add option (default on) to bypass the strange mana magic damage calculation that accounts for all your weapon levels and sub-levels (automatic +anywhere from 0-7 weapon charge levels for mana sword depending on your weapons), and just give it a decent fixed damage bonus instead (+6 always)
- Start writing help pages for each mode

Open world mode is coming soon-ish.  For those who aren't there, there is a beta drop of it on the Discord you can try out.

Link