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
Saturday, September 8, 2018
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
- 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
- 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
- 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
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
- 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
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