Saturday, April 10, 2021

v1.14

 A couple small things.

- Add option for min/max seeds that it will roll when you pick "Random" for mana tree revival seeds required, so you can have it be like 5-7 randomly for example.

- When playing with girl and no sprite, allow sylphid and salamando spell trigger orbs to spawn, in addition to lumina ones.

- When using Christmas map palettes in open world, ignore "Map palette randomization" since applying both palette hacks looks really bad.

- Move a couple enemies to account for immediately dying when entering a map with "aggressive enemies" turned on.

- Change how sample table is handled for imported FFMQ music, as maybe a fix to issues seen with the FFMQ battle 1 theme.

Link

Saturday, March 6, 2021

v1.13

 Various silly things, for now, while I work on maybe some new procgen type stuff.

- Add option for aggressive enemies.  This may or may not work well for every enemy yet.  Also for some reason the chairs fly.

- Add option to make attacks not cost stamina, so every attack hits for 100% damage.

- Add option to make your characters always be poisoned, and be able to die from poison. 

- Add a few new imported songs.

- A couple cross-platform fixes, including a few specific to Mono.

Link

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.