Friday, December 17, 2021

v1.26

 Okay, so maybe don't use 1.25 either.  You can totally trust this one though.

- Fix issue where boy wasn't accounted for in open world prizes if you started with him, and open world simulation failed to check whether he could perform any spell orb unlocks.

Link

v1.25

Logic fixes for v1.24.  Do not use v1.24.

- Fixed inverted logic for whether spell trigger orbs appear in open world.

- Fixed some logic errors that were still checking for specifically sprite/girl instead of character with those spells to determine whether open world seed was completable.

Link

Tuesday, December 14, 2021

v1.24

 Various new things.

- Reorganization of some options menus to have an additional category layer and do away with windows with 20-30 choices together.

- Add character role selection/randomization for open world.  This will swap spells and stats between characters, and open world logic should account for different characters having different sets of spells.  By default they are still vanilla.

- Additional nesos.

- Black out world map as well for open world map blackout option.

- Show damage numbers on the edge of the screen for damage that occurs off screen, so you know how much you dealt to things that fly away.

- Change a map setting of the guy in the wind palace to make it not such a pain in the ass to interact with him.

- Legend of Mana-style "No Future" enemy level mode for open world that makes everything a fixed level (99 by default, though using this is not recommended).

- Additional error checking for options string pasted into window.

- Import the FF7 Nibelheim theme "Anxious Heart" as a random open world town theme. (SPC link)

Link

Tuesday, October 19, 2021

v1.23

 A bunch of random new stuff.

- Add "version=xx.xx" to options string, and a warning message if the pasted options don't match the current version, or don't have a version defined.

- Option (default on) to show zero damage when attacks are evaded, to give a better idea of whether you actually hit the hitbox of a boss or not.  More adjustments/display options may be coming for this.

- Open world - add unkillable rabite in the wall at wind palace so the sprite's spells can be grinded up there at the free restore point.

- Open world - "always poisoned" only takes effect once you've picked up the starter weapon.

- Fix issue where I was changing the default player AI grid settings, but the display in the menu didn't reflect this.  It's worth noting that these settings actually do almost nothing, except offer some minor stat changes.

- Open world - fix an issue where a couple enemy stats were getting positioned incorrectly in RAM.  CON was getting the INT value; INT was getting the WIS value, and WIS was getting whatever was there.  Fixing this will likely 1. lightly reduce the defense of enemies, since now their CON will be 1, as in vanilla; and 2. increase healing power of enemies, since they actually have WIS now.  This may make the wall fight a little trickier.

- Open world - reduce HP of high-HP enemies slightly, and increase HP of low-HP enemies slightly.

- Open world - move one enemy from right outside of Jehk's cave that could potentially hit you as soon as you exit.

- Open world - add boss swap information to spoiler log.

Link

Wednesday, September 22, 2021

v1.22

 A bunch of updates:

- Fix issues with trackbars on chaos/boss rush tabs not working properly since the options update

- Option (default off) to allow items not required to complete an open world seed to be logically un-gettable.  If sprite is not required for example, he may be locked in the gold tower along with the key.

- Refactor open world spoiler logging a bit to sort by complexity cycle.

- Option (default off) to disable hints in open world.

- Elinee's nesoberi collection has grown larger.

- Move the landing spot for Kakkara town up a bit so it's not right on top of the one NPC.

- Move a couple enemies on purelands map 216 (before boss #4) to not be near doorways.

- Fix issue where writing to spoiler log would cause exceptions, particularly when generating two roms in one session.

- Option (default off) to disable in-game music entirely.  This works by muting the music via changing the song data, so that it shouldn't affect SPC700 loadtimes.  Functional "songs" like the boss death sound and flammie summon sound should still be present.

- Add seed, randomizer version, and a hash check value to the new game screen, and disable the timer the vanilla game has for that screen that auto-resets after a few seconds.

- Option (default on) for open world spoiler log.

Link


Wednesday, August 25, 2021

v1.21

A few changes in support of weekly races.

- "Flags" has been changed from a hexadecimal representation of all your settings to a string of all named toggles that differ from defaults, in order to make them more readable and compatible with later versions.  For example, Menblock's insanity% has flags: 

aggBosses=yes confusionFix=no moreItems=no ohko=yes opManaBeastScale=vanilla opGPEleRando=no mode=open opDifficulty=hard opGoal=vlong opEnemies=oops opLogic=restrictive

and this will be compatible with future versions unless a default setting changes, in which case the flags string can easily be amended by hand anyway.

- Open world spoilers have been split into a separate _SPOILER log file.

- The non-spoiler log file has been reorganized a bit to have seed + flags right at the top along with some other info.

- It should now be easier to find a spot to land in Ice Country in open world mode.

- Changing cosmetic settings that are randomized should no longer affect randomization of functional elements.  You can now change the following settings for a given seed and should still get the same open world locations/elements/enemies/etc as before:

        - Character palettes

        - Music rando

        - Map colors


Link


Wednesday, July 21, 2021

v1.20

 - Add open world option (default off) for minimum and/or maximum level to apply to enemies based on approximate level for an area in vanilla.  For example, enemies in the Pure Lands will be at least level 45 if minimum is enabled, and at most level 50 if maximum is enabled.  This may ease difficulty at high levels on some harder modes and might need to be adjusted a bit as it gets tested.

- Fix preset for Menblock Insanity% to have aggressive bosses enabled (previously it was getting disabled)

- Some minor adjustments to enemy stats in open world.  Physical damage output from enemies should be flattened a bit (ie, high damage enemies will do a little less, and low damage enemies will do a little more), and high physical defense enemies (tomato men, chess knights, etc) should have a bit more defense.

- More neso

Next major thing is probably bingo for open world.  I've been looking at how to render a new menu for it.  It will involve a bunch of new code, new sprites/tiles to move around, input handling, etc.  Time consuming.  But should be neat in the end

Link