Saturday, April 8, 2017

v0.71

Huh.

- Fix issue where all items did the magic rope thing, not just the magic rope.

¯\_(ツ)_/¯

Link

Friday, April 7, 2017

v0.70

A couple new things.

- Add continues.  When you die, you'll be given the option to buy a full restore & start at the beginning of the same floor.  Costs 1k/2k/4k GP depending on difficulty level.  These are currently unlimited.
- Dying on Mana Beast now switches your map so the Mode7 turns off and the death event actually shows up.  Note that continuing from Mana Beast will take you back to the last full floor.
- Add Magic Rope.  This has the same effect as continuing but without the restore.  It's intended to be used if you get stuck.
- Check for writability of output ROM and throw up an error if it can't be written.

Link

Monday, April 3, 2017

v0.65

Something silly this time.

- Add flammie drum as a music randomizer. 

Link

Sunday, April 2, 2017

v0.64

Some new fixes and experiments based on observations of recent streams.

- Fix the issue Falex had in his run on the RandoMassacre Marathon where cave maps as the final floor will lock up when entering the interior map.
- Increase magic defense of enemies.
- Increase durations of all timed status conditions.  This includes most spell buffs and debuffs (player and enemy), and to a lesser extent includes weapon-induced statuses (like Eye Spy's moogle status, or a player weapon's engulf status).  This does not include certain buffs like Lucid Barrier, which is damage-based rather than time-based.
- Allow better armor pieces to drop/be sold in hard and really hard.

Let me know if anything feels improperly balanced.

Link

Friday, March 31, 2017

Ideas for next map types

I'm playing with some ideas for which tileset/map type I want to add next.  Here are some, in no particular order, with notes.  Ideas/suggestions are welcome.

Matango
There isn't much to this one, but it looks sort of cool, what with the transparent tree overlay and all.  The indoor areas would be the hut tileset like islands/the original matango interiors.



Sewers
These aren't the prettiest maps, and they were pretty annoying to navigate in the original (mostly due to characters getting stuck), but they could make for an interesting maze or something.

Witch's Forest
Definitely one of the better looking tilesets in the game.  Shouldn't be too much effort to generate - everything is on layer 1 since layer 2 is full of clouds.

Upper Land
The SoM Editor doesn't really view these correctly for some reason.  Might be annoying to generate with the large trees and making them flow smoothly together.



Sunken Continent
The gray hallways and stuff from under the purple continent. I guess that "subway" map could be the interiors with the NPCs.


Cliffs
The area around Shade's palace with the slow-scrolling layer 2 background.  Looks pretty neat I think.



Desert
Seems like something that should exist just based on it being a notable place with a lot of unique enemies, but I think I'd have to do a lot of tileset fuckery to make this work with the way I currently generate maps.  The desert itself and Kakkara are separate tilesets, and without the little Kakkara houses I have no idea how I'd make actually "indoor" areas work.




Ice Palace
I like the exterior of this place a lot, but the interior is really just my ruins interior with a blue palette.  There might be a way to make it unique enough from the Ruins stuff to use.  I would really like an excuse to use its song.


Ice Country
It's a nice looking tileset with the rainbow trees and all, but there aren't really any interior structures available on the tileset except caves.  There might be a way I could combine the Santa's Workshop/Toto houses into it and have that work somehow.




Desert Ship Thingy
I sort of like this as an indoor/outdoor maze of sorts like the Ruins are now.


Town
This could maybe be made to work, with a mazelike structure to the exterior.

Mana Palace
This one is sort of a staple of SoM.  Would probably be nice to see it worked in somehow.

Witch's Castle
Not sure exactly how I'd make this one work, but I do like how it looks.

Purelands
Like Upperland, this would probably be kind of a dick to generate procedurally and still have everything fit together and look good.


Manafort Exterior
There isn't really much to this, but it could probably be made to work somehow.


Undersea Thingy
The first part of the sunken continent that looks like it's supposed to be under the sea or something.  Pretty nice looking tileset.

Luna Palace
And then I guess there's this.



Thursday, March 30, 2017

v0.63

A couple bugfixes that I didn't feel like doing yesterday.

- Tonpole & friends should now have sufficiently low MP so they don't just heal indefinitely.
- Fix NPCs being placed on tables in Ruins tileset.

Again, the Tonpole change was a change to code that I generate, so if you see crashes, let me know.  I did test briefly with Tonpole and some other enemies, and didn't see any problems.

Link

Wednesday, March 29, 2017

v0.62

Some minor changes and fixes:

- Increase experience gained on casual mode.
- Fix an issue where magic defense was not being scaled properly for enemies, causing spells to often do 1 damage.  If spells seem OP now, let me know - this has not been fully tested.
- Decrease gold drops on really hard mode.
- Make the Manafort exits a little fancier looking so they can be recognized better.
- Reduce the timer on the teleport for off-screen characters; hopefully this reduces the chances of softlocking due to the only alive character being off-screen.
- Fix an issue where off-screen characters teleporting on cave maps would sometimes be unable to move after teleporting.
- Reduce the amount of whip posts on Manafort maps.

This involves some changes to generated SNES code, so if anything causes new crashes, let me know ASAP and they will be fixed.

Link