So I've been doing a few randomizer runs of my own (using a customized ROM that bumped Eliwood/Lyn/Hector's bases) using the old version, but once I heard this was out I decided to eschew that custom ROM and just use the fix patch/updated randomizer. Might as well not have Soldiers be complete deadweight anymore. I've been playing on a fresh HHM (no Lyn mode) like I always do, and I've got a few complaints about the fix patch, from what I've seen.
- Here comes the major one: That door key you added near the door south of your starting point? If you have an Archer or Nomad (I got the latter), that one little key makes the map virtually impossible to beat without some serious luck. Turn 1 enemy phase that Soldier pops the south door, and from there either you run out of Vulneraries before you can clear out all of the approaching enemies from the south or you try to go through the west and get mobbed to death. If Matthew dodges 2 Soldier attacks (both above 50% hit, even with no weapon) it's possible to rout the southern group, and from there you break the wall (rescuing after each chip from Matthew so that you don't take any hits) and surround the Archer in the north so he can't attack (at this point Hector had 2 HP and Matthew had 9), steal the Vulnerary, kill him and then defeat Wire.
Part of the beauty of the original Ch. 11 is that you can go west or you can go south, and going west is often the better option if your class can't handle continuous tanking very well. That door key essentially forces you to go south, ruining that particular choice and narrowing the possible strategies down to just one. And the worst part is that this randomizer doesn't affect any of the thieves, meaning that the keys aren't even needed in the first place! I can see the point of the keys if the randomizer did affect Matthew (don't want to get screwed before you even begin), but since this doesn't I'd say just take out the keys in the fix patch for this randomizer (there's a separate version for each, isn't there?). Why fix what isn't broken?
Incidentially I did a run with that one key removed and the map became orders of magnitude easier. Go figure.
- The enemy thief AI behaves very oddly- it opens the south door in the treasure room like usual... and then flees, not even bothering to touch the chest with the Red Gem. There goes the challenge of reaching the Gem before the thief/stealing it off of him, now it's almost completely uncontested; all you have to do is go get it, watching out for the Knight.
- Fighter!Oswin uses the Hand Axe animation for up-close attacks, which I know is intentional but it just irks me considering weapon statistics aren't randomized with this particular randomizer. Like the keys, I'd take this out too, though it's obviously not as high-priority as the keys.
EDIT: Forgot one, it's kind of odd that the Armory in Ch. 12 doesn't sell Iron swords/lances/axes. early Javelins/Hand Axes are appreciated, but it just seems a bit out of character.
I think that's about it for now, maybe I'll have some more when I get a little further. Despite all of the negativity in my post I do appreciate the fixes, they were pretty sorely needed (especially the tomes in Ch. 12).