Hi Lushen124, I have been using your randomizer on FE7 and FE8 for about two weeks now and have a few issues/suggestions to bring up. The way I am playing is Ironman + Hardmode, randomized recruitment (excluding thieves/special characters), randomized regular enemies, minor randomization to playable char growths and bases just for some spicyness, random rewards + occasional random drops, single RN (please see attached screenshots for FE7 and FE8 settings):
1. One issue I noticed is that when I lose an Ironman run, and try to re-randomize, I keep getting the same randomization (same order of characters recruited, etc.). Is it based on the randomizer seed phrase? If so, then is the set of phrases very limited (it seems so)? If so, can we just set our own randomizer seed phrase to make it extremely unlikely to repeat the same randomization?
2. Another issue I noticed is that even though I set max Delta to 5 for growths randomization, I don't remember ever seeing a growth that wasn't a multiple of 5 in the changelogs (even though max Delta of 5 should mean +-0, +-1, +-2, +-3, +-4 off the original growth stat should be possible). Besides this issue, I'd like to suggest to add an option for an offset: Let's say original growth for some stat was 50%. Then we apply max Delta of 5 so that means the new growth will be between 45-55%. Then the new setting would shift the growth so if the growth were, say, +2, then the new growth would be 45+2 through 55+2, so 47 through 57. Same wish for bases randomization.
3. "Strict Matching" weapon assignment might not be working as intended. For example, I remember sword users in early chapters of HHM randomizing sometimes with Slim Swords, sometimes with Iron Swords. And that's a very big difference in Might/useability of the character.
4. Random Enemy Drops have one issue which is that when they drop from sets of enemies that spawn from forts, they drop the same items.
5. For randomized recruitment:
Getting too many of a certain class/weapon type. I had a few runs in FE7 with too many axe users (brigand, pirate, or fighters) or too many myrmidons. Those were a bit too tough for my taste. Suggestion/wish is to be able to limit how many of a certain class/weapon type specialist you receive in the early chapters of the game.
Related to sub-point 1, is not getting healers/fliers early in the game (this really hurts in an Ironman run, especially the healer part!). Not getting a flier on Lyn mode Chapter 3, for example, means it's often impossible to visit the village in the top left. It would be nice to be able to set a minimum # of healers/fliers you receive before an arbitrary point/chapter in the game. And/or to be able to keep healer/flier slots like in vanilla (just like for thieves/special chars) so that only other healers can replace a healer, and other fliers can replace a flier (e.g. Serra, Priscilla, Pent, Renault are interchangeable as healers; Florina, Fiora, Farina, Heath, Vaida are interchangeable; no other characters can replace them at the points where you recruit them in the vanilla game).
Suggestion to add partial recruitment randomization. i.e. To be able to set when certain characters are recruited. For example, let's say it's FE6 and one of my favorite characters is Sophia, and I want her to be available throughout the whole game, I could set her to be recruited/available in Chapter 1, and the rest of the characters' recruitment could be randomized.
Not sure how to solve this problem yet...but my furthest Ironman in FE7 ended in Chapter 23 HHM because Erk replaced Pent, and Erk always dies in Turn 1 of the map. Even if it were not Ironman, I still automatically lose. I had a similar issue in FE8 where the dog monsters would spawn with Hellfang and be able to 1RKO a lot of characters early. Chapter 11 (saving L'Arachel map) is especially a problem with recruitment randomization because a lot of characters (including the two chars that need to be saved) can get 1RKO. I had to face Hellfang dog monsters, centaurs, Sharp Claw spiders, and even an Arch Mogall in that chapter and it was just too tough. For FE8, I think those types of enemies should only appear later in the game.
Maybe add randomization options for weapon ranks?
6. For randomized enemies, I had one issue which is the Sniper on FE8 Chapter 9 got replaced with a Recruit. I did not expect the Recruit to be so strong and moved Dozla towards it thinking it was "just another Recruit". But he got 1RKO'd (please see attached screenshots). Not sure if this is an issue for normal runs. But for Ironman, it was a little frustrating to suddenly have a unit get one-shotted. At the time it happened, I wondered if something was wrong with the randomizer. Then I looked up the unit list for that map and figured it had replaced the Sniper.
7. In FE8, Trainee classes don't seem to be able to promote with Trainee Seal or even any of the normal promotion items. Only Master Seal seems to work.