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SophiaOP

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Posts posted by SophiaOP

  1. @lushen124

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    1. The seeds that the randomizer cycles through is indeed a fairly small pool of quotes from the game you're randomizing, but the text field itself is editable, so you can type in whatever you want. The same seed will result in the same randomization, so if you want something completely random, you should type something random into the seed field.

    Aha. So that's why. Thanks for explanation.

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    2. I think it used to allow for weird growth values, but there was some feedback a while back that the growths should be multiples of 5. Maybe if the delta is small enough, it'll fall back to use all numbers instead of just multiples of 5. Redistribution method distributes in chunks of 5 anyway, so that stays as it is.

    Ok I thought it might be a bug. But if you say it's supposed to work that way, then I take your word for it.

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    3. This is actually intentional. The way strict matching works is that it groups weapons together by categories. Slim Swords fall into the same category as Iron Swords (as well as the Blades, but those start at D rank). This is so that if we need to change weapon type, they'll swap to another weapon in the same category. So both Slim and Iron Swords will become Iron/Slim Lances or Iron Axes once the weapon of the same rank is selected. If multiple choices are available after category and rank (as in this case), a random one is selected. Since Slim has no equivalent in Axes or the magic types, they get converted to the "Iron" equivalent. We could make a separate category for Slim if desired, but it would just be Slim Sword, Slim Lance, and maybe Short Bow, which are already somewhat rare to begin with. I'll leave it up to everybody else if we should make that distinction. My personal opinion is that they're fine being in the same group.

    Gotcha. I can't say I agree with you here about it being fine because 3 points diff. of Str that early in the game really changes things a lot/makes it difficult to get any finishing blows on chars that already struggle to get last hits (mostly a sword user problem). I would prefer a separate category for Slim/slim equivalent.

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    4. This is how the game works normally, because the units that spawn in from reinforcements are coded identically to spawn on a turn counter. They could just be excluded from item drops, but if a reinforcement drops something, future reinforcements from the same group will continue to drop it.

    Got it. I think it would be nice to exclude reinforcements from item drops. It's kind of gamebreaking to get like 5+ Master Seals in a row from reinforcements 😛

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    1) Re: Class balance: This was brought up in the github (and maybe it was you that mentioned it), but I'm thinking the even class option should distribute based on promoted class and demote from there as necessary. This would make it much more likely for you to get an even blend throughout the game as it collapses the classes that promote to the same thing into a single entity.

    It wasn't me that mentioned it, I only just discovered your randomizer in early July/late June.

    My understanding is that the even class option doesn't work though unless we enable the option to randomize PC classes, right? I prefer canon classes, but just want enough healers/flyers (even just 1 of each is a godsend) in the early game so that certain tasks don't become impossible. I like your idea, but could you make it available to work with canon classes as well?

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    2) Re: Healer Distribution: I'd say this is normally when you'd have to rely more heavily on Vulneraries to heal, or find ways of mitigating damage. That said, FE7 Lyn mode doesn't really give you any way of doing that until Ch. 7 when you can buy Vulneraries, which might be pushing it. FE6 gives you shops in Ch. 2 and FE8 in Ch. 4, so I think both of those should give you enough opportunity to pick up healing items. Maybe specifically for FE7, we can add an option (or have default logic) to make sure you get a healer by the time Serra joins.

    FE7: Lyn mode isn't a problem. It's cake whether getting healers/flyers early or not. It's early HHM that's a pain. I haven't played since my last post here, but iirc I pretty much used all my vulneraries when I didn't get early healers and it was insanely hard. Guaranteed healer in early HHM would be really nice.

    FE6: I haven't tried FE6 with randomizer yet, but HM is already difficult in vanilla (hardest FE between 6,7,8). I have played vanilla HM FE6 trying to get full S ranks (non-Ironman). Adding on the difficulty of a unlucky randomization/vulnerary-only for early chapters + Ironman sounds like a nightmare.

    FE8: The most doable of the three games for surviving early chapters with just vulneraries. I already had some unlucky randomizations and was able to survive them until I got a healer. But still would be nice to have 1 guaranteed healer by a certain chapter number.
     

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    3) Re: Set Recruitment: This is close to the idea of having more robust controls for class randomization, or at least it runs into the same problem as that, which is that it would take a lot of space to implement this properly. Not to say that it can't be done, but it would probably require a breakout window, or just a redesign of the app to support this kind of UI. Not saying I don't think this would be a neat addition, but just that this would be fairly low on the priority list unless specifically requested by the community.

    Understood. I'm actually surprised more people haven't requested this.

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    4) Re: Impossible Missions: It's surprising this is happening if enemies aren't buffed. Erk replacing Pent should be among the most doable situations if he's autoleveled correctly. The L'arachel situation is a bit more understandable, since I can guess what happened in that case. Entombed are considered promoted units, and if they randomize, they randomize into other promoted monsters. But since Entombed are generally garbage, there's a power spike when they become other monsters like Gwyllgis, who default to having Hellfang by the randomizer. I'm thinking Entombed need to be handled differently than other monsters, or at least they should spawn with the worst weapon a monster can use.

    In my save, Erk looks like this:

    image.thumb.png.77de40f764ea70dcaa16ffd96fe5e39d.png

    He gets 2HKO'd by Steel Lance Wyvern Riders (takes 15 dmg from each hit and ~59% chance for WR to hit). And I think 4 Wyvern Riders can attack him on the first turn. Even if he managed to survive the first turn, he would have to deal with about the same # of Wyvern Riders on the second turn as well since on the first turn he doesn't double/kill any of the WR. This is on Hector Hard Mode. I didn't buff enemies besides 5% chance for better weapon (you can see my settings in my previous post).

    *Begin Edit*

    I looked up Erk's average Lvl 6 Sage stats, and he should have 36.6 HP, 15.6 Mag, 15.6 Skl, 19 Spd, 10.2 Lck, 9.8 Def, 16.6 Res. This would give him the bulk to get 3HKO'd rather than 2HKO'd and if he lives the first turn, then all the wyvern that accked him on that round should be dead. It looks like he wasn't autoleveled correctly. I just don't know if it's because of a wrong setting or because of a bug.

    *End Edit*

    Agree regarding handling Entombed separately.

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    5) Re: Random weapon ranks: If there's a compelling reason why this should be added, it wouldn't be hard to do, but I can't think of one. Seems to me like it mostly upends game progression. Iron weapons can only get worse (by being weaker and less accessible) and Silver weapons can only get better (by being stronger and more accessible).

    Sorry I wasn't clear. I meant random weapon ranks for each character, not each weapon type gets a random rank. So like if character A starts with sword rank B and lance rank D, then you can randomize how far off the original ranks you want. So if you set a difference of 1 rank, then character A starts with a sword rank C through A, and lance rank D through B. (Probably better to use exact rank points difference to do this though since each rank doesn't weigh the same # of points).

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    6. The sniper was replaced with a Super Recruit. Unfortunately the game doesn't have a way to make that clear, but on susbequent playthroughs, the Super-Trainee classes become available for Ross, Amelia, and Ewan. The randomizer treats these as Tier 2/promoted classes with promoted bases and caps beyond 20. There have been some requests to just remove these characters from the pool, but I haven't done that yet. Maybe it's worth putting these into an option to exclude from the class pool so that they don't show up. They're not particularly good classes, AFAIK.

    Yeah I guess it's not a big issue for non-Ironman. And for Ironmanners, well just need to learn about it once to become careful.

    Of course, more options never hurt either 😛

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    7. Yeah, these seem to have broken in the latest update. I'll have to investigate.

    Thank you.

  2. 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):

    image.thumb.png.e14c56c69bf74f180668994e8869a5a8.png

    image.thumb.png.44470ae39d3b15d4a21dbf016e2ee5ab.png

     

    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:

    1. 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.
    2. 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).
    3. 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.
    4. 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.
    5. 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.

     

    SS_Randomized_CH9_SuperRecruit.png

    SS_Randomized_CH9_SuperRecruit_B_1.png

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