circleseverywhere Posted March 9, 2018 Share Posted March 9, 2018 (edited) Link to UPS Patch (FE8U) What's self-randomizing? This is a rom that randomizes itself - meaning that no two playthroughs will be alike! Features Options screen on New Game start Tactician name as randomizer seed Random classes for players and enemies Random growths and bases Random personal skills Random weapon stats Random chest and event items Palettes that might be janky because that's part of the charm v1.3 changelog: Additions - Random Class Skills option: Shuffles all learned skills per class! (innate skills e.g. Canto/Shove not shuffled) - Skill Scrolls (learn a random skill) added to drop list and prep screen shop - Amnesia Scrolls (forget a learned skill) also added - Thracia Mode! Put "776" somewhere in your seed to give everyone Capture, set Hit to 1RN and between 1-99! Tweaks - Stats no longer overflow/underflow (e.g. demon king HP) - Dancers and Bards animations don't crash if they double - Flashy mode now works in vanilla! (all boss kill attacks show the critical animation) - All items can be sold or discarded - Debuffs now clear properly between chapters - Scripted battles end correctly when one character dies - Nosferatu and Devil Axe fixed in Vanilla Mode Skills - Skills learned per class redistributed to reflect the new skills available - Wary fighter removed from dancers/bards since it doesn't crash any more - When forgetting a skill, you can press R to see the skill description - Fixed various Capture glitches ------ Other useful things: - Press Select at the stats menu to view stats/growths - You can buy a lot of useful things at the prep screen armory - Hold L to toggle battle animations on/off - Hold A to speed up battle animations (and B to pause them) - Press Select to view Danger Zone - You can shove/drop/etc onto most terrain, useful if you're stuck - Use the Konami code if you're really stuck - If you plant the right seed you may find it sprouts into a secret game mode - Press R on the Donate to Circles screen to find out how to donate Known Issues - Trying to back out of the unit menu after doing a Talk/Support can show the conversation again Edited February 14, 2019 by circleseverywhere Quote Link to comment Share on other sites More sharing options...
Cryse Posted March 9, 2018 Share Posted March 9, 2018 Ooooh, will definitely have to check it out, especially since you added your skill system to the randomization. Will report any bugs I find. Are there any classes that are not in the randomization table out of curiosity? Aside from the demon king of course. Quote Link to comment Share on other sites More sharing options...
Dayni Posted March 9, 2018 Share Posted March 9, 2018 So does this randomize each rom at the point of the patch, or how does it go about it? Asking out of curiosity. It also means I can actually play a randomised rom for once, the randomiser still didn't get a linux version. Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted March 9, 2018 Author Share Posted March 9, 2018 I removed manaketes/dracozombies/necromancer from randomization because lol, T0 trainees now become random T1s to avoid promo weirdness, and thieves remain thieves because yeah. Classes, inventories, bases are randomized upon unit loading. Growths and personal skills are randomized at the start of each new game. Quote Link to comment Share on other sites More sharing options...
Dayni Posted March 9, 2018 Share Posted March 9, 2018 1 hour ago, circleseverywhere said: I removed manaketes/dracozombies/necromancer from randomization because lol, T0 trainees now become random T1s to avoid promo weirdness, and thieves remain thieves because yeah. Classes, inventories, bases are randomized upon unit loading. Growths and personal skills are randomized at the start of each new game. So it'll randomise each time? Bravo, I am impressed. Shame that Colm can't, but I understand why, trying to ensure that a thief shows up by then would be too awkward. Quote Link to comment Share on other sites More sharing options...
Cryse Posted March 9, 2018 Share Posted March 9, 2018 (edited) That's a shame about dracozombies, but it's understandable. They are the strongest units in the game after all. That and I've never seen their animation show up properly on the player side anyway, though from screenshots I imagine their palettes would look pretty interesting. Necromancer also makes sense, but I could see manaketes working if there was a way to guarantee you couldn't get more than one per run in the randomizer, but I honestly have no idea how you do what you do. Glad we don't have to worry about funky trainee bananas though. Edited March 9, 2018 by Cryse Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted March 10, 2018 Author Share Posted March 10, 2018 Update: classes are now randomized by chapter and game - resetting chapter will no longer change the class of your units, and all units of a class within a chapter will become the same new class, to avoid the map sprite vram limitation. Also fixed a couple other minor things. Quote Link to comment Share on other sites More sharing options...
tibarn333 Posted March 10, 2018 Share Posted March 10, 2018 Cool. This is super useful for Mac users like myself. Anyway that you could randomize the characters as well ? (e.x having Glen as your main lord) are creature campaign characters randomized as well ? Quote Link to comment Share on other sites More sharing options...
Cryse Posted March 10, 2018 Share Posted March 10, 2018 (edited) Spent a few hours with V0.6. Pretty fun, but has its issues. I'll address them in the order that I encountered them. Played on hard in case it's relevant. -On the first map, one of the enemy grunts spawned as a shaman with no spd stat. Wasn't an issue, but may point to something that could be a bigger issue, so thought I'd mention it. -On Ross' chapter, having the enemies in the mountains randomized can cause some issues when trying to clear the chapter if you don't have any flying units or units with pass, or have units with the right amount of con/aid to be able to rescue chain deep enough into the mountains. Luckily my Seth was a Rogue with pass, so I had no issues there. Rogue Seth palette is awesome btw. -This one may be intentional, but if a unit has 2 rally skills as is shown with my Vanessa, they both proc with one command, leading to some pretty crazy stat boosts. +6 to str/mag and +2 to everything else is no joke, especially early on. -Not all monster weapons show their stats, fiery fang at least displays nothing. More of a minor annoyance than anything. -Orson randomized into a summoner, and though he had the summon skill there was no command to use it. If I remember correctly from some post a long time ago, I believe this is because there is no phantom assigned to the character? Could be talking out of my ass. I left off early on in chapter 5x, but I think I'll have great difficulty with it seeing as how enemy keys were overwritten, and my characers came with no methods of healing, as well as there being no method of healing attainable from enemies. Moving on to more general notes, it's nice to see that you've added in some classes from the other gba titles, and some class gender alts. Finally having randomized palettes in FE8 is really great even when it turns funky. Adding monster weapons to some shops would be nice but not necessarily needed, disregard this if they already appear in later shops I have not made it to. Support conversations (at least during chapters) lead to skill text, but I imagine this is because you used their space on the ROM in order to achieve your randomization, so it's no big deal. I doubt many people are playing a randomizer to focus on the supports after all. Having so many different enemies makes the chapter feel really fresh even if you're familiar with it, so that's nice. Randomized chests/houses might be nice if it's something you can do, but it's not like it's a huge deal if it can't be done or you'd like to spend your focus elsewhere. Looking forward to continuing on in my file or re-randomizing if needed once the patch is updated a bit. Once some kinks are worked out, I imagine this will likely be the go-to for randomized runs of FE8. Edited March 10, 2018 by Cryse Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted March 10, 2018 Author Share Posted March 10, 2018 Update again: Cleaned up broken skills, increased likelihood of healing items a bit, other minor fixes. Also gave many classes Shove so they can traverse mountains more easily. Summoners can now summon properly, unused classes get promo gains now, etc. Quote Link to comment Share on other sites More sharing options...
not_myreal321 Posted March 10, 2018 Share Posted March 10, 2018 Great Stuff! Quote Link to comment Share on other sites More sharing options...
FranRedStar Posted March 10, 2018 Share Posted March 10, 2018 Is it possible for the hack to have its own sort of option menu to change the randomizer settings? like changing the range of the growth rates, the ability to also randomize items, etc. Quote Link to comment Share on other sites More sharing options...
Zeal Iskander Posted March 11, 2018 Share Posted March 11, 2018 Just a heads up : opening up guide>allies and selecting one of the first 3 options change the 1rst skill of every character. I guess it stores a value somewhere for "this guide was read", and thus mess up with the randomization? perhaps. Quote Link to comment Share on other sites More sharing options...
Zeal Iskander Posted March 12, 2018 Share Posted March 12, 2018 Ah, also. Randomizing Rennac just killed my run : I my only access to promotion items was through the secret shop, but Rennac starts without the secret shop card. GG WP would do a run with only basic units again. Quote Link to comment Share on other sites More sharing options...
Cornguy Posted March 12, 2018 Share Posted March 12, 2018 For those of us who are idiots that enjoy being screwed over by a lack of thieves, and/or an abundance of enemy thieves, would you consider releasing an alternative patch that throws them back into the pool? Tons of fun with this so far. Very minor bug, if you stay on the village in chapter 6 after visiting, you can repeatedly visit every turn. Haven't noticed this with any other villages, I guess you could get an infinite supply of antidotes if you wanted? Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted March 12, 2018 Author Share Posted March 12, 2018 v0.9 Released: Options menu Tactician name as randomizer seed buyable door and chest keys at prep screen cheaper master seals at prep screen demon king inventory fixed dark magic inventory fixed Quote Link to comment Share on other sites More sharing options...
Cryse Posted March 12, 2018 Share Posted March 12, 2018 (edited) Seeing as 0.9 was released, I may as well post any issues I ran into on 0.8 before moving on. Starting a new file on v0.8, I made it to chapter 8. - Somewhat minor, but warding blow granting +20 res seems a little excessive. - A few dummy skills seem to still be floating around in the randomization pools, such as Nice Personality. - Unfortunately in chapter 5x I once again started with no healing items and there were no enemies that dropped any, but luckily I managed to get through it with Ephriam being a mage with Breath of Life, and Orson being a Wyvern Lord with Rally Spectrum. - Moulder randomized into a dancer, but as I leveled them up they seemed to have missed out on the Amaterasu skill that enemy dancers and my bard!joshua have. - In Victims of War, it's very possible for the enemies near the villagers to spawn as ranged units and start taking them out on the first turn, making it impossible to acquire the Orion's bolt they would give. Not a huge issue on its own, but seeing as how the promotion items bosses drop disappear in randomization, the player needs every promotion item they can get. Though perhaps having cheaper master seals available for purchase in 0.9 will make up for this. - I like randomizing enemies as groups rather than individually in the new update, however it can trivialize some chapters seeing as how dancers/bards/clerics etc are in the randomization pool. It can also make for very interesting chapters though, having a bunch of wyverns coming out of the fog from across the map was pretty scary, especially when one has a horseslayer. Also it may be worth looking into the idea of making it so bosses always drop something. - Having encountered more kinds of monster units in this run, the only monster weapons with visible stats so far have been the "Eye" weapons. However this being a relatively minor issue and one I'm sure you're aware of at this point, I'll refrain from mentioning it again in the future. Making shove a common skill has worked out well, and seeing as how my Vanessa retained their class as a Pegasus Knight, it seems likely that this is a change you made to combat there being enemies in the mountains in chapter 2, that or I just got really lucky. Either way it's not ideal, but keeping Vanessa as a Pegasus Knight is a decent workaround. ---EDIT--- Tried 0.9 for a bit, and it seems there are still some dummy skills. Also to my earlier mention of warding blow granting 20 res seeming a bit excessive, some other skills are pretty strong as well, like Rightful God or Dazzle. What do you think about randomizing what skills classes learn as well? For example, it could randomize to cavaliers learning Luna at level 15, so enemy cavaliers lvl15 and up would also have the skill. I think it could balance things a little as well as make things more interesting. Every wyvern rider has swordbreaker? Well when you see one you know you really have to make sure you get your sword units out of there, or Great Knights became the bane of your playthrough, because they have both Aether AND Rightful God, etc. If you do decide to go that route however, the amount of skills that monster units learn might need to be upped to the amount regular units learn, or perhaps you could give them a separate pool of exclusive skills, otherwise they could easily become outclassed. Edited March 12, 2018 by Cryse Formatting Quote Link to comment Share on other sites More sharing options...
allpukimaster Posted March 12, 2018 Share Posted March 12, 2018 Correct me if im wrong guys since im playing 0.8 but isn't master seal and stat boosting items available in the armory during the pre chapter screen Quote Link to comment Share on other sites More sharing options...
Cryse Posted March 12, 2018 Share Posted March 12, 2018 They are, but the secret shop also sold high-tier weaponry as well if I remember correctly. Maybe the patch adds them to later shops instead though, I've yet to make it past the route split in my testing so far. Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted March 15, 2018 Author Share Posted March 15, 2018 v1.0 Released! New things: Random Items (chest and event) Random Weapon Stats Casual Mode (you scrub) Fixed things: Various skill fixes Summoners Promos Rogues don't randomize if thieves are fixed Quote Link to comment Share on other sites More sharing options...
Armadillo8 Posted March 15, 2018 Share Posted March 15, 2018 In 1.0, enemy Mogalls freeze the game when they move without attacking. Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted March 15, 2018 Author Share Posted March 15, 2018 Should be fixed, try redownloading Quote Link to comment Share on other sites More sharing options...
not_myreal321 Posted March 16, 2018 Share Posted March 16, 2018 Dancer freeze the game. Quote Link to comment Share on other sites More sharing options...
Cornguy Posted March 16, 2018 Share Posted March 16, 2018 (edited) Enemy dancers, no big deal. They have Shadowshot whatttttt? Loving the new release. You do good work. EDIT: Oh my god, despoil randomizes your red gem if you have items set to all, got a body ring off of it! Edited March 16, 2018 by Cornguy Quote Link to comment Share on other sites More sharing options...
Blackwing912 Posted March 16, 2018 Share Posted March 16, 2018 (edited) Abusing the villages so hard that I got SO MANY good items when I randomize all . After that I got destroyed in chapter 4 cause of so many thieves. All the money wasted already, pretty sad but happy I'm playing this randomizer. Edited March 16, 2018 by Blackwing912 Quote Link to comment Share on other sites More sharing options...
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