Skip to content

Releases: gameboy9/DW2Randomizer

Checksum adjustment

07 May 00:54

Choose a tag to compare

The new checksum will now be adjusted BEFORE the renaming of characters, not after. Or at least that's the hope... ;)

Flag loading fix

02 Apr 22:00

Choose a tag to compare

When you enter a flag string, the checks weren't loading properly. This new release fixes that issue.

Another echoing flute fix...

30 Mar 18:08

Choose a tag to compare

Looks like I didn't get the 2 crests in the same location bug fixed the last time. Hopefully this will take care of it for good.

XP fix

30 Mar 16:35

Choose a tag to compare

XP wasn't awarded properly when certain flags are set. This bug is fixed with this version.

Echoing Flute fix

29 Mar 21:21

Choose a tag to compare

Here is a small bug fix that should make the echoing flute work correctly. It should echo on the first floor of a location if it's anywhere at that location. (It will not echo on other floors due to the mechanics of the code)

Bug fix

19 Jul 11:57

Choose a tag to compare

Mountains were considered to be on the same land mass, which could separate two passable pieces of land, making seeds unwinnable. This is fixed by making mountains not part of any land mass.

Many thanks to Starvos for the discovery via Issue #21.

Lots of adjustments

27 Jun 00:39

Choose a tag to compare

  • Split up ways monsters can be randomized.
  • Monster HP is now randomized if randomize stats is checked.
  • Stats are now randomized using a scale value (FFR... DQ1+2 SFC...)
  • Slightly reduced the chances of a metal monster running away.
  • Adjusted the stat power curves a bit; they're all easier, but the Hero reaches max strength/HP faster than the rest, and the princess reaches max Agility/MP faster than the rest.

More mapping fixes

18 Jun 17:19

Choose a tag to compare

After these fixes, this should result in legal maps 100% of the time. Or really really darn close to it...

Mapping bug fix and slightly tougher game

17 Jun 16:44

Choose a tag to compare

I had to make a couple of mapping fixes, so I took the opportunity to make the statistical gains a little harder to come by.

Speedy text, speedy wait music, and echoing flute fix

14 Apr 11:18

Choose a tag to compare

Thanks to Vaxherd, we now have a fix for the echoing flute where there were two crests in the same location, as well as an option for speedy text, where text is printed one line per frame instead of one character per frame.

I also implemented speedy wait music as well, where you don't have to wait for the inn, level up, revival, and win musics to play. Additionally, I sped up the fade in and fade out to make the game all that much faster.

Enjoy!