Releases: gameboy9/DW2Randomizer
Checksum adjustment
Flag loading fix
When you enter a flag string, the checks weren't loading properly. This new release fixes that issue.
Another echoing flute fix...
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
Echoing Flute fix
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
Lots of adjustments
- 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
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
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
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!