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Releases: gameboy9/FF6KefkaRush

Quick bugfixes

Quick bugfixes Pre-release
Pre-release

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@gameboy9 gameboy9 released this 24 Sep 11:04
  • Magicite.json did not form on new installations
  • Regression bug on Issue #1 reresolved. (i.e. crashes on less than 4 party members requested)

Magicite bonus enhancements!

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@gameboy9 gameboy9 released this 23 Sep 02:13

Enhancements

  • Magicite can now be boosted by anywhere between 1x and 10x. You also can decide to round up or down fractions if you prefer. (in 1.5x or 2.5x's case)
  • Drastically reduced the XP requirements for higher magic point awards after battle.
  • There now should be a proper ending screen after you defeat Kefka. (Issue #23)
  • Removed the exits from the top of Baren Falls, and removed the choice to jump or stay. This resolved a softlocking bug. (Issue #33)
  • Added more options to the XP boost combo box. (Up to 500x... if you really wanted...)
  • Boosted the default flags to 20x XP, 3x magic point multiplier, and 2x magicite bonus multiplier.

Bugfixes

  • Resolved Cultist's Tower issues at the top of the tower, especially after a second trip up. (Issue #13)
    • This may have been because I tried to bring in the Dragon's Den monsters (already "programmed" in by Square Enix), but they're not fully implemented, so those are now out.
  • There were issues if you lost in the Lethe River, then you retried. These issues are resolved. (Issue #26)
  • Fixed an issue where the Falcon monster hunt scenario did not terminate if you were in battle by the time the time ran out. (Issue #30)
  • Fixed an issue where the randomizer program crashed in certain "duplicate characters allowed" scenarios. (Issue #31)
  • Removed Intangir as a boss, since it softlocked at the end of battle. I think. (Issue #35)

More bugfixes and enhancements

Pre-release

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@gameboy9 gameboy9 released this 18 Sep 21:52
32d5453

Enhancements

  • Regular monster drops will now work as follows: (Issue #18)
    • 45% chance of dropping a restorative item (potion, ether, elixer, etc)
    • 15% chance of dropping a revival item (holy water, phoenix down, gold needle)
    • 10% chance of dropping a status revert item (antidote, eye drops, green cherry, echo screen, remedy)
    • 5% chance of dropping an attack item (smoke bomb (not an attack item, but faster runaways), magicite shard, super ball, or a scroll)
    • 15% chance of dropping a weapon or armor
    • 10% chance of dropping an accessory
  • Bosses can now drop six possible weapons, armor, or accessories (also Issue #18)
  • Drastically sped up randomizing awards due to loading language files one time / file instead of every time we need to lookup an item.
  • Improved awarding of magicite. Most of it will be awarded by the gold level, so the really good weapons and armor will be awarded in the Diamond and Adamant level. (Issue #24)
  • AI has been simplified for Ultros 3, Ifrit, and Shiva due to instant win for the first and effective abortion of battle for the second and third. (Issues #22 and #25)
  • The Siegfried treasure at the Phantom Train had their acting removed. The only thing it does now is run the Siegfried boss fight. (Issue #20)

Bugfixes

  • Some characters didn't have easy access to their commands, (Gogo being a big one), or their Magicite shows already learned. This is corrected for the first iteration of a character only. (except Banon, Leo, Wedge, or Biggs) After that, the bug will still remain... and I can't do much about that. (Issues #27, #28, #29)

Duplicate characters! Also a lot of changes and bugfixes

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@gameboy9 gameboy9 released this 16 Sep 02:31

NOTE: Flags have been changed; you will be reverted back to the default flags in the next version.

Enhancements

  • Characters can now be duplicated! In other words, if you want 4 Terras, you can do that now.
    • However, because of this, due to how the game is hardcoded, most characters will not learn anything until level 2.
      • Because of that, you will start with a super ball at the beginning of the game. (going to change this soon to only get this if you have 4 Gaus in your party)
    • Biggs, Wedge, Leo, and Banon are now more useful in the Cultist's Tower since they now can equip and use magic. (Issue #9)
    • You no longer lose a scenario instantly if Banon gets KOed. (Issue #6)
  • Resolved Issue #15 - If you had less than 4 heroes, the randomizer would crash on generation.
  • Gau now learns rages at levels 8, 10, 12, 14, and so forth, because The Veldt is inaccessible.
  • Strago now learns lores at levels 10, 15, 20, 25, and so forth. He still can learn lores the normal way.
    • Because you need to know how much MP you have for Lores, the Siren magicite is awarded at the beginning of the game.
  • The Lethe River is now traversed at double speed to reduce downtime.
  • Additionally, the small caves in the Lethe River have been reimplemented.

Bugfixes

  • Zone Eater has been removed as a potential monster. (Issue #8)
  • The Lethe River's boss fight was at an incorrect location. This is fixed. (Issue #4)
  • Resolved a bug where you were awarded with "all scenarios completed" rewards after a practice fight. (It was checking for non-completion of scenarios, not completion of scenarios... oops!) (Issue #14)
  • Random encounters were one difficulty level higher than they were designed. (Issue #10, in part)
  • Ultros 1 and 4 had their AI and stats altered to make sure it works correctly when coupled with other monsters. I also got rid of a ton of text. (Issue #7)

Lots of bug fixes and enhancements

Pre-release

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@gameboy9 gameboy9 released this 12 Sep 10:30
6d159a9

Enhancements

  • Added a practice fight for grinding in case all six scenarios are initially too difficult.
  • Added really good prizes if you can defeat all six scenarios in a difficulty.
  • Doubled +/- XP gains by Level X Magic monsters while adding 60% to the minimum XP in the Cultist's Tower. This will reduce their frequency in the tower and randomly as well.
  • NPCs on the scenario screen now match their scenario. (as best as I could while being unique...)
  • Magicite will appear much more frequently as a prize and at much earlier levels.

Bug fixes / Adjustments

  • Upgraded program from .NET 5.0 to .NET 6.0. (.NET 5.0 is beyond end of lifecycle)
  • Added a "heartbeat" showing various things being extracted or randomized.
  • Resolved issue #1 (Index out of range exception) and issue #5 (NPC disappearing without a fight on the Falcon)
  • The Opera House ended with Locke "permanently" staying on the screen, sometimes blocking player's path, especially on the Cultist's Tower. This problem has been removed.
  • Removing Cursed Shield from the armor list. It may come back if I can speed up the resolving of said shield.
  • Cultist's Tower now works as it's supposed to. (magic use only)
  • Corrected the BG in the Baren Falls Gauntlet.
  • Removed Siegfried from the random monsters list on the Phantom Train. (appeared way too often and is way too annoying)
  • Minimum Magic Point awards are now set to the multiplier option set. In other words, if the multiplier is 10.0x, each battle has a 10 magic point minimum.

Introducing FF6: Kefka Rush!

Pre-release

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@gameboy9 gameboy9 released this 11 Sep 01:07
064adb9

Take a look and let me know what you think! Good luck!

REMINDER: This is a beta release. This will have bugs! Please let me know of those bugs as you encounter them. Thanks!