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Pre-release

@gameboy9 gameboy9 released this Jul 20, 2017 · 1 commit to master since this release

Assets 3

Item stores had seven items regardless of whether it was randomized or not. This has been corrected; if it's randomized, they have seven items, otherwise, it will have the number of items programmed in the vanilla version.

Thanks again to Poorscythe for discovering this bug.

Pre-release
Pre-release

@gameboy9 gameboy9 released this Jul 18, 2017 · 1 commit to master since this release

Assets 3

I fixed three bugs; one where Provoka's stores were not randomized until certain circumstances, and another where the Caravan's post-bottle item store wasn't randomized at all, and a third where the number of items available at stores was still stuck to the number of items in the vanilla version. (the aim is for 7 in all item stores) Many thanks to Poorscythe for discovering these issues!

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@gameboy9 gameboy9 released this Jul 16, 2017 · 5 commits to master since this release

Assets 3

I decided to complete redo the magic randomization. All characters automatically have a maximum of level 8 magic. However, the prices and MP costs of magic are randomized effectively to the magic levels in the vanilla game. In other words, Heal could be a "level 8" spell costing 40,000 gil and 45 MP.
Secondly, I decoupled Gil/XP requirements track bar.
Thirdly, I pretty much removed the equipment randomization for timing purposes. (but the code is commented out if we want to go back to it)
Finally, all item stores will have seven items; the first towns will be more common items, and later towns will have more rare items. The desert bazaar will have all rare items.

A lot of changes, I know, but I think we're much closer to 1.0 now.

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@gameboy9 gameboy9 released this Jul 8, 2017 · 6 commits to master since this release

Assets 3

Try this version; hopefully the magic issues are all fixed up now. (for the most part anyway)

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@gameboy9 gameboy9 released this Jul 8, 2017 · 6 commits to master since this release

Assets 3

I finally found out how to fix field magic. They hardcoded stuff in FIVE PLACES, which made the fix quite challenging! But it should be working, save for heal[aga/ara], in which you just select a character, then the magic will apply correctly.

I also added two shortcuts for normalization for potential races in the future.

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@gameboy9 gameboy9 released this Jul 7, 2017 · 9 commits to master since this release

Assets 3

It was 20%. Additionally, treasures were also always randomized regardless of selection. That should no longer be the case.

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@gameboy9 gameboy9 released this Mar 26, 2017 · 9 commits to master since this release

Assets 3

All magic is now randomized! Therefore, like in the NES version, you could cast Flare (NUKE) as a level 1 spell, and it only costs 5 MP to do it. (except you might not get it until the last towns in the game...)

I also broke up the store randomization, so you don't have to randomize all the stores if you don't want to.

Item prices are now randomized up to 20-500%. (Or 100-100% or anywhere in between)

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Pre-release

@gameboy9 gameboy9 released this Mar 21, 2017 · 14 commits to master since this release

Assets 3

I chose the wrong byte to modify item prices, which made the items SUPER cheap.

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Pre-release

@gameboy9 gameboy9 released this Mar 20, 2017 · 15 commits to master since this release

Assets 3

All stores are now randomized. It is possible to not find a spell to use, which may increase the difficulty of the final battle. However, you could, theoretically, buy MegaElixers to help you out... (but they'll be worth 100,000 G...)

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@gameboy9 gameboy9 released this Mar 19, 2017 · 16 commits to master since this release

Assets 3

... This means you could run into Warmech in places other than the 5th floor of the Flying Fortress...

I also fixed a few bugs. Please see the commit notes for details. Many thanks to GreenCleric and NickyNoel for the bug reports!