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Releases: gameboy9/DW3Randomizer

Parry/Fight returns!

02 Dec 21:17
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I added an option to keep or fix the parry/fight bug. Fixing the bug was mandatory previously.

I also fixed a couple of minor bugs.

Four Job Fiesta implementation and Rainbow Drop fix

05 Jun 01:59
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Added implementation of Cleartonic's Four Job Fiesta by making the following adjustments, which are optional:

  • Allow the hero to leave the party
  • Allow the hero to change classes (but you can NOT go back to a Hero once you do!)
  • Allow all classes to turn into Sages

Also, I FINALLY fixed the Rainbow Drop issue where you were never awarded the Rainbow Drop (issue #6).

Spell learning and another echoing flute fix

30 Apr 22:15
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From now on, all spells will be learned by somebody. I also had to commit a minor echoing flute fix.

Echoing flute & typo fix

20 Apr 11:10
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Fixed the echoing flute from softlocking the game if an orb was already picked up or didn't exist at a location. (Issue #12) Many thanks to Vaxherd for his assistance on resolving this issue.

I also resolved a typo discovered in Issue #15.

Treasure bug fix

18 Apr 22:00
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I had to make a bug fix where if you randomized treasures, you were stuck in an infinite loop...

Many thanks to JanusZeal and AllenSeitz for noticing that.

I think it's time to 1.0 this...

16 Apr 03:25
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There were a bazillion changes... please see below.

  • Flags are now set up and are placed into the new ROM filename.
  • Encounter rate, experience gains, and gold requirements are now similar to Dragon Warrior II Randomizer.
  • Dragon Warrior IV RNG is now implemented in this randomizer due to broken RNG in the vanilla game. (This was previously broken in previous DW3R implementations)
  • The loading of the items menu is now quicker. (Implementation credit: Vaxherd)
  • Speedy text is now implemented. (i.e. one line / frame instead of one character / frame. Implementation credit: Vaxherd)
  • Item effects can no longer be randomized due to the implementation breaking the Sphere Of Light with known fix possible. This may change in the future. (Bug finding credit: Deranged_squirrel_fighter)
  • Randomizing equipment strengths and who can equip an item are now split options.
  • Fight spells are now learned from "top to bottom" instead of being randomly placed, possibly screwing up the spell system early in the game. (Bug finding credit: Deranged_squirrel_fighter)
  • The Yellow Orb couldn't be found in searchable spots. (FIXED)
  • Removed key items from the first pass of treasure placement and leaving that until the end. (Same as DW4R)
  • The Echoing Flute should now work successfully. (Implementation credit: Vaxherd)
  • Stores should now show only weapons in weapon stores and only items in item stores. (Due to randomly deciding who can equip an item)
  • Stores no longer have a variable number of items held in them. (i.e. if a store had five items in the vanilla version, it has five items in the randomized version, which is the same as DW4R)

There probably will be some bugs I will have to work out, but I pretty much have done everything I would want for version 1.0. I will be working on version 2.0... meaning randomized world maps... pretty soon though...

One final stat change and a couple other changes

18 Oct 12:01
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I changed the stat generation algorithm to one similar to the DW4 RandoHacker because DW3 has a similar implementation to DW4 in that regard. I added a "random level" as well, but it only applies to stats... for now...

I also changed up the enemy patterns a little bit. (this probably will change further once the "random level" gets implemented)

Getting rid of the freezing waves (except Zoma) for good!

09 Jun 01:35
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Fixed a bug where magic users could still use the freezing waves. (which revives everybody back into the game without the sprites re-entering the battle)

Almost there...

26 Apr 11:08
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Almost there... Pre-release
Pre-release

I removed the four levels of randomization and instead let you randomize whatever you want. The customization is quite lengthy if I do say so myself.

I also completely reconstructed the stats one more time because I didn't like the old way of doing it. It's really complicated when you're under the mercy of Enix's programming in that regard...

We most likely will be going under a release candidate next time by...

Weapon effects now randomized!

04 Apr 01:16
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Pre-release

The title says it all. I also made several bug fixes... as well as basically forcing you to wander around Alefgard a little bit instead of going straight to Zoma's Castle because you got the Rainbow Drop in the overworld.