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Releases: gameboy9/DW3Randomizer

Bug fixes and pace improvements

13 Mar 18:11
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Pre-release

I had to remove the Golden Claw encounter decrease improvement because it prevented you from gaining the ship. (the same code that checks for a Golden Claw also checked for Black Pepper... no good.)

I also stopped randomizations in four locations for "pace of game" reasons. Please read the commits for all of the details in this release.

Time to randomize the stat gains!

13 Mar 04:56
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Pre-release

That's pretty much what I did with this release. Enjoy! :)

Equipment guide

12 Mar 14:35
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Equipment guide Pre-release
Pre-release

I wrote an equipment guide so you know who can equip what piece of equipment.

I wrote this because it takes an average of 30+ seconds to find out who can equip a new piece of equipment. (if one can't equip something, it takes a long time to transfer it to the next person to see if that person can equip it, etc.)

Fighters now rock!

11 Mar 12:09
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Fighters now rock! Pre-release
Pre-release

That was quick, huh? I've done two "fighter" related things:

  1. Removed the penalty for equipping non-claw items. The attack power now increases for all weapons. (this will be for insane randomness only)
  2. Removed the insane encounter rate for having a Golden Claw. So you can equip it without issue!

No more NPC Randomization :(

11 Mar 11:10
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Pre-release

I had to remove such randomization because if you already had the item they normally gave you, many wouldn't give you the randomized item, which COULD be a key item! I may re-randomize them in the future though.

I DID re-randomize the Mummy Men treasure chests in the Pyramid. They COULD have key items, but if they did, they would be duplicates of another key item somewhere else.

I also removed the chance of a 100% item drop from a monster with the exception of the Man-Eater Chests and Mimics.

Orbs will definitely be found now!

09 Mar 11:54
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Pre-release

My "emergency treasure placement system" only accounted for the Silver Orb... not the other five orbs. I have since fixed that issue. Really raises the chances of completing the game, huh?!

Faster deaths, no more baseline, and bug removal

09 Mar 03:24
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I removed the king's/queen's lecture given after dying, which saves at least twelve seconds per death. It's a bit weird graphically, but it doesn't screw up the game.

I also removed the baseline so you have a chance at winning! :) (This probably makes changing classes a really good idea...)

I also removed a couple issues I found; please see the commit notes for details.

First spells for Pilgrim and Wizard

08 Mar 12:11
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Pre-release

So you can get out of the first zone easier, and to guarantee that you don't get poisoned to death all the time, I am forcing the Wizard to learn Heal from levels 2-4, and the Pilgrim to learn Antidote from the same levels.

Custom starting names!

08 Mar 11:39
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Pre-release

You now have an opportunity to change the names you start with in the game. Who is selected is still determined based on the Hero's name, but at least you get to see names you want to see!

I also increased monster gold yield randomly up to four times the original amount to make things a little easier still.

A bit easier...

06 Mar 22:16
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A bit easier... Pre-release
Pre-release

The big change with this version is that the enemies will get progressively harder all the way into the Pyramid... and then all heck breaks loose. Previously, this took effect outside of Romaly, which made it too hard.

There were also a couple bug fixes... please see the commit notes for details.