Some are accurate, but others, like Jeigan, would say that he’s a Bishop despite clearly being a Ballistician. The output log doesn’t accurately reflect the newly-distributed classes. Many physical classes, for some reason, join with high magic but almost no strength, while mages seem to turn out just fine. The base stat distribution seems to be lopsided for certain units. For instance, enemy armor knights still have 1 or 2 defense, and bosses pose no more of a threat now than they did at the beginning of the game. I’m playing on Hard 1 as a bit of a test run, and I got to Chapter 13 before realizing that while my units were getting stronger, the enemies were pretty much the same. So, I’m attempting a randomized run right now, and I have a few concerns:Ĭhoosing not to modify enemy growths and stats (I think) seems to stifle their stats throughout the game. “0%” added to the Meme Mart, for 0% growth.New options for having class stats added into the character stats before randomizing them for GBA-style randomization.Fixed an issue that the previous patch introduced where the reclass alterations messed up the class table, giving anyone that wasn’t a Lord a wrong class.“brave” to make all weapons have the Brave effect added to the Meme Mart.Fixed the dragon memes to actually work now, and added a feature to it: All characters get access to either Earthstones or Divinestones.The unpromoted and promoted reclass sets now line up.Fixed a bug in a feature of last update hopefully the classes that can crash some emulators are now gone for real.Removed the unified reclass set option that didn’t work.Fixed random reclass sets being able to become too big for the game to handle. Gaiden characters no longer get prf weapons.New Meme Mart option: “devil” to give every weapon the devil effect.Removed classes with no generic portrait from the options for enemies to become, since giving them portraits didn’t stop the crashing they caused on certain emulators.I load a ton of the variables of the game into easily edited datastructures, so what kind of edits i can offer is pretty broad, so give me some ideas I would like people’s suggestions for what edits i should put in the Meme Mart in the future. It’s selection is sparse for now, but it has a few very stupid edits you can apply to the game, after the randomization, or on its own without any randomizing. Lastly, i included a side feature i call the Meme Mart. Once the randomizer closes after applying your edits, use DSLazy to pack a new ROM.Then run Jespoke’s FE11 Randomizer.exe, and follow the text instructions.Run DSLazy.exe, pick your FE11 ROM with the button, and unpack it.Download DSLazy, and place the DSLazy folder in the randomizer folder.Download the folder with the randomizer. The Whitewings, who normally each start over water, should move to land now so you can actually get them if they can no longer fly. It also adds Falcon Knight to the regular class pool, and if you randomize classes, it also shuffles who * Whether you can reclass at all, randomized class sets, or normal class sets. Everything is operated in a terminal with (y/n) or 1, 2, 3 inputs for answers. Partially because Haskell turned out to be a very… unconventional language for this kind of project, there is no GUI this time. So i tried my hand at learning Haskell over the last few weeks, and the people that recognize me should know what that means: A new Fire Emblem Randomizer! I’m very much on brand this time too, making a very janky randomizer for a game that had none before: FE11 this time. Here is a link to DSLazy, which is required to make it work: Īnd here is the source code on GitHub (Warning! First time, learn-as-i-go Haskell code ahead): Here is the Randomizer: !AsfU3qRjcTTdnEoTseWI55eBSFjO?e=btzZgr
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