This is a randomizer for Bravely Default II. It's compatible with both the Switch and Steam releases.
Play this at your own risk. I bear no responsibility if you or this mod bricks your Switch, etc. Online functionality has NEVER been tested. Keep it turned off.
There are various options in this randomizer:
- Job abilities (active, passive, and traits)
- Active ability costs (BP, MP, HP%, pg, etc.)
- Job stats
- Job equipment recommendations (S, A, B, ....)
- Items (chests, quests, and enemy drops and steals)
- Enemy weaknesses, resistances, etc.
- Shuffling bosses
Some quality of life options include
- Scaling exp, JP, and pg from battles.
- Free Magnifying Glasses and Teleport Stones from shops.
Some shops are automaticlly updated based on options selected. Check them out!
- Early shops include Hi-Potions and Ethers (only when shuffling job abilities)
- Early shops include attack items (only when shuffling bosses and/or their resistances)
- Early shops include all status healing items (only when shuffling bosses)
Download and run the executable from the Releases page. Select the
Paks folder of your game and select all desired options. When ready,
push the Randomize button. This will dump a mod and some spoiler
files in the folder seed_####.
The mod will be in the title ID folder, and should be directly copied
to the appropriate location on your SD card. For example, when using
atmosphere, the file should be located somewhere like this:
\path\to\SD\card\atmosphere\contents\01006DC010326000\romfs\Sunrise-E\Content\Paks\Sunrise-E-Switch_2_P.pak.
The mod will be in the pak titled "random_P.pak". To use the pak, copy
it to the location of the original pak folder. On Windows, the mod's location should be something like:
C:\\Program Files\Steam\steamapps\common\BRAVELY DEFAULT II\Bravely_Default_II\Content\Paks\random_P.pak.
- Chest battles will only be set when starting a new game. If you start from an existing save file or generate a new randomizer pak during a playthrough, chest battles will not get updated.
- Special Abilities (e.g. All Out Assault on the Freelancer job) will be very difficult to trigger normally if job abilities get shuffled. They are triggered by the vanilla abilities of a job, which will likely be elsewhere. Do not expect you'll get to use Special Abilities.
-
Bosses were rescaled a bit. In my experience they were beatable, but they can get really brutal, especially in the early game. Select this option at your own risk!
-
Various enemy attacks and healing abilities had to be rescaled. In some cases, they had to be rescaled based on either the user's or the targets HP. Most are done fairly (in my opinion), e.g. Roddy's Healara, Domenic's Bomb Arm, or Glenn's Contagion Agent. However, Orpheus' Stone and Glenn's Gigapotion will seem poorly balanced in the Halls of Tribulation because the exact same abilities are reused for all their battles. I chose to rescale these abilities for mandatory battles for the story, NOT for optional battles.
-
Some enemy buff/heal abilities are hard coded for specific party members. The following abilities are no longer guaranteed work in the Halls of Tribulation: Selene's "Revive All", "Shell", and "Protect", Glenn's "Gigapotion", "Mega Pheonix", and "BP Tonic" and Gladys' "Three Steps Ahead". In the main game, the same applies for Gladys' "One Step Ahead".
-
Some battles have specific layouts for enemies, and cannot accommodate certain groups. This will be most notable in fights with the Night's Nexus. I view this as a minor incovenience. The battles are still worth it!
-
In battle cutscenes are not updated to account for each sprites animations, height, voice, etc. They can be amusing to watch, but they're also worth skipping.