Releases: lushen124/Universal-FE-Randomizer
Releases · lushen124/Universal-FE-Randomizer
0.9.3 Release
New Features
- [General] Added the ability to set min/max ranges for growths on all growth randomization modes.
- [GBAFE] Added the option for lords to get a Prf weapon that matches their class when randomizing classes or recruitment.
- [GBAFE] Added the option to exempt steel and basic thrown weapons from adding random weapon effects.
- [GBAFE] Added the ability to tune the gender assignment/restrictions when randomizing classes.
- [GBAFE] Added the option to not give out promotional weapons (to all units) or poison weapons (to playable units). Promotional weapons being the Emblem weapons in FE7 and the Monster effective weapons in FE8.
- [GBAFE] Added the option to transfer "personal growths" for a unit when they randomize their class.
- [GBAFE] Beta Feature: Added the ability to randomly add Fog of War to maps that didn't have it.
- [GBAFE] Added an option to use a 1 RN system instead of the usual 2 RN system.
- [FE4] Added an option to remove the Pursuit requirement in order to follow up. AS thresholds adjustable with/without Pursuit.
- [FE4/FE9] Added the option for classes to be assigned evenly.
- [FE7] Added the option to enable 3x weapon might for effective weapons instead of 2x.
- [FE7/FE8] Added the option to add random drops to enemies.
- [GBAFE/FE9] Added the ability to specify min/max range for the High Critical weapon trait.
- [GBAFE/FE9] Added the ability to specify weights when adding random weapon effects.
- [GBAFE/FE9] Added the ability to enable/disable specific stats to be buffed for enemies and bosses.
- [FE9] Added the ability to randomize weapons.
Improvements
- [GBAFE] Added logic to ensure healers always have at least one healing staff at the end of the randomization process.
- [GBAFE] Removed unnecessary class restrictions when randomizing recruitment with slot classes.
- [GBAFE] Added new classes specifically for Lords so that they may not prematurely promote.
- [FE4] Updated sellable logic to allow selling of holy weapons, but not the Circlet.
- [FE4] De-duplicated Ethlyn's Chapter 5 Mend staff to free it up for Nanna/Jeanne.
- [FE4] Unlocked more holy blood options for Sigurd and Julia (specifically those tied to the third byte (Thrud, Forseti, Bragi, and Hezul)).
- [FE6] Updated the localization patch to v1.1.1.
- [FE7] Added logic to make sure Wire is always defeatable by whatever Hector becomes.
- [FE9] Added Vigilance and Insight to the skill randomization pool.
- [FE9] Increased the chance of master seals from random rewards.
- [FE9] Added SID_KEY0 skill to assassins by default (so they can unlock things for free).
- [FE9] Decreased the Laguz->Beorc adjustment bonuses to 0.5x from 1.5x.
- [FE9] FE9 works on real hardware now!
- [FE9] Added logic to make laguz scenes a bit more coherent and prevent unnecessary transformations if they become beorc classes.
Changes
- [FE4] Removed Bragi blood from the blood pool when shuffling blood, due to having too many restrictions.
- [GBAFE] Randomizing MOV will ensure that you can never lose MOV from promoting.
- [FE9] Updated logic to not remove class bands from their normal appearance.
Bugfixes
- [General] Fixed some issues with UPS Patching, Text Encoding, and byte alignment issues with all games. This should improve the compatibility of the resulting game in all cases and get rid of some arbitrary issues that pop up and are not reproducible.
- [FE4] (#285) Fixed an issue where the random children option was not giving truly random children classes, instead limiting them to use the same weapon as their vanilla counterparts.
- [FE4] (#254) Fixed an issue where Deirdre's replacement weapon was not being sidegraded properly.
- [GBAFE] (#327) Fixed issues with the autoleveling routine, due to character data levels not matching chapter data levels, which was causing autoleveling discrepancies, as well as with linked characters that only had promotion/demotion adjustments made to one version of them and not the others.
- [GBAFE] (#328) Fixed an issue where dark magic users could be set to have E rank in Dark magic, while Flux itself is D rank.
- [FE6] (#283) Fixed an issue where Cecilia would not automatically equip her weapon if she had a staff in her first slot during her encounter with Zephiel.
- [FE8] (#278) Fixed an issue where Selena was scripted in a cutscene as a Fleet class that was causing crashes.
- [FE8] (#319) Fixed an issue where Artur has a scripted ranged fight in Ch. 4 but could randomize into a character without a ranged attack, causing a crash.
- [FE9] (#291) Fixed an issue where non-Heron laguz did not properly set their stat bias to physical only.
- [FE9] (#292) Fixed an issue where Feral Red Dragon (F) was not being assigned an animation, resulting in a Shadow Ike.
- [FE9] (#276) Fixed an issue with the changelog for FE9 where the tables were overlapping each other with certain browsers.
- [FE9] (#312) Fixed an issue where STR/MAG adjustment during class randomization was not being set properly.
- [FE9] (#279) Fixed an issue where Ranulf caused a crash in the ending scene of Ch. 11.
- [FE9] (#323) Fixed an issue where Nephenee, Kieran, and Brom could randomize into Thieves and break the stealth in Ch. 10.
- [FE9] Fixed an issue where bosses could occasionally be assigned a weapon beyond their usable rank.
0.9.2 Release
Improvements
- [General] Added the ability to override the checksum check when loading a ROM. This can allow the randomizer to function even if the checksum check fails, though the operation of the randomizer may not be guaranteed in this state.
- [GBAFE] #260 - Increased the maximum movement range option to match the GBAFE in-game maximum. (Thanks, @sbeach !)
- [FE9] #232 - Implemented a more intelligent way of observing and changing chapter scripts. This paves the way for several other bug fixes below for FE9.
- [FE9] Added display strings for some items that work, but don't have names and/or descriptions, including the Warp Staff, Paragon scroll, Celerity scroll, and Daunt scroll.
- [FE9] Re-enabled Lethe and Rolf for randomization, as that issue has been fixed.
Bugfixes
- [FE6] #224 - Fixed an issue with FE6 AI where it does not know how to handle non-thieves having lockpicks in their inventory. Yune makes a final pass across the game to make sure no AI-controlled non-thieves have lockpicks in their inventory.
- [FE6] #246 - Fixed an issue where Longbows did not have a strict match available for enemies for some weapon types and was causing a crash when randomizing with strict matching and randomizing regular enemies.
- [FE8] #258 - Added logic to make sure we try to avoid overloading the sprite cache in FE8 during Chapter 20, which should fix sprites randomly corrupting over the course of the chapter.
- [GBAFE] #259 - Fixed an issue where the random movement does not use the upper bound shown in the UI. (Thanks, @sbeach !)
- [FE9] #214, #235, #239, #240, #258 - Fixed an issue where the changes made were not being read out properly. This caused several random issues whenever a sequence of bytes were read that started in the middle of an applied diff, and affects a wide variety of bugs. This includes, but is not limited to: Lethe and Rolf not being able to be randomized, Gatrie's growths being incorrect, Ena and Mia not necessarily matching what's listed in the changelog, and random minions not having a weapon they can actually use.
- [FE9] #233 - With the chapter scripting logic updated, fixed the issue of Gatrie and Shinon's rejoin weapons in Chapter 13 and Chapter 18, respectively. They've been updated to match their new classes, if applicable.
- [FE9] #234 - Fixed an issue where some minion PIDs were not being included as being minions. This notably fixes the minion characters between Chapter 13 and 17, as well as Chapter 28.
- [FE9] #236 - Fixed an issue where Ike is not given any knives in Chapter 1 if he ends up a class that uses knives.
- [FE9] #237 - Fixed an issue where bosses that used light magic were being assigned only staves instead of light tomes.
- [FE9] #244 - The updated chapter scripting logic should have hopefully fixed the issue where Ch. 18 skips its pre-battle preparations.
- [FE9] #250 - Fixed an issue where Ike could not use the Regal Sword or Ragnell as a lord.
- [FE9] #251 - Fixed an issue where some skills were locked that shouldn't be locked. This includes Paragon and Blossom.
- [FE9] Fixed a few more instances of shadow Ikes, primarily with laguz units.
- [FE9] Fixed an issue where boss stats were not completely accounted for, as they have difficulty specific offsets. This update reallocates most of those stats back to the character data so that boss stats are more in line with what they're supposed to be.
0.9.1 Release
Improvements
- [FE8] #181 - Adjusted trainees when doing randomized recruitment so that Ross, Amelia, and Ewan get their promo boost and start at tier 1 instead of tier 0.
- [GBAFE] #165 - More palette logic rework. Added logic to not change palettes for characters that don't change classes from vanilla. Also made sure duplicated colors were not being included when adapting colors.
- [GBAFE] #181 - Reworked the autoleveling routine for random recruitment in GBA games. This should be more straightforward, but it does make some changes for characters like Karel, who cannot mathematically delevel to what the Reverse Recruitment patch has him start as. The only minimum stat enforced is HP, at 10 HP. All other stats are allowed to start from 0.
- [FE9] #204 - Modified thieves logic so that all thieves receive the lock pick skill (as opposed to being locked to Sothe and Volke). Additionally, Volke will always have the ability to pick locks for 50G each, regardless of his class. All thieves will receive the ability to pick locks for free.
- [FE9] #217 - Added logic to allow all A and S rank weapons to bypass the blessed armor on the Black Knight in Chapter 27 and Ashnard in the endgame.
- [UI/UX] #219 - Added the ability to select a file without the extension filter, in case the file is not using one of the standard extensions. The checksum check is still in place, though, so the same files are necessary. They just don't need to have any particular extension.
Bugfixes
- [FE4] #174 - Fixed a few more obscure instances of player items ending up on enemies that cannot use them. This includes one of the Conote commanders in Chapter 8 sharing the Brave Bow with Midir and Jamke, Lachesis's Miracle Sword being shared with a Chapter 8 Thracia commander, Claud's Fortify Staff on a High Priest in the Kapathogia army, Chagall and Bloom sharing the same Silver Blade, Zyne and Bramsel sharing the same Horseslayer, Finn's Brave Lance being shared with Muhammad if it somehow wasn't passed down, and Tailtiu's Thoron tome being shared with Ishtore. Also fixes another issue where a redundant weapon on a Gen 2 boss wasn't being updated appropriately (due to the character having the inherited item, regardless of whether it was passed down or not).
- [FE6] #185 - Fixed an issue where enemy bishops getting staves they don't normally use causes issues with the AI script (specifically with staves like the Torch, Unlock, Restore, Hammerne, Barrier, Rescue, Warp, and Tina Staff).
- [FE6] #193 - Added restrictions to playable characters that are recruitable enemies to make sure they do not get assigned classes that the AI does not know how to handle.
- [FE7] #189 - Fixed an issue where bosses get uneven weapon levels, which can cause them to receive weapons of a different type that they cannot use. This is most obvious in Endgame with the Morphs receiving S rank weapons but of the wrong type.
- [FE8] #163 - Fixed the opening script if Eirika is not randomized to receive what she would normally receive. This additionally prioritizes Prf weapons (like the Rapier) when possible during scripted events.
- [FE8] #166 - Fixed an issue where some FE8 minions were not being identified (and therefore, not buffed) correctly. This also adjusts the logic so that weapons of the same rank, but higher MT are considered "upgrades". This is primarily due to Steel Axes not being considered an upgrade to Iron Axes because they're both the same rank.
- [FE8] #175 - Fixed an issue when randomizing recruitment with Creature Campaign characters.
- [GBAFE] #167 - Fixed an issue where it's possible to receive no affinity if it is randomized, which causes hilariously broken support bonuses.
- [GBAFE] #176 - Updated the limit for maximum weapon durability to 63. This is because the game only uses 6 bits to store weapon durability in its save data, which causes the durability to not be correct when the game is reloaded.
- [FE9] #199 - Fixed several issues with FE9 randomization with certain settings causing hangs. This includes settings to Include Special Classes when Randomizing Playable Character classes, Absolute Randomization of growths (with adjusting growths for HP), and Easing In/Out boss buffs.
- [FE9] #215 - Fixed an issue where promoted staff users were receiving light tomes, even though they lacked the Lumina skill.
- [FE9] #217 - Fixed some more Shadow Ike instances with some specific classes (usually female classes) and some characters (i.e. Nephenee).
- [FE9] #217 - Fixed an issue where promoting a unit immediately granted S weapon ranks for all usable weapon types.
- [FE9] #217 - Added logic to make sure we account for occult skills when doing skill randomization (though we don't currently vend out occult skills yet).
- [FE9] #217 - Fixed an issue where some bird laguz classes were not classified as flying classes.
- [FE9] #229 - Fixed issues where archers receive Rolf's Bow, but are unable to use it. Rolf's bow is now locked to playable characters and all characters that become archers are given the lock to allow them to use it.
0.9.0 Release
New Features
- [FE9] #103 - FE9 Support. This is really the main thing this release provides. It's probably buggy, but at least I can get help testing it.
0.8.5 Release
Changes
- [GBAFE] #154 - Updated logic to give enemies A rank instead of S rank when enabling minion weapon improvement. This removes the bonus hit and crit for minions.
- [GBAFE] #141 - Capped the maximum growth rate for buffing minions to 127% in any single area. A growth rate 128% or higher causes underflow in the enemy autoleveling routine.
Bugfixes
- [FE4] Fixed an issue where it was possible for some children characters to not randomize in class under certain conditions.
- [FE4] #132 - Fixed an issue where randomizing holy blood growth bonuses can hang if only one pass is required to distribute all points.
- [FE4] #133 - Fixed an issue where STR/MAG growth was interfering with growth transfer for holy blood. Also fixed an issue where it was possible to end up with 0% growth in an area due to redistributing growth bonuses from holy blood.
- [FE4] #134 - Fixed an issue where certain characters with very limited weapon choices can fail randomization if they don't have an appropriate weapon available.
- [FE7] #135 - Fixed an issue where randomizing recruitment in FE7 can fail if lords are not included.
- [FE7] #137 - Remapped all class palettes for FE7 to more accurately match color indices. This should fix palette issues with most if not all FE7 classes.
- [FE7] #139 - Fixed an issue where characters scripted to attack at range may not be assigned a ranged weapon if strict matching weapons is selected.
- [GBAFE] #142, #151, and #155 - Fixed an issue where weapon ranks were not being calculated properly for characters and minions. This should fix the issue where Paul and Jasmine may spawn with no attacking weapons and shamans and promoted mages only spawn with staves.
- [GBAFE] #136 - Fixed an issue where the option to retain personal bases can cause underflow for characters with negative bases.
0.8.4 Release
New Features
- [FE4] #104 - Added the ability to set more parameters for randomizing holy blood growth bonuses, as well as the ability to de-duplicate similar blood bonuses.
- [GBAFE] #92 - Added options for blacklisting character groups from randomized recruitment.
- [GBAFE] #92 - Added the ability for randomized recruitment to use slot class instead of fill class if desired.
- [GBAFE] #97 - Added the option to force classes to change when randomizing classes. (This was the default, but it's now toggleable.)
- [GBAFE] #106 - Added the options to set how base stats are determined when randomizing classes.
- [GBAFE] #127 - Added the option to include or exclude special classes from class randomization (dancers/bards and manaketes).
Enhancements
- [FE4] #112 - When randomizing Skills, Julia will always retain the Nihil skill if the option to not randomize Julia is selected.
- [FE4] #114 - The Marpha group that pursues Edain and Dew are no longer randomized when randomizing minions in order to give Edain and Dew a chance to escape.
- [GBAFE] #124 - Set the target promotion class for all promoted classes to be themselves. This works around the case when lords are force promoted and end up back in an unpromoted state.
- [General] #111 - Added a notes section in the changelog to detail important changes that are not obvious when randomizing games.
Changes
- [GBAFE] #88 - CON no longer transfers directly when randomizing class. The old behavior would retain a character's final CON between classes, but the new behavior now keeps the character's personal CON and allows the class CON to apply. This results in characters generally having the proper CON for their new class.
Bugfixes
- [FE4] #113 - Fixed an issue where Lex's Brave Axe was not properly accounted for in Gen 2 (it's shared with Schmidt, normally).
- [FE4] #125 - Fixed an issue where healers were not being assigned healing staves when the option to retain healers was selected.
- [GBAFE] #105 - Fixed an issue where Strict Matching weapons was allowing weapons of lower rank when equal rank weapons existed.
- [GBAFE] #106 - Fixed an issue where the minimum CON option was not being respected.
- [GBAFE] #118 - Fixed an issue where some minions were not being assigned sidegrade weapons. Also fixed an issue where shamans were allowed to sidegrade into staves.
0.8.3 Release
New Features
- [FE4] #44 - Added option to shuffle holy blood when randomizing classes instead of fully randomizing them.
- [GBAFE] #43 - Added option to try and assign classes evenly when randomizing playable character's classes.
- [GBAFE] #68 - Added option to limit number of weapons that receive added effects.
- [GBAFE] #73 - Added option to randomly upgrade boss weapons.
- [FE8] #67 - Added option to include NPCs (Fado, Hayden, Ismaire, and Glen) in creature campaign when randomizing recruitment.
Enhancements
- [FE4] #78 - Updated Knight Lord's map sprite to not be locked to Sigurd.
- [GBAFE] #55 - Separated buffing enemies into buffing minions and buffing bosses.
Bugfixes
- [GBAFE] #96 - Fixed an issue where the Item Assignment option to Match Rank was allowing lower ranked weapons even when equal rank options existed.
- [FE6] Fixed an issue where Henning was not being considered as a boss.
- [FE8] #93 - Fixed an issue where the enemy growth scaling buff option was not properly applying the buff.
0.8.2 Release
New Features
- [GBAFE] #33 - Added growth options for randomized recruitment.
- [GBAFE] #34 - Added option to allow cross-gender assignment with randomized recruitment.
Enhancements
- [FE4] #25 - Removed Silence Edge from the weapon pool (since it doesn't work properly).
- [FE4] #27 - Characters are no longer forced to change class when class randomization is used.
- [FE4] #39 - Enemies no longer have Warp/Return staves. Additionally, Castle Guards no longer receive one-range staves they can't use.
- [FE4] #62 - Sages can now use A rank magic to account for the possibility that Light Priestesses may not have Naga blood.
Bugfixes
- [FE4] #56 - Fixed an issue where bosses in Gen 1 could drop blacklisted holy weapons.
- [FE4] #57 - Fixed an issue where class randomization fails when using the "Match Parents (Loose)" option for randomizing children.
- [FE4] #58 - Possibly fixed an issue where Fee and Erinys do not match classes.
- [FE4] #59 - Fixed an issue where Seliph can end up in a completely different class line from Sigurd.
- [FE4] #66 - Fixed an issue where randomizing minions can cause the Chapter 5 ending scene to freeze.
- [FE4] #71 - Fixed an issue where Leif could receive a female only class when strictly matching to Ethlyn.
- [FE4] #72 - Fixed an issue where Sigurd's blood was not being properly restricted if he wasn't being randomized.
- [FE4] #75 - Fixed an issue where magical units changing to physical classes was not properly swapping their STR and MAG stats and growths when the option was selected.
- [GBAFE] #63 - Fixed an issue where it was possible to not have an option for promotion selected, thereby freezing when loading classes.
- [FE6] #65 - Fixed an issue where Yodel's inventory was being randomized to lose the holy weapons he normally comes with.
0.8.1 Release
Mostly a bug fix release.
Fixed the following issues:
- #24 - [GBAFE] Rennac spawns without Member's Card.
- #26 - [FE4] Item 0x2 is not being randomized; item 0x67 potential issue
- #28 - [FE4] Altena promoting into a class with a different mount despite not enabling "allow mount change" option.
- #29 - [FE4] Units with major holy blood who get the same type as Sigurd ending up with minor blood instead of a different major blood.
- #31 - [FE4] Recruitable enemies can start with Berserk-inflicting weapons.
- #32 - [FE4] Static Character was assigned both a major and minor holy blood.
- #35 - [GBAFE] When Randomized into another character, "Roy" cannot sieze
- #38 - [FE4] Can obtain duplicates of Altena's holy weapon.
- #40 - [FE4] Gen 1 holy blood boss issues.
- #41 - [FE4] Holy weapon can be assigned to a unit who can't use.
- #45 - [GBAFE] Weapons not showing added effects.
0.8.0 Release
Fully featured for an initial release for the following games:
- Fire Emblem: Genealogy of the Holy War (FE4)
- Fire Emblem: Binding Blade (FE6)
- Fire Emblem: Blazing Sword (FE7)
- Fire Emblem: The Sacred Stones (FE8)