DSVania Randomizer 1.3.0
Note: This is an outdated version. The latest version of DSVania Randomizer can be downloaded here: https://github.com/LagoLunatic/dsvrandom/releases/latest
New features:
- Added a new tweak that updates the descriptions of randomized items and skills to accurately reflect their random attributes. This allows you to see skill damage, weapon swing animations, elemental damage types and resistances, etc at a glance.
- Added a new tweak to allow Charlotte to master skills. If Charlotte masters a skill and uses it half charged, it will act fully charged instead. If Charlotte masters a skill and uses it fully charged, it will act supercharged instead, dealing even more damage than when fully charged, and adding more projectiles than normal or becoming larger than normal depending on the skill.
- Added a background music randomizer.
- Added a cutscene dialogue randomizer.
- Added an option to generate more than one seed at a time (up to 10).
- Added a non-spoiler log.
- Added an option to change the final boss of Soma mode to be Somacula instead of Menace.
- Added an option to make the map in DoS look like the maps in PoR and OoE (can help increase door visibility).
- Added an enemy sprite randomizer (experimental).
- Added a world map exit randomizer for OoE linear mode (experimental).
Changes:
- The spoiler log is now a separate file for each seed, in the same folder as the randomized ROM itself, instead of all spoiler logs being in a single file for all seeds.
- Added double boss doors outside the sisters fight in PoR to warn about the potential bad ending.
- 1000 Blades's iframes are no longer randomized.
- Melee glyph swing animations are now randomized in OoE, and the number of knives thrown by each Culter glyph are also randomized.
- Charlotte now has the ability to superjump, jumpkick, and use critical arts just like Jonathan.
- Split skill stats, skill behavior, and weapon/skill elemental damage types into separate randomization options.
- Split enemy stats and enemy tolerances into separate randomization options.
- Split player sprites and player behavior into separate randomization options.
- If skill behavior is not randomized in PoR, the randomizer now reduces the SP required to master each skill to 1/4 vanilla.
- If skill stats are not randomized in OoE, the randomizer now increases summoned familiar damage to 5x vanilla.
- The drawbridge in DoS now stays down permanently once you've lowered it.
- The contents of the blue chests spawned by killing the Tin Man in Minera and by clearing out the falling blocks in the Monastery are now randomized (but cannot contain progress items).
- The enemy randomizer now makes sure that at least one of every enemy species is placed somewhere in the game.
- Adjusted some difficulty options.
- Armor will no longer directly add to your ATK stat in PoR.
Bug fixes:
- Fixed various bugs that could cause softlocks in map randomizer.
- Fixed a crash in OoE linear mode if you completed the Lighthouse before entering Kalidus Channel, and then entered Kalidus Channel.
- Fixed PoR Death's defense values not being randomized or rebalanced by the enemy rebalancer.
- Fixed the randomizer crashing if you type invalid characters in the seed field.
- Fixed some bugs that could make it impossible to achieve 100% map completion in DoS map randomizer.
- Fixed the game softlocking if Albus enters Eligor's room through the right entrance.
- Fixed most weapons not swinging properly with the player sprite randomizer enabled.
- Fixed various bugs with the skill sprite randomizer.
- Fixed portraits in the same room as Malphas not being enterable.