circleseverywhere

[FE8] Self-Randomizing Rom v1.1

Recommended Posts

Link to UPS Patch (FE8U)

What's self-randomizing?

This is a rom that randomizes itself - meaning that no two playthroughs will be alike!

Features

Options screen on New Game start

unknown.png

Tactician name as randomizer seed

image.png.0c4063ed770cc9a5dc6f0773f11694af.png

Random classes for players and enemies

image.png.c1a5a847dfaf12bb7c1209f037b11894.png

Random growths and bases

image.png.b523affb0ea0b955c71c8064c19626a1.png

Random personal skills

image.png.f15976240edf7eb9c293cd9eeacd2eda.png

Random weapon stats

image.png.5b97ec6a04cc6272e5889298ef2528a2.png

Random chest and event items

image.png.719c1d054d061b7e6ec0e5cc0d5e58b5.png

Palettes that might be janky because that's part of the charm

image.png.13155c5849f5c45930161e5b9c93294b.png

 

Known issues:

  • Scripted battles can break
  • supports text broken
  • can't learn skills from dance/staff levels

image.png

image.png

Edited by circleseverywhere

Share this post


Link to post
Share on other sites

Ooooh, will definitely have to check it out, especially since you added your skill system to the randomization. Will report any bugs I find.

Are there any classes that are not in the randomization table out of curiosity? Aside from the demon king of course.

Share this post


Link to post
Share on other sites

So does this randomize each rom at the point of the patch, or how does it go about it? Asking out of curiosity.

It also means I can actually play a randomised rom for once, the randomiser still didn't get a linux version.

Share this post


Link to post
Share on other sites

I removed manaketes/dracozombies/necromancer from randomization because lol, T0 trainees now become random T1s to avoid promo weirdness, and thieves remain thieves because yeah.

Classes, inventories, bases are randomized upon unit loading. Growths and personal skills are randomized at the start of each new game.

Share this post


Link to post
Share on other sites
1 hour ago, circleseverywhere said:

I removed manaketes/dracozombies/necromancer from randomization because lol, T0 trainees now become random T1s to avoid promo weirdness, and thieves remain thieves because yeah.

Classes, inventories, bases are randomized upon unit loading. Growths and personal skills are randomized at the start of each new game.

So it'll randomise each time? Bravo, I am impressed.

Shame that Colm can't, but I understand why, trying to ensure that a thief shows up by then would be too awkward.

Share this post


Link to post
Share on other sites

That's a shame about dracozombies, but it's understandable. They are the strongest units in the game after all. That and I've never seen their animation show up properly on the player side anyway, though from screenshots I imagine their palettes would look pretty interesting.

Necromancer also makes sense, but I could see manaketes working if there was a way to guarantee you couldn't get more than one per run in the randomizer, but I honestly have no idea how you do what you do.

Glad we don't have to worry about funky trainee bananas though.

Edited by Cryse

Share this post


Link to post
Share on other sites

Update: classes are now randomized by chapter and game - resetting chapter will no longer change the class of your units, and all units of a class within a chapter will become the same new class, to avoid the map sprite vram limitation. Also fixed a couple other minor things.

Share this post


Link to post
Share on other sites

Cool. This is super useful for Mac users like myself.

Anyway that you could randomize the characters as well ? (e.x having Glen as your main lord)

are creature campaign characters randomized as well ? 

 

 

Share this post


Link to post
Share on other sites

Spent a few hours with V0.6. Pretty fun, but has its issues. I'll address them in the order that I encountered them. Played on hard in case it's relevant.

-On the first map, one of the enemy grunts spawned as a shaman with no spd stat. Wasn't an issue, but may point to something that could be a bigger issue, so thought I'd mention it.
FE8 Auto Rand 0-6-0.png

-On Ross' chapter, having the enemies in the mountains randomized can cause some issues when trying to clear the chapter if you don't have any flying units or units with pass, or have units with the right amount of con/aid to be able to rescue chain deep enough into the mountains. Luckily my Seth was a Rogue with pass, so I had no issues there. Rogue Seth palette is awesome btw.
FE8 Auto Rand 0-6-1.png

-This one may be intentional, but if a unit has 2 rally skills as is shown with my Vanessa, they both proc with one command, leading to some pretty crazy stat boosts. +6 to str/mag and +2 to everything else is no joke, especially early on.
FE8 Auto Rand 0-6-2.png

-Not all monster weapons show their stats, fiery fang at least displays nothing. More of a minor annoyance than anything.
FE8 Auto Rand 0-6-3.png

-Orson randomized into a summoner, and though he had the summon skill there was no command to use it. If I remember correctly from some post a long time ago, I believe this is because there is no phantom assigned to the character? Could be talking out of my ass.
FE8 Auto Rand 0-6-4.png
FE8 Auto Rand 0-6-5.png

I left off early on in chapter 5x, but I think I'll have great difficulty with it seeing as how enemy keys were overwritten, and my characers came with no methods of healing, as well as there being no method of healing attainable from enemies.
FE8 Auto Rand 0-6-6.png
FE8 Auto Rand 0-6-7.png

Moving on to more general notes, it's nice to see that you've added in some classes from the other gba titles, and some class gender alts. Finally having randomized palettes in FE8 is really great even when it turns funky. 

Adding monster weapons to some shops would be nice but not necessarily needed, disregard this if they already appear in later shops I have not made it to. 

Support conversations (at least during chapters) lead to skill text, but I imagine this is because you used their space on the ROM in order to achieve your randomization, so it's no big deal. I doubt many people are playing a randomizer to focus on the supports after all. 

Having so many different enemies makes the chapter feel really fresh even if you're familiar with it, so that's nice. Randomized chests/houses might be nice if it's something you can do, but it's not like it's a huge deal if it can't be done or you'd like to spend your focus elsewhere.

Looking forward to continuing on in my file or re-randomizing if needed once the patch is updated a bit. Once some kinks are worked out, I imagine this will likely be the go-to for randomized runs of FE8.

Edited by Cryse

Share this post


Link to post
Share on other sites

Update again: Cleaned up broken skills, increased likelihood of healing items a bit, other minor fixes. Also gave many classes Shove so they can traverse mountains more easily. Summoners can now summon properly, unused classes get promo gains now, etc.

Share this post


Link to post
Share on other sites

Is it possible for the hack to have its own sort of option menu to change the randomizer settings? like changing the range of the growth rates, the ability to also randomize items, etc.

Share this post


Link to post
Share on other sites

Just a heads up : opening up guide>allies and selecting one of the first 3 options change the 1rst skill of every character. I guess it stores a value somewhere for "this guide was read", and thus mess up with the randomization? perhaps.

Share this post


Link to post
Share on other sites

Ah, also. Randomizing Rennac just killed my run : I my only access to promotion items was through the secret shop, but Rennac starts without the secret shop card. GG WP would do a run with only basic units again.

Share this post


Link to post
Share on other sites

For those of us who are idiots that enjoy being screwed over by a lack of thieves, and/or an abundance of enemy thieves, would you consider releasing an alternative patch that throws them back into the pool?

Tons of fun with this so far. Very minor bug, if you stay on the village in chapter 6 after visiting, you can repeatedly visit every turn. Haven't noticed this with any other villages, I guess you could get an infinite supply of antidotes if you wanted?

Share this post


Link to post
Share on other sites

v0.9 Released:

  • Options menu

image.png.c0d5ca2ca596c859b107abe3f9e1e01b.png

  • Tactician name as randomizer seed

image.png.22c54ee8481775b41d5251405cde427f.png

  • buyable door and chest keys at prep screen
  • cheaper master seals at prep screen
  • demon king inventory fixed
  • dark magic inventory fixed

Share this post


Link to post
Share on other sites

Seeing as 0.9 was released, I may as well post any issues I ran into on 0.8 before moving on.

Starting a new file on v0.8, I made it to chapter 8.

- Somewhat minor, but warding blow granting +20 res seems a little excessive.
FE8 Auto Rand 0-8-2.png

- A few dummy skills seem to still be floating around in the randomization pools, such as Nice Personality.
FE8 Auto Rand 0-8-4.png

- Unfortunately in chapter 5x I once again started with no healing items and there were no enemies that dropped any, but luckily I managed to get through it with Ephriam being a mage with Breath of Life, and Orson being a Wyvern Lord with Rally Spectrum.

- Moulder randomized into a dancer, but as I leveled them up they seemed to have missed out on the Amaterasu skill that enemy dancers and my bard!joshua have.

FE8 Auto Rand 0-8-7.pngFE8 Auto Rand 0-8-8.pngFE8 Auto Rand 0-8-9.png

- In Victims of War, it's very possible for the enemies near the villagers to spawn as ranged units and start taking them out on the first turn, making it impossible to acquire the Orion's bolt they would give. Not a huge issue on its own, but seeing as how the promotion items bosses drop disappear in randomization, the player needs every promotion item they can get. Though perhaps having cheaper master seals available for purchase in 0.9 will make up for this.
FE8 Auto Rand 0-8-10.png

- I like randomizing enemies as groups rather than individually in the new update, however it can trivialize some chapters seeing as how dancers/bards/clerics etc are in the randomization pool. It can also make for very interesting chapters though, having a  bunch of wyverns coming out of the fog from across the map was pretty scary, especially when one has a horseslayer. 

FE8 Auto Rand 0-8-11.pngFE8 Auto Rand 0-8-12.png


Also it may be worth looking into the idea of making it so bosses always drop something.
FE8 Auto Rand 0-8-13.png

- Having encountered more kinds of monster units in this run, the only monster weapons with visible stats so far have been the "Eye" weapons. However this being a relatively minor issue and one I'm sure you're aware of at this point, I'll refrain from mentioning it again in the future.

Making shove a common skill has worked out well, and seeing as how my Vanessa retained their class as a Pegasus Knight, it seems likely that this is a change you made to combat there being enemies in the mountains in chapter 2, that or I just got really lucky. Either way it's not ideal, but keeping Vanessa as a Pegasus Knight is a decent workaround.

---EDIT---

Tried 0.9 for a bit, and it seems there are still some dummy skills.
FE8 Auto Rand 0-9-0.png

Also to my earlier mention of warding blow granting 20 res seeming a bit excessive, some other skills are pretty strong as well, like Rightful God or Dazzle. What do you think about randomizing what skills classes learn as well? For example, it could randomize to cavaliers learning Luna at level 15, so enemy cavaliers lvl15 and up would also have the skill. I think it could balance things a little as well as make things more interesting. Every wyvern rider has swordbreaker? Well when you see one you know you really have to make sure you get your sword units out of there, or Great Knights became the bane of your playthrough, because they have both Aether AND Rightful God, etc.

If you do decide to go that route however, the amount of skills that monster units learn might need to be upped to the amount regular units learn, or perhaps you could give them a separate pool of exclusive skills, otherwise they could easily become outclassed.

Edited by Cryse
Formatting

Share this post


Link to post
Share on other sites

Correct me if im wrong guys since im playing 0.8 but isn't master seal and stat boosting items available in the armory during the pre chapter screen

Share this post


Link to post
Share on other sites

They are, but the secret shop also sold high-tier weaponry as well if I remember correctly. Maybe the patch adds them to later shops instead though, I've yet to make it past the route split in my testing so far.

Share this post


Link to post
Share on other sites

v1.0 Released!

New things:

Random Items (chest and event)
Random Weapon Stats
Casual Mode (you scrub)

Fixed things:

Various skill fixes
Summoners
Promos
Rogues don't randomize if thieves are fixed

Share this post


Link to post
Share on other sites

Enemy dancers, no big deal. They have Shadowshot whatttttt?

Loving the new release. You do good work.

EDIT: Oh my god, despoil randomizes your red gem if you have items set to all, got a body ring off of it!

Edited by Cornguy

Share this post


Link to post
Share on other sites

Abusing the villages so hard that I got SO MANY good items when I randomize all :):. After that I got destroyed in chapter 4 cause of so many thieves. All the money wasted already, pretty sad but happy I'm playing this randomizer. :D:

Edited by Blackwing912

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Recently Browsing   0 members

    No registered users viewing this page.