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Releases: Kerr1291/EnemyRandomizer

Enemy Randomizer v2023.0.8580.6632[Alpha 9.2.3]

29 Jun 10:48
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Enemy Randomizer Alpha 9.2.3 -- Bugfix update

As usual, DEBUG MOD is almost required to help with situations where things get stuck.

Fixed gruz, NKG, sly, PV, zote, zote bgm, ghost warrior hu, infected knight and some boss flags got removed from their corpses

Check the readme for details on the alpha 9 features.

NOTE: IF YOU'RE GETTING ALL ENEMIES OF THE SAME TYPE (and you didn't configure it that way) PLEASE RESET TO DEFAULT SETTINGS AND CHECK THEM IN THE MOD SETTINGS MENU

SHA 256: D7AAFD9F799909C73D4A184B80A8D377469884012E0A00DBED6997376AE8E1B7

Enemy Randomizer v2023.0.8580.23150[Alpha 9.2.4]

29 Jun 19:57
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Enemy Randomizer Alpha 9.2.4 -- Bugfix update

As usual, DEBUG MOD is almost required to help with situations where things get stuck.

Added stompers from peaks; fixed issue with mace head bug prefab; added rando skip exception for deepnest pogo room; moved more enemies out of walls; fixed more errors; fixed nullref issue with hornet arena; maybe fixed mawlek?; even more enemies moved outside walls

Check the readme for details on the alpha 9 features.

NOTE: IF YOU'RE GETTING ALL ENEMIES OF THE SAME TYPE (and you didn't configure it that way) PLEASE RESET TO DEFAULT SETTINGS AND CHECK THEM IN THE MOD SETTINGS MENU

SHA 256: B3F4D7852D3F4B561615782AFB4455077BB97CB9C916AD44DFB9B6226D320F3D

Enemy Randomizer v2023.0.8579.21244[Alpha 9.2.2]

28 Jun 18:52
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Enemy Randomizer Alpha 9.2.2 -- Bugfix update

As usual, DEBUG MOD is almost required to help with situations where things get stuck.

Fixed a visual issue with flamebearer large, geo drop rates, and infected knight not activating.

Check the readme for details on the alpha 9 features.

NOTE: IF YOU'RE GETTING ALL ENEMIES OF THE SAME TYPE (and you didn't configure it that way) PLEASE RESET TO DEFAULT SETTINGS AND CHECK THEM IN THE MOD SETTINGS MENU

SHA 256: A5788331B5F91C4F8DBAEFB6E61DF82F515A47E4D8AABBE3E8399D94550AFA43

Enemy Randomizer v2023.0.8578.31145 [Alpha 9.2.1]

28 Jun 00:24
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Enemy Randomizer Alpha 9.2.1 -- Bugfix update

As usual, DEBUG MOD is almost required to help with situations where things get stuck.

Fixed a visual issue with the new menu options.

Several bugs fixed from the previous alpha 9 release.

Check the readme for details on the alpha 9 features.

NOTE: IF YOU'RE GETTING ALL ENEMIES OF THE SAME TYPE (and you didn't configure it that way) PLEASE RESET TO DEFAULT SETTINGS AND CHECK THEM IN THE MOD SETTINGS MENU

SHA 256: 49F78535E0D2D8B6FE2289BF64944AED8FC668B40CE52E302BBDF0C5534D9058

Enemy Randomizer v2023.0.8578.26385 [Alpha 9.2]

27 Jun 21:32
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Enemy Randomizer Alpha 9.2 -- Bugfix update
As usual, DEBUG MOD is almost required to help with situations where things get stuck.

Several bugs fixed from the previous alpha 9 release.

Check the readme for details on the alpha 9 features.

NOTE: IF YOU'RE GETTING ALL ENEMIES OF THE SAME TYPE (and you didn't configure it that way) PLEASE RESET TO DEFAULT SETTINGS AND CHECK THEM IN THE MOD SETTINGS MENU

SHA 256: 51DB50C124B10FE085DBC9989AB63FF9FD44EE2EC4B7EFB2EB04DE4046F0A76B

Enemy Randomizer v2023.0.8570.24099 [Alpha 9]

19 Jun 20:51
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Enemy Randomizer Alpha 9 (The last one before beta?)
As usual, DEBUG MOD is almost required to help with situations where things get stuck.

Some new features:

COLOSSEUM WORKS WITH ENEMY RANDOMIZER.
----NOTE: The colo will change after it's cleared so you may re-do it as much as you want (or use the custom seed option to choose whichever you want). Use the custom seed if you're getting a colo that still happens to stall (and bug reports about this are appreciated!)
JOURNAL RANDO COMPAT (mostly): Randomized enemies will trigger the journal entries of the original enemy they replaced, this allows for mods that depend on the original enemy logic placement to still function.
Some enemies have "elite" versions or unique abilities they might spawn with.
Enemy randomization now pulls from an internal weighted table and there's a few different sub-lists. This means you can look forward to a better variety of enemies in your game and so the default settings will randomize things with more variety.
Enemy HP scales somewhat relative to the thing it replaces. Also some enemies have tweaks to make room fulls of them more managable.
Some enemies have had special logic changes to make things work out better.
LOTS of work put it to minimize things escaping arenas and trying to keep the game from getting you stuck.
Enemies intended for pogo logic (the white palace flies, the acid fliers / acid walkers) have special "randomized" replacements. They are not currently killable, so just enjoy bouncing off their cute little heads.
RESET TO DEFAULT SETTINGS is now an option (use this if you experience something weird like no enemies being replaced).

There are two modules that you can use to refine your experience, an enabler module and filter module.
--The enabler allows you to select what random enemies are allowed to show up
--The filter allows you to disable randomization of certain kinds of enemies.
-----Exception: These are bypassed for a few specific cases, like the colosseum.

And that's just some of the changes with much more to come in the future.

KNOWN ISSUES:
Some gated fights may still stall or open early, and some bosses in rare cases. Reports about these are appreciated.
Mantis Lords/THK/Radiance final boss fights are NOT randomized to allow for clean game clears.
SOMETIMES "the colosseum" will still stall, but it's pretty uncommon. Just noclip out and change your seed via the mod menu and try again.
blugg sacs/egg sacs being randomized will interfere with other mods like randomizer- Use the filter module options to disable the randomization of those enemies (same with golden husk and the like if you're doing certain randomizers).
Elder Hu's attacks tend to not work at the moment, but we keep him around for his cheery support.
NOTHING is currently tested or implemented for godhome, I haven't even gone there to see what would happen.

SHA256: 129D1E4385235F4114F89D4612D31DB9D7FCD74ADC41EB9DA3B689BBD1DA3D5F

Enemy Randomizer v2023.0.8504.29513 [Alpha 7]

14 Apr 23:30
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Several issues with positioning and various nullrefs fixed
In general, more stable than alpha 6.

Position module removed Enemies should (hopefully) position themselves with more correctness...

SHA256: A3DB6B865896458944C98154033C1A74B007FD352D92F540E718D8780F6894A4

Enemy Randomizer v2023.0.8497.5525 [Alpha 6]

07 Apr 10:01
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A few fixes that should help new users of the mod:
Fixed default modules so they should start enabled now.
Fixed modules starting with all their options disabled.
Fixed several of the zotes for zote mode, or at least improved them.
Fixed sound issue from the zote balloon. It should be gone entirely.

Added "Enemy Enabler" module to allow users to enable/disable ANY kind of enemy that may spawn

MODDERS: Added functions to allow dependency mods to add their own logic modules to enemy randomizer easily. See Mod/EnemyRandomizerAPI.cs for details. Also added a template/example module class and a template/module .csproj to make it easier to create modules.

SHA 256: 6bfc0aadc7544130d6509291f9a85d5b91229a526f12aa2febf95a92ffab7b1c

Enemy Randomizer v2023.0.8493.28344 [Alpha 5s]

03 Apr 22:53
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Alpha5-s

(Now depends on satchel)

Now with even more cursed and jank! Some things will break, and some will work!?

There's a lot of options to play with in this one, and a couple new "in progress" things to try, like allowing some hazards and effects to be randomized.

I wanted to get something out for people to play with and ultimately I elected to release something that still has bugs rather than continue to put it off.

If you don't mind that (remember your debug mod!) you should be in for a pretty fun time.

Have fun!

PS. This release is functionally the same as the previous one, but now depends on Satchel and satisfies the requirements to be on Scarab / modlinks.

SHA256: abe507673eaf617d8276f85ea60848598a8a9429e9fc87d936fa86740eac344b

Enemy Randomizer v2023.0.8490.27244 [Alpha 5]

01 Apr 01:26
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Alpha5

Now with even more cursed and jank! Some things will break, and some will work!?

There's a lot of options to play with in this one, and a couple new "in progress" things to try, like allowing some hazards and effects to be randomized.

I wanted to get something out for people to play with and ultimately I elected to release something that still has bugs rather than continue to put it off.

If you don't mind that (remember your debug mod!) you should be in for a pretty fun time.

Have fun!