diff --git a/README b/README index 583f656..4781b53 100644 --- a/README +++ b/README @@ -32,15 +32,24 @@ Flags: Secret Codes: Codes are entered in the "flags" section. The codes are: - airship Start the game with the airship. - anywhere Equipment slots are randomized (breaks "Strongest") + OPEN WORLD RELATED custom Use a custom seed for open-world mode - easymodo Every enemy dies in one hit - holiday Enemies run from the player + airship Start the game with the airship. + bossy Very random bosses (unbalanced even with scaling) + + OPEN WORLD ENEMY SCALING scale Scale enemy states in open-world mode noscale Do not scale enemies in open-world mode splitscale Input custom values for scaling bosses and nonbosses. + + CHEATS + easymodo Every enemy dies in one hit + holiday Enemies run from the player + + FOR FUN + monstermash Randomize which monsters appear in dungeons. nothingpersonnelkid Extremely aggressive enemies. + anywhere Equipment slots are randomized (breaks "Strongest") Randomness: Terror Wave is the first Abyssonym randomizer to include a "randomness" option. This option controls how extreme the randomizations are. At 0.0, almost nothing will be randomized. At 1.0, enemies in the starting area will most likely have boss stats. I suggest leaving it at the default setting of 0.5 for your first run. diff --git a/changelog.txt b/changelog.txt index 4f58725..6b0695c 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,3 +1,11 @@ +VERSION 3.7 +-Implemented two new codes: `monstermash` and `bossy`. +-`monstermash` shuffles enemies throughout dungeons. Experimental but recommended. Might make scaling more balanced. +-`bossy` makes any boss appear in any location, regardless of progression or rank. However, this game mode does not seem viable, because many bosses have attacks that deal high damage even if you scale them to very low stats. Most boss battles are decided simply by who can OHKO the other first. +-Hint Shop now gives an even distribution of hints. +-Changed up the scaling algorithm again. This time monsters are scaled by comparing them to a different enemy that fits the progression. +-Furthermore, because boss adds appear in multiple places, these monsters now scale to their lowest rank instead of the rank of their boss or home zone. + VERSION 3.6 -Enabled difficulty settings; it's just a flat multiplier for enemy stats. -Removed Egg Dragon from the random boss pool. diff --git a/randomizer.py b/randomizer.py index 8f4f27e..6f89d38 100644 --- a/randomizer.py +++ b/randomizer.py @@ -20,8 +20,8 @@ from traceback import format_exc -VERSION = '3.6' -TEXT_VERSION = 'Three Six' +VERSION = '3.7' +TEXT_VERSION = 'Three Seven' ALL_OBJECTS = None DEBUG_MODE = False