- Fixed a read overrun in death_necklace()
- This was causing a rom difference and checksum mismatch.
- Bug did not affect gameplay.
- From scratch rewrite using C, C++ and the Qt toolkit.
- Split continents can now occur, causing the swamp cave to be required
- Some NPCs have been moved or removed
- The roving guard in the throne room has been sacked
- The old man in the Garinam item shop has been moved
- The weapon shop in Cantlin now contains 4 counter tiles - the owner can no longer hide!
- Chaos mode
- Randomizes all enemy stats including Dragonlord form 1.
- Randomizes experience requirements for levels.
- Dragonlord form 2 will have between 100 and 230 HP.
- Dragonlord form 2 could have
SLEEP
orHEAL
, but also is more susceptible toSTOPSPELL
.
- More speed options
- Fast Text and Speed Hacks are now separate options
- Open Charlock - no Rainbow Drop required.
- Short Charlock - No need for torches because there's no dungeon, just straight to the Dragonlord's floor.
- Added an option to not require keys for opening doors.
- Big Swamp option - most of the overworld will be filled with swamp.
- Added player sprite options. The player sprite can be changed when generating a ROM.
- Fixed an issue where the player could obtain multiple flutes/tokens if they were in a chest.
- This would clutter the inventory since they are unable to be discarded.
- Graphical interface! DWRandomizer now has a GUI for a better user experience.
- There is now a Windows installer for DWRandomizer - it will now be added to the start menu.
- The ROM output directory can now be specified in the GUI or from the command line via the
--output-dir
option - Fixed the Cantlin NPC dialog when the overworld item is more than 100 steps from the castle.
- Added back the silver harp.
- The NPC in the Northern Shrine will now always have the Staff of Rain.
- Enemies summoned by the harp will now be a random set of 8 different enemies.
- Buffed some of the weaker spells.
HEAL
now has a range of 18-25 HP.HURT
now has a range of 9-16 HP.
- Menu wrap-around.
- Various menus in the game will now have the cursor wrap from top to bottom (optional).
- The Death Necklace will now always appear in it's chest the first time. You can still only get one.
- Death Necklace now has an optional function other than cursing you. It can give a +10 ATK at the expense of 25% of your HP (you are still cursed).
- Some enemy balance changes:
- Reduced Droll HP from 35 to 20
- Reduced Poltergeist HP from 26 to 23
- Reduced Specter HP from 48 to 33
- Reduced Goldman HP from 110 to 35
- Some changes to zone randomization:
- Zones 1 and 2 will now have Wolf and below only.
- Tantegel will have 2 of each of these zones surrounding it
- Zone 1 will be to the east and west
- Zone 2 will be to the north and south
- All other zones will be random (using a new algorithm)
- The new algorithm ensures each zone will appear on the overworld no more than 5 times.
- Fixed an issue where Garin's Grave and Tantegel Basement weren't randomized
- Moved "speed hacks" option to a top level question.
- A new option --speed-hacks (-H) has been added to speed up text and some other aspects of the game.
- Tantegel Castle is no longer confined to its original zone from the vanilla game. Zone 0 will be moved to accomodate.
- A few incorrect monster stats have been fixed:
- Droll HP has been reduced from 43 to 35 (this is what the GBC/SNES release has it as)
- Werewolves will now give 95 XP and 155G instead of 120/185. This also matches values from the GBC/SNES release.
- Gold drops will now always be the maximum amount instead of a random percentage. This is also in line with the re-releases.
- Fixed a bug where Charlock castle could be obstructed, thus making the game impossible to finish.
- Fixed a bug where the program would occasionally get stuck when generating the map.
Some refinement to growth curves
- Minor changes to growth curves - buffed hp/agi, nerfed str/mp
- Also removed the IPS generation question from prompts (few will want this)
- Specifying --ips on the command line will still generate this file
- Fixed an issue where the program crashed when formatting the title screen with short seed numbers.
- Added
--fast-leveling
(-f
) and--very-fast-leveling
(-F
) options. - The XP requirements for each level will be 75% and 50% of normal, respectively.
- Refined the player growth curves so that the average level to finish the game is level 15.
- Raised the encounter rate in zone 0 to the same as other zones
- Added randomizer version, flags, and seed number to the title screen
- Fixed xp/gold drops for Drakeema
- These values have been wrong since the first version - thanks to @gameboy9 for catching this
- Added an IPS checksum and IPS file generation.
- This version has no gameplay differences from 1.0-rc2
What's New?
- Added a new exit from the Tantegel throne room. Now you can die even faster!
- Moved the maximum spell level in ultra to 16 from 20. Too many grindfests resulted from learning HEALMORE at 20.
- Fixed a bug in normal rando where
HEALMORE
was being moved to level 8 instead ofREPEL
. - Removed the Silver Harp and replaced it with a key.
- Changed Erdrick's Token chest to contain a key instead of gold if the token is on the ground.
- Fixed a bug where towns were occasionally being placed on top of other towns/castles.
Generated Overworld!
- A new overworld map can be generated with each seed. This is enabled by default
- The enemy for forced encounters are now randomized in ultra mode. Also, on generated maps, the golem encounter is moved into Charlock's Throne Room (kind of a miniboss guarding Dragonlord).
No more command line needed!
- When the randomizer is run without options (or drag and drop), you will be prompted for options, removing the need to run from the command line to customize options.
Other stuff...
- Random enemies in Charlock are now limited to Werewolf and above for ultra mode (it was too easy).
- The token location (or whatever replaces it) is now randomized. An NPC in Cantlin will tell you where it is.
- Fixed a grammatical error which has irritated me since 1989.
New Ultra Rando Mode!
- New options for a "no holds barred" approach to player growth, enemy spells, enemy zones, and spell learning. This makes them (almost) completely random.
- All spells will be learned by level 20, and enemies in zones 0 and 1 are limited to no tougher than scorpions.
This version also includes minor tweaks to zone randomization in normal mode.
- Fixed an issue where the game could end up with no Erdrick's Armor or no Fairy Flute.
- Added randomization of player HP, MP, strength, and agility (+/- 20%).
- Added randomization of spell learning levels (+/- 2).
- Added shuffling of Erdrick's Armor, Fairy Flute, and Erdrick's Token locations.
- Patched Northern Shrine to be accessible without the harp.
- The weapon shop in Kol is now randomized.
- Fixed an issue with the swamp cave south exit being moved improperly.
- Weaon shops are now randomized! (Except for Kol, which will be fixed next release)
REPEL
will now be learned at level 8.HEAL
will now have a range of 10-25 instead of 10-17.- Shortened the output filename for better readability on Everdrive.
- Removed the possibility of Axe Knight having strong fire breath
- Several tweaks to avoid a few potentially unwinnable situations.
- Dragonlord HP tweaks:
- Dragonlord form 1 will now have 100HP
- Dragonlord form 2 will be random between 150-165HP (Always the same on the same seed)
- Fixed some issues with pattern randomization
- Fixed stopspell resistance
- Enemies with newly obtained magic now have lower stopspell resistance
- Added fix for fighter's ring. It now adds +2 to attack. Special thanks to Zombero for supplying the ips patch for this.
- Tweaks to cave shuffle to mitigate a potential unwinnable situation.
- Lowered Dragonlord's HP to make him beatable at level 18.
- Tweaks to enemy zone randomization.
- Tweaks to town shuffle.
- Tweaks to enemy patterns.
- Fixed rom version detection to work on overdump roms.
- Fixed a bug in chest randomization where large gold chests were not as abundant as intended.
- Some output filename tweaks. This should be more readable on everdrive.
- Added more info to the README
- Initial Beta