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dsvrandom's Issues

Remaining things to do to get map-friendly room randomizer working

  • Change logic to go through all sectors placing just big rooms, progress-important rooms, and transition rooms first, then go back afterwards to place unimportant rooms like dead ends. This will reduce the chance of it blocking itself into a corner with no way to place important rooms.
  • Place sectors in random order (except the sector the player's starting room is in, that should always be first).
  • Don't allow placing transition rooms that don't ever get connected to another sector later.
  • Update secret doors on the map.
  • There are some bugs with warp rooms after the positions of warps are updated.
  • Try to get working in PoR/OoE. This may require relocating the map-row-width lists to free space so we can change the height of maps at will like in DoS.
  • In DoS the Mine of Judgement needs to be locked behind the darkness seal.
  • In PoR the Throne Room needs to be locked behind the white barrier.
  • In OoE the Final Approach needs to be locked behind the cerberus gate.
  • It's possible for the player to not have access to any item locations at the very start of the game on some seeds. This causes an error message because the logic can't place any items.

Softlock in PoR boss room

Loving the new map randomizer, but ran into an issue with generation and boss doors. 13th street boss was through a small gap (had to owl into the boss fight), but the cutscene for the boss softlocked since Charlotte was stuck crouching and couldn't walk forward into the boss room. Tried again with sliding into the room but no dice. Seems like an easy enough fix?

On an unrelated note, it's really convenient to be able to see drop percentages in PoR from the gambler glasses effect. Any chance that could be implemented as an option for the other games?

Seed info:
Seed: ToughBiker'sMedusa, Game: Portrait of Ruin, Randomizer version: 1.2.0
Selected options: randomize_pickups, randomize_enemies, randomize_enemy_drops, randomize_boss_souls, randomize_equipment_stats, randomize_weapon_behavior, randomize_consumable_behavior, randomize_skill_stats, randomize_shop, randomize_wooden_chests, randomize_villagers, randomize_weapon_synths, randomize_enemy_stats, randomize_enemy_anim_speed, randomize_portraits, randomize_red_walls, randomize_rooms_map_friendly, experimental_options_enabled, randomize_skill_sprites, rebalance_enemies_in_room_rando, name_unnamed_skills, unlock_all_modes, reveal_breakable_walls, remove_area_names, fix_luck, no_touch_screen, unlock_boss_doors, remove_slot_machines, add_magical_tickets, dont_randomize_change_cube, por_nerf_enemy_resistances, skip_emblem_drawing, fix_infinite_quest_rewards, always_show_drop_percentages, open_world_map, always_dowsing, gain_extra_attribute_points, summons_gain_extra_exp
Difficulty level: Normal
Randomizing pickups:
Placing main route progression pickups:
Placing pickup 01B3 (double_jump) at 00-02-08_00 (Buried Chamber)
Placing pickup 0151 (puppet_master) at 00-02-0A_00 (Buried Chamber)
Placing portrait darkacademy at 00-06-05_00 (Great Stairway)
Placing pickup 0178 (owl_morph) at 08-00-01_01 (hidden) (Dark Academy)
Placing portrait nationoffools at 00-01-0F_01 (Entrance)
Placing portrait forestofdoom at 05-01-13_00 (Nation of Fools)
Placing pickup 004E (cog) at 07-00-0F_00 (Forest of Doom)
Placing portrait sandygrave at 00-0A-08_00 (Master's Keep)
Placing portrait burntparadise at 03-01-1B_00 (Sandy Grave)
Placing portrait forgottencity at 06-00-08_04 (hidden) (Burnt Paradise)
Placing portrait cityofhaze at 04-01-18_00 (Forgotten City)
Placing portrait 13thstreet at 00-07-05_00 (Tower of Death)
Placing portrait nestofevil at 06-01-02_07 (Burnt Paradise)
Placing pickup 01B1 (push_cube) at 03-01-03_02 (Sandy Grave)
Placing pickup 01B5 (strength_cube) at 01-02-01_01 (City of Haze)
Placing leftover progression pickups:
Placing pickup 01B4 (superjump) at 02-01-02_00 (13th Street)
Placing pickup 01AE (skill_cube) at 01-01-08_01 (City of Haze)
Placing pickup 0177 (toad_morph) at 01-01-08_00 (City of Haze)
Placing pickup 0179 (sanctuary) at 04-01-15_01 (Forgotten City)
Placing pickup 017A (speed_up_spell) at 03-01-03_00 (Sandy Grave)
Placing pickup 01B0 (acrobat_cube) at 06-01-07_0A (Burnt Paradise)
All progression pickups placed successfully.

Remaining things to do to get room randomizer options working

  • Fill out DoS room reqs
  • Fill out PoR room reqs
  • Fill out OoE room reqs
  • Have the logic take DoS's abyss warp into account.
  • Have the logic take PoR's portraits into account.
  • Have the logic take OoE's world map into account.
  • Don't remove PoR/OoE's small breakable walls with just a single item in them as a side effect of removing the big breakable walls.
  • Remove breakable walls from the map as well since they're gone from the level design and can't be destroyed.
  • Realign disjointed vertical doors too, not just horizontal ones.
  • After realigning disjointed doors, if one doorway is bigger than the other, block off the bigger one with solid tiles so the player can't accidentally get out of bounds.
  • Area connections rando: Make sure all areas are interconnected.
  • Starting room rando: Prevent the player from spawning out of bounds in some rooms (e.g. some Nation of Fools rooms).
  • Fix bugs in area connecting logic that can cause some sectors to sometimes not be connected to anything.
  • Fix room connecting logic where up/down doors can cause some rooms to not be connected to anything.
  • Fix remaining room-specific edge cases.
  • Fix items you usually start with not being properly accounted for in the logic (magic seal 1, change cube, call cube, lizard tail).
  • Fix portrait randomizer never placing a portrait to dracula's castle if the starting room randomizer starts you inside a portrait already.
  • In DoS with starting room rando off and room connections rando on: Fix rare possibility of a "game is not beatable on this seed" error which is caused by the player not being able to access any items at the start of the game.

PoR: Portrait Randomizer can result in impossible scenarios

See: MinervaSilentLizard

Seed: MinervaSilentLizard, Game: Portrait of Ruin, Randomizer version: 1.2.0-BETA9
Selected options: randomize_pickups, randomize_enemies, randomize_enemy_drops, randomize_boss_souls, randomize_equipment_stats, randomize_weapon_behavior, randomize_consumable_behavior, randomize_shop, randomize_wooden_chests, randomize_villagers, randomize_weapon_synths, randomize_enemy_stats, randomize_portraits, randomize_red_walls, bonus_starting_items, name_unnamed_skills, unlock_all_modes, reveal_breakable_walls, reveal_bestiary, remove_area_names, fix_first_ability_soul, fix_luck, no_touch_screen, unlock_boss_doors, remove_slot_machines, add_magical_tickets, always_start_with_rare_ring, fix_infinite_quest_rewards, skip_emblem_drawing, dont_randomize_change_cube, open_world_map
Difficulty level: Custom, settings:
item_price_range: 100.0
weapon_attack_range: 150.0
weapon_iframes_range: 4.0
armor_defense_range: 55.0
item_extra_stats_range: 50.0
restorative_amount_range: 1000.0
heart_restorative_amount_range: 350.0
ap_increase_amount_range: 65535.0
skill_price_range: 1000.0
skill_dmg_range: 55.0
crush_or_union_dmg_range: 85.0
skill_iframes_range: 4.0
subweapon_sp_to_master_range: 100.0
spell_charge_time_range: 8.0
skill_mana_cost_range: 1.0
crush_mana_cost_range: 50.0
union_heart_cost_range: 5.0
skill_max_at_once_range: 8.0
glyph_attack_delay_range: 1.0
item_drop_chance_range: 25.0
skill_drop_chance_range: 15.0
item_placement_weight: 100.0
soul_candle_placement_weight: 27.4
por_skill_placement_weight: 50.47
glyph_placement_weight: 50.47
max_up_placement_weight: 39.78
money_placement_weight: 0.1
max_room_difficulty_mult: 5.0
max_enemy_difficulty_mult: 5.0
enemy_id_preservation_exponent: 5.0
enemy_stat_mult_range: 2.5
enemy_num_weaknesses_range: 2.0
enemy_num_resistances_range: 2.0
boss_stat_mult_range: 1.25
Randomizing pickups:
Placing main route progression pickups:
Placing pickup 01B0 (acrobat_cube) at 00-01-00_00 (Entrance)
Placing pickup 01B3 (double_jump) at 00-02-08_00 (Buried Chamber)
Placing pickup 0178 (owl_morph) at 00-04-0D_07 (Great Stairway)
Placing portrait portraitforestofdoom at 00-08-06_00 (Tower of Death)
Placing portrait portraitcityofhaze at 07-02-11_00 (Forest of Doom)
Placing portrait portraitnestofevil at 01-00-14_01 (City of Haze)
Placing portrait portraitdarkacademy at 01-02-05_00 (City of Haze)
Placing portrait portraitforgottencity at 08-02-0F_00 (Dark Academy)
Placing pickup 0179 (sanctuary) at 04-00-12_00 (Forgotten City)
Placing pickup 004E (cog) at 04-00-13_00 (Forgotten City)
Placing portrait portraitsandygrave at 00-08-0D_00 (Tower of Death)
Placing portrait portraitburntparadise at 03-01-16_00 (Sandy Grave)
Placing portrait portraitnationoffools at 06-01-07_09 (Burnt Paradise)
Placing portrait portrait13thstreet at 05-01-00_02 (Nation of Fools)
Placing pickup 017A (speed_up_spell) at 00-05-02_12 (Great Stairway)
Placing pickup 01B5 (strength_cube) at 00-01-0C_01 (Entrance)
Placing pickup 01B1 (push_cube) at 05-01-07_06 (Nation of Fools)
Placing leftover progression pickups:
Placing pickup 01B4 (superjump) at 02-01-06_00 (13th Street)
Placing pickup 0177 (toad_morph) at 07-01-04_00 (Forest of Doom)
Placing pickup 0151 (puppet_master) at 06-01-0D_02 (Burnt Paradise)
Placing pickup 01AE (skill_cube) at 03-00-09_00 (Sandy Grave)
All progression pickups placed successfully.

I can't reach the portrait for City of Haze because I don't have the Push Cube to push the statue in Forest of Doom, nor can I activate the bell through the wall that is blocking the portrait from being accessed. Strength Ring alone doesn't work. I can't reach the Push Cube because the portrait for Sandy Grave, which leads to Nation of Fools, is locked behind the Cog, which is way past the City of Haze.

DoS random map stuck at start

All paths need double jump or flying armor as far as I can tell.

Seed: BlockingSpikedJustaucorps, Game: Dawn of Sorrow, Randomizer version: 1.2.0
Selected options: randomize_pickups, randomize_enemies, randomize_enemy_drops, randomize_boss_souls, randomize_equipment_stats, randomize_weapon_behavior, randomize_skill_stats, randomize_shop, randomize_villagers, randomize_weapon_synths, randomize_portraits, randomize_red_walls, randomize_rooms_map_friendly, rebalance_enemies_in_room_rando, name_unnamed_skills, unlock_all_modes, reveal_breakable_walls, remove_area_names, fix_luck, no_touch_screen, unlock_boss_doors, add_magical_tickets, always_start_with_rare_ring, dont_randomize_change_cube, por_nerf_enemy_resistances, skip_emblem_drawing, fix_infinite_quest_rewards, always_show_drop_percentages, open_world_map, always_dowsing, gain_extra_attribute_points, summons_gain_extra_exp
Difficulty level: Easy

OoE: Trapped by starting location

Seed: LoadingReadyLiveStreamHighlights
Rando version: Commit f1a0fea

Leave the starting room by the left exit and you're trapped in a room whose upper exits lead to each other.
Leave it by the right exit and your inability to sink in water traps you on the ceiling.

DoS: "Dual" rooms don't map properly in map rando

mappy
spoiler_log.txt

Commit bddc5b0
Seed independent, but this example was obtained with seed SomethingSomethingWondercore
Log attached just on the chance in might help

Per image -- note indicator shows location as not in a room. A room with completely separate parts (such as those in the Garden) will only map one part of the room.

PoR audio bug

spoiler_log.txt
Commit 90ff0d7, PoR, seed: ITouchMyElf (no experimentals)

On entering and exiting the room that would normally have the City of Haze painting, the music didn't change from the low-volume version of "Invitation to a Crazed Moon" that plays during the expository discussion. Music remained the same through a boss fight and into the Nest of Evil painting, and no sound effects played. Game crashed on return to title menu after death.

DoS potentially uncompletable seeds

Apparently if a magic seal is given by the mina's talisman cutscene it doesn't actually get added to your inventory. Alucard gave a dud magic seal 2, so I zipped into dimtrii fight to check the item afterwards, which was tower key, making the seed impossible without glitches. Seems easy enough to fix at least.

Spoiler log:
Seed: BaggyEvilKunai, Game: Dawn of Sorrow, Randomizer version: 1.0.0
Selected options: randomize_pickups, randomize_enemies, randomize_enemy_drops, randomize_boss_souls, randomize_item_stats, randomize_skill_stats, randomize_shop, randomize_weapon_synths, randomize_enemy_stats, name_unnamed_skills, unlock_all_modes, reveal_breakable_walls, fix_first_ability_soul, no_touch_screen, fix_luck, fix_infinite_quest_rewards, dont_randomize_change_cube, open_world_map, always_dowsing
Randomizing pickups:
Placing main route progression pickups:
Placing pickup 0103 (flying_armor) at 00-00-11_03 (The Lost Village)
Placing pickup 0143 (malphas) at 00-02-07_01 (Wizardry Lab)
Placing pickup 003F (seal_3) at 00-00-07_04 (The Lost Village)
Placing pickup 00CE (puppet_master) at 00-01-11_01 (Demon Guest House)
Placing pickup 0146 (hippogryph) at 00-06-16_03 (boss) (Subterranean Hell)
Placing pickup 003E (seal_2) at 00-01-37_00 (event) (Demon Guest House)
Placing pickup 0039 (tower_key) at 00-04-13_00 (The Dark Chapel)
Placing pickup 00D2 (skeleton) at 00-08-1A_02 (Cursed Clock Tower)
Placing pickup 00D0 (paranoia) at 00-04-00_00 (The Dark Chapel)
Placing pickup 0040 (seal_4) at 00-08-1A_03 (Cursed Clock Tower)
Placing pickup 0142 (balore) at 00-08-14_00 (boss) (Cursed Clock Tower)
Placing pickup 0145 (rahab) at 00-01-00_01 (Demon Guest House)
Placing pickup 00CF (zephyr) at 00-06-17_02 (Subterranean Hell)
Placing pickup 0119 (bone_ark) at 00-07-0E_00 (boss) (Silenced Ruins)
Placing pickup 0104 (bat_company) at 00-02-00_00 (Wizardry Lab)
Placing pickup 00EC (ukoback) at 00-09-0B_01 (The Pinnacle)
Placing pickup 00FC (bat_form) at 00-09-02_00 (The Pinnacle)
Placing pickup 00D4 (axearmor) at 00-09-11_03 (The Pinnacle)
Placing pickup 00E3 (killer_clown) at 00-09-01_06 (boss) (The Pinnacle)
Placing pickup 00C6 (mina_talisman) at 00-01-20_06 (Demon Guest House)
Placing pickup 0041 (seal_5) at 00-07-05_04 (Silenced Ruins)
Placing leftover progression pickups:
Placing pickup 0134 (skeleton_ape) at 00-0B-13_00 (boss) (The Abyss)
Placing pickup 0105 (black_panther) at 00-01-0E_01 (Demon Guest House)
All progression pickups placed successfully.

Out of bounds glitch in Dawn of Sorrow

If you enter the drawbridge room when there is no upper doorway on the left hand side, the cutscene where you meet Yoko and Julius will play and you will get sucked out of bounds like the succubus glitch. It resolves eventually but is still an annoyance.

https://i.imgur.com/lMjwpRM.png

The seed I used for the random map was "TheRace".

Tiering item placements like enemies.

This problem is very evident in Dawn of Sorrow because of the large amount of items in the starting area. In my last few runs I consistently got endgame equipment like eversing and death's scythe which can trivialize the game. Since the randomizer can have enemy spawns change according to progress requirements, could there be an option to do this with equipment too?

Push cube doesn't work for certain player combinations

Characters: Maria and Loretta
While both characters can push things alone, and strength glove works for them, they can't seem to utilise push cube.
Can't complete 13th Street and Forest of Doom as a result, making the game unbeatable.

Seed: WhenIsChexQuest, Game: Portrait of Ruin, Randomizer version: 1.1.0 Selected options: randomize_pickups, randomize_enemies, randomize_enemy_drops, randomize_item_stats, randomize_skill_stats, randomize_shop, randomize_players, randomize_enemy_stats, randomize_skill_sprites, randomize_enemy_anim_speed, name_unnamed_skills, unlock_all_modes, reveal_breakable_walls, reveal_bestiary, remove_area_names Difficulty level: Custom, settings: max_room_difficulty_mult: 5.0 max_enemy_difficulty_mult: 5.0 enemy_id_preservation_exponent: 5.0 item_drop_chance_range: 14.97 skill_drop_chance_range: 9.18 item_price_range: 4952.31 weapon_attack_range: 31.15 weapon_iframes_range: 4.0 armor_defense_range: 8.46 item_extra_stats_range: -5.0 restorative_amount_range: 150.0 heart_restorative_amount_range: 50.0 ap_increase_amount_range: 6050.29 skill_price_range: 7692.31 skill_dmg_range: 18.08 crush_or_union_dmg_range: 47.67 subweapon_sp_to_master_range: 100.0 spell_charge_time_range: 8.0 skill_mana_cost_range: 28.84 crush_mana_cost_range: 50.0 union_heart_cost_range: 5.0 skill_max_at_once_range: 8.0 glyph_attack_delay_range: 1.0 enemy_stat_mult_range: 1.75 enemy_num_weaknesses_range: 2.99 enemy_num_resistances_range: 8.0 boss_stat_mult_range: 1.12

It's three! three! three issues in one

All using the same log: spoiler_log.txt
All under release v1.1.0 as I haven't been able to get the commit version to work in a while

  1. DoS, HowAboutASituationWhereI'mNotTRAPPED (uses some experimental options): Rando fails with errors
    Failed to find any free space!
    E:/Mozzarella/Randomizers/DSVania64/dsvlib/free_space_manager.rb:200:in get_free_space' E:/Mozzarella/Randomizers/DSVania64/dsvlib/free_space_manager.rb:207:in free_old_space_and_find_new_free_space'
    E:/Mozzarella/Randomizers/DSVania64/dsvlib/room.rb:214:in write_entities_to_rom' E:/Mozzarella/Randomizers/DSVania64/dsvrandom/randomizers/starting_items_randomizer.rb:40:in block in randomize_starting_items'
    E:/Mozzarella/Randomizers/DSVania64/dsvrandom/randomizers/starting_items_randomizer.rb:19:in each' E:/Mozzarella/Randomizers/DSVania64/dsvrandom/randomizers/starting_items_randomizer.rb:19:in randomize_starting_items'
    E:/Mozzarella/Randomizers/DSVania64/dsvrandom/randomizer.rb:424:in randomize' E:/Mozzarella/Randomizers/DSVania64/dsvrandom/randomizer_window.rb:388:in block in randomize'
    E:/Mozzarella/Randomizers/DSVania64/dsvrandom/randomizer_window.rb:481:in `block in execute'

  2. OoE, EatMeRandomasser (uses some exp. options): Rando process hangs at "Placing enemies"

  3. OoE, ItShouldBeEasyEnough (ironically, massively difficult): Slowdown in Monastery two-spawner (Sea Stingers and Winged Guards) room

Cosmetic randomization options to add

  • Player palette randomizer. Manually make a bunch of good-looking palettes for each player, and select one randomly when randomizing.
  • Player sprite randomizer should be split off into a separate option from the player randomizer.
  • The player sprite randomizer's messed up attack animations need to be fixed.
  • Enemy sprite randomizer. Swap out the sprite data pointers hardcoded into each enemy's AI so they use each other's sprites. (Once this is functional, remove the Enemy AI randomizer, since that has the same effect but is far more likely to crash the game.)
  • BGM randomizer. Swap each area's BGM out for a different area's BGM. Non-background songs like boss music won't be randomized.
  • Item and enemy names randomizer. Would work like seedgen, take the nouns and adjectives and mix and match them. (Don't touch progression items and items with significant hardcoded effects.)
  • Item icon randomizer. Randomize the sprite and maybe the palette of most item icons.
  • Cutscene dialogue randomizer. Create a markov chain based off of all the dialogue in the base game and generate all new dialogue.
    Map palette randomizer. I tried this and it's really bad. Not adding it as an option.

OoE: Sea Stingers should NEVER be infinite

spoiler_log.txt
Seed: HalfwayHard

Progress in Ruvas Forest is impossible because of the infinite Sea Stingers. Their near-constant ground presence makes it difficult to deal with other threats. At least no progression pickups are in there, but still...

(Also, just for interest, the difficulty settings I set to halfway between Easy and Normal. This might be amusing to have as a "Half-Easy" default.)

Softlock in Kalidus Channel

From the bottom path underwater once i reached the first rocks on the right side blocking the path connecting with the upper level the game softlocks during the screen transition. I've played 5 different seeds but it only happened with this one. If i open the path, go from above and fall back down it works fine, it only softlock going upwards.
Seed: GraveShortAnti-venom
Randomization options: all enabled except for weapon synthesis
No Glitch required, No Bonus starting items
No experimental options
Played on a DS with a CycloDS Evolution card,

Are thrown weapons being randomized suitably?

Applies to DoS for sure, possibly the others. Independent of randomizer version and seed.

It seems like thrown weapons always wind up spinning at my feet, despite all other weapon behaviors being randomized. This has happened in multiple seeds. (I haven't used/had access to throwns in all the seeds I've used, and I'm not even sure if PoR or OoE has thrown weapons to begin with; this may be a genuine bug or just observation bias.)

Bone Dragon blocks my path!

stupid bone dragon
Have an issue with a Portrait of Ruin randomized ROM.

Seed: MilitaryGlamorousStarfish

The issue is in the Dark Academy. In the section where you need Owl Morph or the High Jump Cube (I call it "Shoryuken Cube". I didn't randomize anything that is "experimental" and did randomize enemy locations, stats and drops only... and yeah, also I made the breakable walls reveal themselves. I also checked the two glitch fixing options (Don't randomize first cube and the infinite quest rewards).

The problem is that the body of the Bone Dragon harms Jonathan and Charlotte when it makes contact and impedes progression.

Please, fix this, will ya?

Thank you in advance

Portrait of Ruin softlock with puppet master start

If change cube is randomised and the first item for mobility is puppet master for Charlotte and default jump height isn't high enough, you can't progress anywhere at the start of the game.

Seed: TheAmazingSomewhere, Game: Portrait of Ruin, Randomizer version: 1.1.0 Selected options: randomize_pickups, randomize_enemies, randomize_enemy_drops, randomize_item_stats, randomize_skill_stats, randomize_shop, randomize_enemy_stats, randomize_skill_sprites, randomize_enemy_anim_speed, name_unnamed_skills, unlock_all_modes, reveal_breakable_walls, reveal_bestiary, remove_area_names Difficulty level: Custom, settings: max_room_difficulty_mult: 5.0 max_enemy_difficulty_mult: 5.0 enemy_id_preservation_exponent: 5.0 item_drop_chance_range: 14.97 skill_drop_chance_range: 9.18 item_price_range: 2206.92 weapon_attack_range: 35.38 weapon_iframes_range: 4.0 armor_defense_range: 11.14 item_extra_stats_range: -5.0 restorative_amount_range: 150.0 heart_restorative_amount_range: 50.0 ap_increase_amount_range: 6050.29 skill_price_range: 5982.05 skill_dmg_range: 15.77 crush_or_union_dmg_range: 47.67 subweapon_sp_to_master_range: 100.0 spell_charge_time_range: 10.87 skill_mana_cost_range: 29.14 crush_mana_cost_range: 50.0 union_heart_cost_range: 5.0 skill_max_at_once_range: 8.0 glyph_attack_delay_range: 1.0 enemy_stat_mult_range: 1.75 enemy_num_weaknesses_range: 2.99 enemy_num_resistances_range: 8.0 boss_stat_mult_range: 1.12

Bug in map randomization

spoiler_log.txt
Seed: IAmHeAndYouAreHeButIAmFlergm, version: commit 004bd70 (currently most recent)
(Flergm is a personal in-joke, don't worry about it)
Bug occurred during OoE rando attempt (DoS rando with same seed doesn't apply), unable to find a transition room to use as a base

Also a thought re: OoE boss shuffling -- Arthroverta should be left alone due to the nature of the lighthouse battle (since he dies to spike-crushing, not damage). Either that or some other way to break the barriers and activate the elevator, since there is a glyph at the top.

Unable to find Owl Morph Portrait of Ruin

Alright, I have the save here. I have NO idea how I'd even get to the Owl Morph, as I can't find it anywhere in Sandy Grave. Part of me wants to say it's where the Sanctuary spell is, but I can't get to there. At least, not that I know of. The save starts you off in the bottom of Sandy Grave, closest to the Sanctuary spell. I've checked and checked and checked again near Asarte, where the strength cube would normally spawn (?), but I've found nothing there I believe.
PoR AmalaricEuropa'sNyx.zip

PoR: Invisible enemy in Nest of Evil?

Observable in DivineDarkMelon, in the fifth room after Aguni. I had Divine Storm, so I was able to get through the room after spamming it on both screens, but still.

OoE: Maneater in the Monastery

Seed: Traveler'sThickWitch
Version: 1.1.0
Difficulty: Normal
Options: randomize_pickups, randomize_enemies, randomize_enemy_drops, randomize_boss_souls, randomize_item_stats, randomize_skill_stats, randomize_shop, randomize_wooden_chests, randomize_villagers, randomize_weapon_synths, randomize_bosses, randomize_enemy_stats, bonus_starting_items, name_unnamed_skills, unlock_all_modes, reveal_breakable_walls, reveal_bestiary, remove_area_names, fix_first_ability_soul, fix_luck, no_touch_screen, unlock_boss_doors, remove_slot_machines, fix_infinite_quest_rewards, dont_randomize_change_cube, open_world_map, always_dowsing

It would appear that killing Maneater in the Monastery causes the boss drop to spawn beyond the boundaries of the room, just outside the door, trapping the player. This seed also had the Blackmore/Giant Skelly swap as well.

screenshot_20170725-232121

Nearly Unbeatable Blackmore

Relevant contents from the log:

Seed: WreckingFidelisWorm, Game: Order of Ecclesia, Randomizer version: 1.0.0
Selected options: randomize_pickups, randomize_enemies, randomize_enemy_drops, randomize_boss_souls, randomize_item_stats, randomize_skill_stats, randomize_shop, randomize_wooden_chests, randomize_villagers, randomize_weapon_synths, randomize_enemy_stats, randomize_starting_items, name_unnamed_skills, unlock_all_modes, fix_first_ability_soul, no_touch_screen, fix_luck, unlock_boss_doors, fix_infinite_quest_rewards, dont_randomize_change_cube, open_world_map, always_dowsing

(That's none of the experimental options, and all of the non-experimental ones.)

The randomizer was going well until I encountered Blackmore in Dracula's Castle. I had many different weapon types and easily defeated the other bosses. (I was not under leveled.) But none of my attacks did more than 9 damage! The two exceptions were Rapidus Fio (heh) and Vol Lumine which did about 40. I cheated to obtain Blackmore's bestiary entry, and he was weak to hammers, slash, and light, with over 5000 HP! Furthermore, all of his attacks did 80-200 damage! (Including contact damage, so Rapidus Fio didn't work.) That was crazy.

This seed also had an Imp which took 1 damage from everything, like an Iron Giant. I ignored those.

PoR: Stuck, can't get owl or double jump

spoiler_log.txt
Seed: PaintMeAWinningWeapon
The only place I can figure the double jump to be is in the secret area that requires owl morph. Owl morph is in Tower of Death, which I can't reach without double jump -- I've tried acrobat-cubing and it's not high enough.
So DJ takes OM and OM takes DJ and I'm stuck spinning my wheels.

How do you install?

I'm running Windows 7 x64, and I've installed Ruby 2.4.1-1-x64 and qt-opensource-windows-x86-vs2010-4.8.6. I tried to run bundle install, but it complained that there wasn't a Gemfile. Trying to blindly run randomizer.rb gives me the following error:

C:\Randomizers\Castlevania\dsvrandom>dsvrandom.rb
C:/Ruby24-x64/lib/ruby/2.4.0/rubygems/core_ext/kernel_require.rb:55:in `require'
: cannot load such file -- 2.4/qtruby4 (LoadError)
        from C:/Ruby24-x64/lib/ruby/2.4.0/rubygems/core_ext/kernel_require.rb:55
:in `require'
        from C:/Ruby24-x64/lib/ruby/gems/2.4.0/gems/qtbindings-4.8.6.3-x64-mingw
32/lib/Qt4.rb:17:in `<top (required)>'
        from C:/Ruby24-x64/lib/ruby/2.4.0/rubygems/core_ext/kernel_require.rb:55
:in `require'
        from C:/Ruby24-x64/lib/ruby/2.4.0/rubygems/core_ext/kernel_require.rb:55
:in `require'
        from C:/Ruby24-x64/lib/ruby/gems/2.4.0/gems/qtbindings-4.8.6.3-x64-mingw
32/lib/Qt.rb:1:in `<top (required)>'
        from C:/Ruby24-x64/lib/ruby/2.4.0/rubygems/core_ext/kernel_require.rb:13
3:in `require'
        from C:/Ruby24-x64/lib/ruby/2.4.0/rubygems/core_ext/kernel_require.rb:13
3:in `rescue in require'
        from C:/Ruby24-x64/lib/ruby/2.4.0/rubygems/core_ext/kernel_require.rb:40
:in `require'
        from C:/Randomizers/Castlevania/dsvrandom/dsvrandom.rb:4:in `<main>'

Softlock

I swear i'm using it the correct way this time :P
I'm missing one villager (aeon the cook), after checking the spoiler log it appears to be located in tymeo mountain but after checking it several times i was unable to find it. However, i have huge suspicions to think he was supposedly located in the room where you acquire pneuma, which, upon reaching the first time, was completely empty and the wind gimmick associated with it was not blowing already (usually it goes away once you absorb the glyph).

Seed: GraveShortAnti-venom
Randomization options: all enabled except for weapon synthesis
No Glitch required, No Bonus starting items
No experimental options
Played on a DS with a CycloDS Evolution card,

Seems like i got a really cursed seed, which is a shame because it was the most interesting one so far.

OoE: Kalidus Channel Crash

If you enter Kalidus Channel via Lighthouse before completing the Forest, the game hangs on selection of Kalidus Channel.

Feature requests

  1. UI: An editable text box beside each of the difficulty sliders for when the user has a specific number in mind. Slider changing by cursor keys (like getting to 3000 after you've dragged the slider to 2954.62) can be dull and time-consuming. (Alternatively, have the larger values change by 1% or so instead of .01 across the board.)

  2. In-game: An option to mute the annoying sound that plays when standing on a drop you already have 9 of.

OoE: Opening alignment issue in Tristis Pass

Commit 91bb7f3
Largely seed-independent but can be seen with SoYourNameEqualsBigPlusLongAndItAlsoEqualsYourDNA

The upward exit of the spike room doesn't line up totally with the downward exit of the "top of waterfall" room, especially when it's still frozen. It's difficult (though not impossible) to travel up when these doorways are linked.

Error when trying to randomize OoE without Open World

This only happens with OoE. I can randomize the other two DSvanias with no problems.
I can still randomize OoE if I have the open world box checked.

Here's the error (I truncated the directories down to the folder the randomizer was in):

Randomization Failed

Randomization failed with error:
undefined method `size' for nil:NilClass

/Randomizer/dsvrandom/randomizers/pickup_randomizer.rb:315:in place_progression_pickups' /Randomizer/dsvrandom/randomizers/pickup_randomizer.rb:109:in randomize_pickups_completably'
/Randomizer/dsvrandom/randomizer.rb:369:in randomize' /Randomizer/dsvrandom/randomizer_window.rb:388:in block in randomize'
/Randomizer/dsvrandom/randomizer_window.rb:481:in `block in execute'

OK

I assume this shouldn't happen.

DSVRandom won't start

DSVEdit commit 3bdc481
DSVRandom commit 94b3050

Attempting to run randomizer gives this error:

E:/Ruby/Ruby23-x64/lib/ruby/2.3.0/rubygems/core_ext/kernel_require.rb:55:in `require': cannot load such file -- unicode_japanese (LoadError)
        from E:/Ruby/Ruby23-x64/lib/ruby/2.3.0/rubygems/core_ext/kernel_require.rb:55:in `require'
        from E:/Mozzarella/Randomizers/DSVEdit-master/dsvlib/text.rb:2:in `<top (required)>'
        from E:/Mozzarella/Randomizers/DSVEdit-master/dsvlib.rb:20:in `require_relative'
        from E:/Mozzarella/Randomizers/DSVEdit-master/dsvlib.rb:20:in `<top (required)>'
        from dsvrandom/dsvrandom.rb:6:in `require_relative'
        from dsvrandom/dsvrandom.rb:6:in `<main>'

OoE (not rando-specific): Possible softlock from Mystery Manor boss

In the normal game, the boss drops the final Dominus glyph, and after you get it you're instantly warped back to Ecclesia. In a randomized game, you might not have all the Dominus glyphs, but Albus won't let you out of the end of the room with that weird statue.

I don't know if it's alterable, but maybe if there's some way to stop the warp? And then maybe make the Ecclesia Dominus thing its own separate event?

A question and a few wacky requests

Heyy Lago! Long time no see!

I hope you've been doing good. Probably been busy trying to make these map randomizers work, am I right?! ^o^'
So, anyways, since I know you're probably working hard right now to finish the 1.2 version, I don't expect these requests to be carried out (if at all) in the near future, but I thought I might as well share some of em before I end up forgetting them, and ask something while I'm at it too

In the most recent DoS seed I played, I had to use a Cutall special to trigger a switch so I could progress.
I'm pretty sure you already said this once so sorry in advance, but I forgot; are Cutall specials considered a movement upgrade/option by the randomizer logic? I'm pretty sure I got mine from a world spawn, so I figured it was the case, and I also just checked that I had the option to sell it. If those can be required to progress it might be a good idea to also make them unsellable, just like Mina's Talisman?

As for the wacky requests, those are pretty much just options I've seen in a few randomizers and found them to be quite funny (and wacky).

  • Item Name randomizer (as in scramble around the names of all the Items, not sure if it's possible)
  • Item Icon randomizer (same as above but with icons)
  • Enemy Names randomizer (again, scrambling around enemy names, could be funny)
  • BGM randomizer (also not sure if it's possible but could be lots of fun if possible)
  • Also why not go the extra mile and maybe randomize the dialog? Scrambling around the words, just like the other ones? (this one I feel like it could take a long while to make it work, IF its even possible)

Since those are all so wacky, of course they would go in the Optional/Experimental category, if they were a thing, and possibly as individual options since having them all checked would make for a WACKY run! (and not everyone likes to go all wacky, unfortunately :/ )

Again, since I know you have quite a few things to do I don't expect any of these to be a thing in the near future and some of em are also pretty bad Ideas LuL but I thought it might be fun to have em around at some point!

And one more thing, since I've been typing/talking for so long already, Rom mentioned in one of his streams that he'd like to have people race in this randomizer at some point (I assume just like the alttp rando racing hype that's been going around), since it's sooooo good and well made. I thought it might be a good idea to let you know that, and maybe you could show up there one day we're doing CV related stuff to talk about it in specifics? ๐Ÿ˜„ Or at any time really, we'd love to have you there any day!

That's all I got, JEEZ I typed a lot, sorry for the wall of text (still better than OP 20 Fish head walls though Kappa), can't wait for 1.2 version to come out! Hope you're having fun with this cause it sure is fun to play it! Again, thank you so much for doing this!

PoR: Consideration for Wind's quests

It may be worth making sure his quests are completable, as their rewards aren't always otherwise obtainable even in randomized games. I'm not talking about guaranteed ones like Preparations, the butcher shop or the SpinningArt ones, but ones like Ghosts of the Past which requires you to kill a Great Ghost to score it -- the enemy locations option makes this one difficult or impossible depending on where (or if) GG is located.
(Can the "nun wear" quest be scored if any of those three items are Jonathan-only?)

OoE Locked in Large Cavern

Had a great time playing through each game randomized, but I ran into an issue in Order of Ecclesia. When going to the Large Cavern area, I can't leave the first enemy room after killing the enemies in it. There are two wooden chests in the middle of the room that may be mimics, but there is no up arrow prompt to open them, so if they are they cannot be killed. It didn't prevent me from getting to or beating Dracula, but obviously I can't get 100% map.

Thanks.

Here is my seed info:
Seed: ShortBluntLapiste, Game: Order of Ecclesia, Randomizer version: 1.0.0
Selected options: randomize_pickups, randomize_enemies, randomize_enemy_drops, randomize_boss_souls, randomize_item_stats, randomize_skill_stats, randomize_shop, randomize_wooden_chests, randomize_villagers, randomize_weapon_synths, randomize_enemy_stats, name_unnamed_skills, unlock_all_modes, fix_first_ability_soul, no_touch_screen, fix_luck, unlock_boss_doors, fix_infinite_quest_rewards, dont_randomize_change_cube, open_world_map

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