![]() For the new randomizer, reverted the Reserve Tanks back from the Kappa image. This will be looked into, but until it is fixed, be aware. As a side effect, this also removes the autosave from the beginning of Ceres. Removed the intro sequence from both versions of randomization. Average difficulty should be higher than vanilla Super Metroid, but can vary from super easy to super hard. ![]() Progression though the game should still be possible. Created a new randomization algorithm now any item can spawn anywhere. Moved all of v10 features to an "Old Randomizer" tab. Reenabled autosaving at the beginning of Ceres. Made RNG portable, so users on Wine/Linux should receive the same results as those on Windows. Created fixed distribution of items max 7 energy tanks, 4 reserve tanks, 50 missiles, 30 super missiles, and 20 power bombs. Added extra copies of Charge Beam these items share an index, so collecting one will remove them all Added chance for non- chozo ball items to be invisible (shoot to reveal) Will create folders if they don't exist instead of throwing an error Added 50% chance for items to be nothing Changed item logic for the super missile in pink brinstar. Charge beams will no longer be invisible items. Added 2 more locations where hidden items won't spawn. Fixed a bug involving creating a rom without specifying a directory. This addresses the issue of having seeds that are too easy because you find Gravity Suit right away. Gravity Suit will no longer spawn in Crateria or Brinstar, and selected places in upper Norfair and Wrecked Ship. Slightly updated logic for when to not hide items. Embedded seed in ROM (shows up as game name in SNES9x.) These controls are saved as you use the program. Added ability to set default controls for the generated ROM. Corrected some faulty logic for accessing the Crateria gauntlet missile locations. sfc extension to rom name if no extension specified. Easy mode can't start with Speed Booster. Easy mode adds 10 missile packs, 4 super missile packs, 4 power bomb packs, and 7 energy tanks. Changed logic for green Brinstar missile behind missile behind reserve tank. Changed logic for blue Brinstar energy tank. Missile spot below top green Brinstar super missile can no longer be hidden. Updated logic for some pink Brinstar items. Fixed some logic with the blue Brinstar energy tank location. Added algorithms to fill unavailable spots with nothing (relevant for hard mode, where you can't get space jump). ![]() It removes Spring Ball, Plasma Beam and Space Jump. Hard mode has only 3 energy tanks, 3 missiles, 3 super missiles, 3 power bombs, and 1 Reserve Tank. Some bug fixes for the Controls dialog. The icon has been removed for higher Linux compatibility. There is now a spoiler log for those who get stuck (or for those on Masochist who don't want to waste their time checking every item.) We have moved over to Github, thanks to nonfunctioning version control servers on Codeplex! The update check will now check that location and take you to that site. Also, no items will be hidden in the scenery on Casual except those normally hidden in vanilla Super Metroid. A great intro for those who want to play something a little more random, but nothing tricky. Casual difficulty has the 100 normal items hidden from vanilla Super Metroid. Among the changes, now Missile and Super Missile are possible first items in Speedrunner and higher difficulties. A major overhaul of the randomization for all difficulties has taken place. Instead of having "Easy", "Normal", and "Hard", the difficulties are now "Casual", "Speedrunner", and "Masochist." If you aren't a speedrunner, don't pick "Speedrunner." If you aren't a masochist, don't pick "Masochist." Easy as that. ![]() This is a fundamental shift in the way difficulties work. ![]()
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