I suppose. Expecting the player to show restraint might be a bit much. But you can also give players +20 bonus levels and enemies -10, so difficulty is very much up to the player.
Yeah I updated the fe6 one the same way.
I suppose. Expecting the player to show restraint might be a bit much. But you can also give players +20 bonus levels and enemies -10, so difficulty is very much up to the player.
Yeah I updated the fe6 one the same way.
This was on random growths. Enemy bosses that get randomized into playable characters all have the same set of growths no matter what, and it’s always 50/10/10/30/10/10. I can reproduce this with 90% of characters, although it seems like some have their own (Linus and Lloyd so far)
Can their base growths just be copied from the unit they replace?
some times when I randomized character, the replaced lord, for example is lyn if replaced by different characters, sometimes lyn face always shows for a half second when story conversation, is this normal or a bug?
Can the vanilla colours for the career colors be changed to the original FE7 character’s colors?I’m sad to see the blue plus the green
I’m not sure what you mean. Sounds like a bug, though.
If you choose “janky” for colours, they’ll use the original character’s palettes for battle animations. But because these characters were never meant to be in certain classes, it will often look bad.
Ok, I’ll confirm that, thanks for the reply
is it possible to remove the background art of some scene? like for example lyn and his friends. because if you randomize characters and main characters while playing you still get to see some scene with the original characters. for example in the intro where lyndis finds you in and you have a randomize male mc. it doesn’t match up. or maybe you can make it just a black background.
it just bothers me that the feeling isn’t perfect. where i have a male lyndis but the background scene is a female. i wish you could remove it or just color it black.
this would be perfect for the other games also. (6 and 8)
I know i can just skip it. but that wouldn’t be nice right?
Sorry, I hear what you’re saying, but I’m not going to remove the CGs. I don’t mind them being there despite them not matching the randomized characters.
Really enjoying this randomizer so far.
But now I’ve faced a softlock, Athos vs nergal fight after getting durandal. My athos is a Berserker with a halberd and he tries to attack from afar and the game gets stuck in the animation. Only way I can bypass this is to revert back to vanilla or rerandomize, but that kinda ruins the playthrough heh. Is there any way to skip this, since I can’t skip the cutscene? thanks
What version does the title screen say? I thought I changed this to be a battle at 1 range a while back.
It seems to be srr v.1.5.2
Could be that I somehow found old version too or got it before you fixed it. Can’t remember exactly when I downloaded this, have been playing it slowly at work during breaks.
Send over the sav file and I’ll check if I can reproduce the issue. Send it via my discord (see first post) if it’s easier. If I can reproduce the issue, then I can fix it.
I’ll try to do that as soon as I can, thanks.
Reporting a weird bug I found:
Variance seems to affect enemy base stats, but only if they are higher than 5.
For example, level 1 enemy Knights would have 9 Def at 100% variance, 4 at 0%, 7 at 60%. Meanwhile, the base Str was always 5 regardless of the variance value.
@Hunty it depends on the seed. In your seed, their base str is close to the normal 100% of 5. If you set variance to 100%, the stat will be between 0% and 200% of that. So the stat is perfectly valid. With 0% variance, it will be between 100% and 100% of the normal stat, so 5 is still valid.
This is how it works without factoring in randomized characters, anyway.
I don’t think it was intended behavior, because it happened while the only randomization option that wasn’t set to vanilla was “Class - Random for enemies”, and it only ever affected enemies with base stats higher than 5.
In this case the base stat for Knight Def was 9, so at 0% variance, even if it was being randomized, it would remain at 9, but it was consistently halved across multiple seeds. Base stats of 5 or lower were always the vanilla values, without any variation. It also only affected enemy class bases, player character stats were unchanged.
Hi! This is a cool hack and it’s cool to see you even incorporated my fixed growths mode patch! I think something may be interfering with it though. The level ups I get are consistent, which is good, but they are not what I would expect them to be given how the patch is supposed to work. They also appear to give characters much higher growths than they should have. I tested it by setting everything vanilla and training Lyn. She ended up with stats far above her normal averages (pictured below).
An easier way to check if things are working is to know that a unit with a growth <= 50 should never get the corresponding stat two levels in a row. Lyn did this with strength on her first two levels so I knew something was wrong. Hopefully you should be able to replicate that pretty easily. I double checked my settings multiple times so I’m pretty sure this is an error but it would be good to have someone else confirm.
ah, yeah I had it as (growth * level / 100) < (growth * (level + 2) / 100) by mistake. Should be fixed now.
Relevant section of the source code:
https://github.com/Veslyquix/SRR_FEGBA/blob/d433c412820432c7501f00138ec69670533dae6f/C_code.c#L5824
If you like testing things, I recommend the fe8 patch, as it includes the debugger I made - just press B to bring up a menu to do things like level up the unit or pick them up. Appreciate the bug report and the stuff you’ve made in the past.