FE8 Self Randomizer [Complete v2.00] *Pick Your Edits* <Boss Recruitment> [100% Growths] |Dancers Only| <Reverse Recruitment> [0% Growths] {Oops All Lyon} <Character Crossover> [QoL Enhancements] 700+ characters - “Vanilla” Gameplay

I split colours into two options, and I gave the animations option a generic colours option.

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Could you check the Isaac Battle Theme (Golden Sun) .s file? I think the loop was messed up, unless someone fixed it.

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Does anyone know of an option in the self randomizer to be sure characters don’t cap over level 20? I want my characters to level up to 20 and stop please and thanks

@Elessar7 they do cap at level 20 already.

If you’re asking for the debugger to grey out the level up command when you’re at level 20, that’s not going to happen. It’s a debugger. It’s there for cheating.

I assume Gargoyle not being considered flyer against archers is done on purpose? Or was this the case in the original game?

This was an oversight from the effectiveness rework hack as part of skillsys. I’ve fixed it now, thanks.

Lyon is named Eirika in debugging mode. Like click B on an unit > Misc, I think item number 23 and 40 and 6C are “Eirika”. No “Lyon” exists in Misc.

It’s not only affecting the debug mode, for example: if you play on Vanilla, and fight him as a boss Lyon’s class is (Eirika) Great Lord equipped with Iron Sword and Slim Sword, he’s named “Eirika” but still has Lyon portrait.

Not sure if how it affects the game when you randomize it. I assume it means “Lyon” is never randomize? At least not the name, portrait is still Lyon’s.

@Siro fixed this issue now I believe. Thanks for reporting it.

I think the Item/Weapon Usage setting is broken. No matter what I set it to, whether items, basics or weapon, nothing is actually infinite. I also turned Custom Items off and on to see if that changes anything and also changed the item placement randomizer, still nothing.

Infinite items will show their regular durability instead of --, but uses are not consumed. Custom items works by not randomizing into item IDs above 0xBC, which is what vanilla items normally go up to. I put my custom items past that.

In the skills section where is says “Random &” and then a hand pops up next to &, is there actually supposed to be something that appears there? I get scroll sounds hitting up and down there but it’s just blank.

Ah, yeah it seems I accidentally broke that. I’ve fixed it now and updated the dropbox .ups file - thanks for letting me know.

I’m using the janky colors (the horrible results are part of the fun for me haha), but for some reason I’ve noticed the character uses the palette of the character they’re replacing? i.e. Colm replaced Neimi, and when he fights, his wyvern is pink with green wing membranes. I’m not sure if that’s intentional, it doesn’t seem like it would be…

Another issue I’ve noticed with palettes is that for some reason, my Cleric!Joshua turns every single palette generic when he’s healing other units. Meaning, if he heals a female archer, it’ll look like that character has green hair and a blue dress despite looking completely different when in actual combat. I have yet to see Joshua’s actual palette because of this, but I assume it would be Ross’s since that’s who he replaced, and something tells me that palette isn’t easy to mistake for the generic one. I don’t know if this is an issue with the Cleric class specifically, all healers, Joshua, or Ross’s recruitment slot.

Other than those silly little palette issues, things have been pretty smooth! I have gotten a couple skill teaching items despite having the item availability set to vanilla though :thinking:

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I think the skill scrolls won’t work if you have skills set to zero, so although they are an eyesore for vanilla-only items, they shouldn’t change your run.

It sounds like the janky palettes setting uses the original character’s palettes, I guess. Maybe I’ll look into changing this.

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Funny thing just happened. I used the Metis’s tome on a unit whose luck growth modifier was +27. Now it’s -1! I assume +30 is the max so it just overflowed, not sure how easy it would be to fix that, or if it’s possible to at all. I’m not sure how many people run into this in the first place haha, but I thought I’d make sure you’re aware it happens at least

so… stupid question, how does one go about recruiting the Cormag equivalent in Ephiram ch 10 when both he and the Duessel/Tana equivalent are not flying?

I apologize if this is an answered question, I did try to search the thread and didn’t find anything but idk how reliable the search function is and I didn’t read the whole thread myself. Is there a list of all of the new classes and how to promote them anywhere? Some of them are probably the obvious or expected answer, but other ones are much less obvious and given limited money and availability of items I would prefer not to play too much trial and error

I understand some of them are existing ideas made by other people and thus may or may not have threads of their own, but I uh. Find looking for/through the entire forum for that kind of thing super overwhelming =w=; so a single list would be nice but like also I understand that there are kind of a lot of them so I understand if there isn’t one

Are you sure? I think this happens in the Circles self randomizer. I changed the behaviour for this randomizer.

With 50% variance and 60+29 speed growth, it would overflow at +90 if the metis boost were put in before the randomization.

It goes above 90 here just fine.

The randomizer does not guarantee that you can always recruit units without cheating. But the debugger is pretty easy to use.

I can recruit anyone I want, such as O’Neill.

https://github.com/Veslyquix/SRR_FEGBA/blob/main/Patches/FE8/PromotionItemUseLists/Installer.event
Here’s a list of promotion items and what classes they promote.
I think they also get a command to promote without using an item when they reach level 20, similar to fe9/10.
You can also use the debugger to promote whenever you like:

Hope this helps.

Thank you! :3

Honestly, I’m not sure of anything ! I didn’t change the variance so it should also be at 50%, here are the growths before and after using the tome. Sorry they’re not taken immediately before and after using the item, I didn’t think I would need a screenshot right before using it.