appleforyou.bsky.social
@appleforyou.bsky.social
Made a minor update to this which includes Barlowe in the boss AI option, because he was accidentally left out of the files.

Since the update is so small I just added it as an extra .zip file to the same release post (0.4.1b) and you can ignore it if you aren't using that option.
February 18, 2025 at 5:41 AM
Also, Redire/Magnes movement is not required in Vanilla.

There are special rules about Training Hall, by the way:
- In Vanilla, progression is never in Training Hall
- In Creative, Training Hall requires Ordinary Rock and Magnes.
- In Do Your Worst, Redire can be required instead of Ordinary Rock.
February 12, 2025 at 12:30 AM
Notes about presets in case anyone wants them:

- Vanilla preset should never require you to use Arma Felix/Chiroptera, boots equipment, or Rapidus as progression.
- Arma Chiroptera in Mystery Manor can only be required in Do Your Worst.
- Moonwalkers to cross spikes is not required in Creative
February 12, 2025 at 12:24 AM
Also here's a link, although I plan to post a new version with enemy randomizer within the next couple of days.

github.com/appleforyou/...

Maybe I should add a note to the old release posts saying there's a newer version?
Release DSVania Randomizer RED Version-0.3.4 · appleforyou/dsvrandom-rv
Changes in v.0.3.4: Fixed a bug with Arthroverta's Revenge which had the potential in extremely rare situations to make a seed unwinnable. Updated Arthroverta's Revenge with a few new locations ou...
github.com
February 2, 2025 at 4:47 AM
I suspect if you try the newest version it'll "just work." It's up to 0.3.4 right now, and that's 0.3.0.

Early on some people had issues with windows file permissions on folders they were using, and I made some changes to help address that a little. Let me know if you still have issues with 0.3.4
February 2, 2025 at 4:40 AM
It might also be earlier than that now that I have a workable model, since none of the rest will take as long to write down as the castle did. But there's plenty to playtest too, alongside other things I'll probably also be putting into the update.

And then map research is the next big project...
January 26, 2025 at 3:34 AM
I'm feeling pretty okay about the results at the moment. It's night and day between the new approach and the zones I haven't touched yet, where I get hit by a White Dragon the moment I enter a new screen. Not that I expect to solve everything on the first try, but it's a start.

Maybe next week?
January 26, 2025 at 3:24 AM
In the future this location will be added back when I update the logic to be more flexible instead of having set requirements per room. That will be a necessary step toward map randomizer, so it will happen at some point, although maybe not immediately.
January 16, 2025 at 7:58 PM
Goal is to add a way for the "rules" to change mid-run, but in relatively minor ways that don't break the balance. Since only one is chosen per seed, I don't have to worry about adding "too much."

I like to think of it as a rule randomizer, and the more the rando grows, the more rules I can edit.
January 16, 2025 at 1:08 PM
(Since this update was posted a little earlier than initially intended due to wanting to fix the bug, there are only 3 Sleeve options for the game to choose from instead of the initial 5 I planned. I'll add more gradually over time, but my focus next will be on going back to porting more features.)
January 16, 2025 at 12:32 PM
Since Glyph Sleeve is in the starting room, why do we need to pick up the relic? When Trick Sleeve is enabled, you'll just have glyph swapping by default.

And then the Sleeve relic will be hidden somewhere in the world, with a new random mechanic attached. The sky's the limit with what I could add.
January 16, 2025 at 12:28 PM
Accelerating this a little bit since there's a bug I'd like to post a fix for. It'll be either later today or early tomorrow.

I could keep adding more stuff to this mechanic forever, so it should be okay if it only comes out with a small number of options for now...
January 15, 2025 at 1:37 PM