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A Link to the Past Randomizer


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#16 Nicholas Steel

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Posted 01 June 2017 - 07:18 AM

The Enemy Randomizer was significantly updated recently, includes boss randomization. See my first post in this topic for a link to it.


Edited by Nicholas Steel, 01 June 2017 - 07:18 AM.


#17 Orithan

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Posted 05 June 2017 - 03:59 AM

So I watched Eppy play a LttP Randomizer as Samus Aran. I was pleasantly surprised that such a thing was an option - I never thought the randomizer would have options to change the player sprites.

 

Link to broadcast



#18 Nicholas Steel

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Posted 05 June 2017 - 05:10 AM

Enemizer v5.3 is now available and there is also an update to the general Randomizer as well with some moderate changes to item placement logic that are aimed at reducing the bias of certain items appearing in late-game areas (Ice Rod was very likely to spawn in Turtle Rock before, now it is only slightly more likely to spawn there than anywhere else for example).



#19 Cukeman

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Posted 05 June 2017 - 05:23 AM

So I watched Eppy play a LttP Randomizer as Samus Aran. I was pleasantly surprised that such a thing was an option - I never thought the randomizer would have options to change the player sprites.

 

Link to broadcast

 

That was interesting to see. Also, that LttP steam is over making your post... a link to the past!  :eyeitus:

 

(yeah, I had to be that guy)


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#20 Ammako

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Posted 19 June 2017 - 12:09 AM

I gave Enemizer a shot today. It was a clusterfuck and it was great.

Got Helmasaur King in Hera, which I didn't have the hammer for (and didn't have the patience for using Bombs on him.)
When I went back with the hammer, he kept hanging out around the hole in the floor so I couldn't hit him. Took forever.

Trinexx in Desert Palace, no Ice Rod. Ice Rod was in Turtle Rock obviously, which I didn't check until the very end (that wasn't very nIce, Rod.)

Vitreous in Skull Woods, except the eyes had way too much health and dealt like 3 hearts of damage through Blue mail. I had like 8 hearts at the time. Thank god the floor and the spikes weren't actually moving or this would have been impossible (I had to come back later after I got a better sword + quarter magic w/ potions for Magic Cape. Did I mention Tempered Sword + Golden Sword were in Pendant dungeons, none of which ended up being otherwise required? Though I guess that's more of a general Rando thing and not Enemizer's fault :P)
Also Skull Woods had a Beamos in the way of the first torch in torch room before boss room, required you to run into it to get invulnerability frames so you could walk through it. Also made the lantern a hard requirement because Fire Rod doesn't work too well on torches when you're standing too close to it, and the Beamos pretty much forced me to be within that range.
That, and that one room at the entrance of left side had two red Taros in there that basically ran just as fast as Link does, but they did 0 damage, they'd just push me around and stunlock me, only giving me like a few frames here and there to -possibly- escape but most of the time they'd just catch me again and I'd be stuck for a bit. The room was also overcrowded, so the game was really laggy whenever I was in there.

Ice Palace had those big spike traps like, everywhere. Also they dealt like 3 hearts of damage through Blue mail and they were often unavoidable. Like with Vitreous I had to come back with quarter magic and potions for Magic cape otherwise they'd just eat through all my supplies before I could really reach the boss or reach most item chests. I'm not -that- good at the game :P
Also it had the same thing as Skull Woods did, with the red Taros that deal no damage and stunlock me.
I -think- the boss in Ice Palace was Lanmola, it looked really funny because the ice block was still there except it used all the wrong tiles and looked completely wrong (it was also intangible.) Guess that's what they meant by "boss randomization causes issues" (Oh yeah, Helmasaur in Hera behaved really strangely too.)

Mire had the switch in the main room under a different pot (the one that spawns a chest), except the game spawned a moveable statue on top of that pot. It took me a while to figure out I could smash the pot with the hammer even when the statue was standing on it, allowing me to move the statue off of it and step on the switch (couldn't move the statue at all while the pot was there.) Also oh my god the second room was a real chore, it spawned a bunch of Red and Blue Devalants, and obviously I had to kill everything in the room for the door to open. I had Golden sword though, and they still took two hits to die. Also having 4-5 of them on screen at once alongside a few more enemies = lag city, and I had to deal with the few red ones shooting fireballs at me with unbelievable precision while I tried killing the other enemies. Super annoying because they wouldn't die in one hit, so when I approached them to kill them they'd just shoot me in between the first and second swing and I'd take a difficult-to-avoid fireball to the face every time. Spin attack wasn't enough to kill them in one hit either, I don't think.
Oh yeah, that dungeon also had those big spike traps everywhere that dealt 3 hearts of damage and were often unavoidable.
I died in the tile room on the west side of the dungeon, I went like "eh at least it's easy to get back to that room" (because Mire is relatively straightforward and you can get everywhere quickly), but I didn't count on the first to rooms + the spike traps in main room being there to ruin my day. :P

When I got to Ganon's Tower, Argghus was the boss in Armos Knights room. This had a side effect of making the ice non-slippery which was great, but also the doors opened once I killed all the puffs and Argghus flew off screen. I basically just went "Bye Argghus" as he was falling back down trying to kill me and I just left the room lmao.
I noticed a recurring trend with that, actually. Whenever you have to kill all the enemies in a room to open doors, a lot of those rooms had flying enemies that could wander off the screen on their own, and that apparently counted as a death on their part. Pretty hilarious.

At that point, when I got to Ganon, things were disappointingly normal.

I'll definitely be doing this again in the future. Maybe consider coupling it with entrance randomizer at some point, if I ever feel like I'm ready to keep personal notes on my end to keep track of everything.
Think my favourite part of it was probably the rolling spike trap strategically placed right in front of the stairs in Hera in a way that you basically couldn't avoid getting run over by it. It didn't even deal that much damage so it wasn't a big deal, but it's the kind of thing that makes you facepalm and laugh and it's great.

Edited by Ammako, 19 June 2017 - 12:30 AM.

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#21 The Satellite

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Posted 17 August 2017 - 10:17 PM

So in the latest update, they introduced "Triforce Hunt." It's a mode where they hide pieces of the Triforce within the world and you have to find a certain number. Once you get the last piece, game ends. It's a sweet mode that really freshens up the experience, eliminates Ganon as a goal (in fact both of my seeds have avoided the Tower altogether). With each difficulty level (easy, normal, hard, expert) the number you have to collect is different: 10, 20, 30, and 40 respectively. There's more pieces than there are the goal, which makes things better.

 

I recommend it.


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#22 Cukeman

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Posted 17 August 2017 - 11:02 PM

But, is a triangle evenly divisible by those numbers? Z1 had 8 and that made sense. If you go the Wind Waker route with rough edges you can do any number. But with regular triangles your options are limited. Yes I'm overthinking.


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#23 Nicholas Steel

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Posted 18 August 2017 - 03:53 AM

They don't add up together to make a big triangle in the UI anywhere, it's just an arbitrary number of pieces chosen to make the gameplay interesting. Difficulty affects the number of Triforce pieces placed in the world and the number you need to find, for example:

 

Easy: 10/30

Normal: 20/30

Hard: 30/40

Expert: 40/40

 

There is also now an Easy mode for the normal Randomizer game mode. This will double the number of bottles, swords and armour's to find. Once you reach the maximum limit the remaining items of that type will convert to 20 Rupee items. For example, there are 8 swords placed in the game but once you've found 4 of them the remaining 4 will turn in to 20 Rupee items.

 

This allows you to more easily max out the number of bottles you have, your sword level and armour tier. Thus making the game easier.


Edited by Nicholas Steel, 20 August 2017 - 04:09 AM.


#24 Cukeman

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Posted 18 August 2017 - 03:57 AM

Now we're both overthinking *high fives*

 

But yeah, I was messing around trying to make a funny, I'll stop now



#25 Anthus

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Posted 18 August 2017 - 11:51 AM

I'm going to have to give this a go again. I kind of abandoned my first run, I dunno why. I like these other goals though. I think I was just burnt out on this game, and didn't want to essentially play a variant that's really close to the original. That won't be an issue with these other modes though. :D

#26 Nicholas Steel

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Posted 01 October 2018 - 02:04 AM

v30 of A Link to The Past Randomizer is now out:
Changelog: https://docs.google....mnT9LNPb-ypDFVs
Video summary of changes since v29: https://www.youtube....eature=youtu.be

 

Primary new features:

 

Inverted Mode. Start in the Dark World and use portals to get to the light world, Mirror takes you from the Light World to the Dark World. Various terrain changes had to be made to both Worlds to ensure everything is accessible now that you can't mirror to the Light World.

 

Overhaul of the Customizer utility for making a customized experience. Can now edit enemy prize packs for example.


Edited by Nicholas Steel, 03 October 2018 - 01:04 AM.


#27 Neppy

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Posted 02 October 2018 - 06:37 PM

I've played through a couple seeds from v30. Both were inverted mode, and I have to say that it's pretty neat. Gets interesting when you forget which way the mirror brings you, and wow... is the Dark World difficult with only 3 hearts and no weapons. :lol: I've been enjoying it though.


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#28 judasrising

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Posted 03 October 2018 - 04:49 AM

I've played through a couple seeds from v30. Both were inverted mode, and I have to say that it's pretty neat. Gets interesting when you forget which way the mirror brings you, and wow... is the Dark World difficult with only 3 hearts and no weapons. :lol: I've been enjoying it though.


Yeah i tryed couple seeds also and i like it.
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