Releases: Ngolinvaux/SA2Randomizer
SA2 Randomizer: Millow Doe!
So. Long time no see. Been forever since our last update.
HUGE Shout outs to Millow Doe over on GameBanana for allowing us to us their models in the randomizer. Several more that are not included are totally worth going to check out.
Amy Skins
Gum Amy/Gum Amy Blond
Amitie Amy
Classic Amy-Modern
Rouge Skin
Pirate Rouge
Fixes
--Rank Requirements should be more consistent now
--Random Models that do not have costumes should not be overwritten by costumes
SA2 Randomizer: Chao in Space
Hey ya'll. Sorry about the lack of updates. Things are crazy with right now. So for now here is a small but fun patch to play with.
Fixes
--Chao World Unlocked by default in Stage Select
--Subtitles should match timing better now
Important Other information
Kell released SA2 Chao Gameplay!!!!
This mod allows you to bring your chao into your stages!! How could I not work this fun little mod into therandomizer. And as such starts it is the first separate mod that I have included support for. Go ahead and download the mod from the link above and use them together!!
SA2 Chao Gameplay- Kell Settings
Level Up Chao
--This will level up the chao you bring into stages based on who you complete the stages with
Randomize Carried Chao
--Randomizes the chao you carried into the stage once it is complete and forces you back into the garden after the stage (needed for me to update the chao)
Obvious Note that I know a couple of you will still ask anyway
They're separate mods, download and activate both to use them.
SA2 Randomizer: Bug fixes
Now properly enabled model swaps for all alt characters.
SA2 Randomizer: Izzy Learns To Update
New Models:
Wario Over Knux by BabyLuigiOnFire
Small Model Bug Fixes (hopefully)
Crazy Gadget
-Stage has been restored so all major areas are now playable by mechs and hunters, including the gravity switch room and puzzle section.
-Action characters without bounce can now get to puzzle section if they fall from the balancing beam with the spikey balls.
Sand Ocean
-More safety springs have been added so action characters don't have to hut all the way to the end of the stage if they fall.
Shadow vs Sonic 2 Boss Battle
-Speed shoes now periodically spawn for hunters so you are no longer forced to bait the AI to use a special attack to catch up.
Sonic's Egg Golem
-platforms in the sand have been removed in hopes it will prevent a rare crash when loading the stage
Cosmic Wall
-Action characters should have an easier time making a few jumps.
-troll ending from the hunter variant has been ported over.
Pumpkin Hill
-Trains and train pieces have been added back for both action and mech variants.
-Hints for the mech variant should be more accurate.
Mission Street
-Many objects added back in for hunters and action characters, so the stage should feel like the vanilla version now.
Radical Highway
-added dynamite backs in tunnels to give players something to do in those sections
-removes objects that caused the random chao to spawn in areas you couldn't get to
Security Hall
-Removed a piece that spawned inside a shrine
Eternal Engine
-Stage has been restored to more of the vanilla variant for action characters.
-Goal ring has been moved from inside the tube to the bottom of the platform.
General
-voice over lines from the stock 180 file have been changed to English by default.
SA2 Randomizer: Baby Steps
I know updates have been slow, thank you all for your continued support. Hope you all enjoy some small tweaks and QoL changes.
A few config settings' default options have been changed to reflect the most used settings. This should not affect your current settings. If it does tho, simply reset within the config window.
Default Options Changed:
-Subtitles: Now on Menus and Cutscenes
-Random Models: On
-Random Kart Models: On
-Allow Vanilla Type Characters: On
-Character Replacement Type: On Load
-Disable Random Kart Stats: On
Shortcuts
-L+R+Y: Auto Win Stage
-L+R+Start: Show Mod Version Number
Hidden Features
As suggested in the ReadMe.txt, you can now disable kart track segments at will. This requires you making a new file within the SA2Rando folder, but simply follow the given instructions and enjoy. Do note, disabling some piece combinations can lead to track generation issues so if you notice the game struggling to initialize I would consider changing your disabled pieces.
SA2 Randomizer: Sonic's Next Top Model
With the age of custom models being introduced to SA2, it felt only fitting to include as many as we can. The model work has been done by other's within the community and can be seen credited in game after you complete any story. [Links to each of the currently used models below]. Following the theme of random models, MainMemory had some fun and randomized kart models!! Try it all out for even more insanity in game.
Options
Kart Options
--Random Kart Models
Just For Fun
--Random Custom Models
Tribal Knuckles
E 102
Heroes Rouge
Infinite
Mephiles
Espio
Mario
Movie Sonic
Silver
Silver Sonic
Shade
... I apologize that not every character has a custom model yet, but there are more to come!
SA2 Randomizer: Better Variants
We're back!
First off thank you to everyone who voted for Rando during SHC! We were inspired by your feedback and have started working on this mod more consistently again. This patch focuses on improving certain stage variants so they are more intuitive and fun.
Details:
-Added documentation about installation, options, and TCI.
Metal Harbor (Hunters & Mechs)
removed spring by the rocket that would take you to the launch pad (oops)
-added a SECOND missile that you can climb that will take you to a different ending
City Escape (Hunters)
-added back ramps and moving cars
-added item boxes above most trick ramps
-pillars before truck section now have some boxes so you can parkour all the way up
-adjusted rocket path to be more seamless
Radical Highway (Hunters)
-MM by spiral now has a barrier behind it so you don't accidently get stuck in an infinite loop of pain
-added blast ramps at the top of the bridge (chao platform) to make route more viable
-added shield pickups near rockets since eggman always takes damage from them
-added back missing rings
Radical Highway (Mechs)
-added a roadblock at the end to prevent players from entering the loop and dying
-added a blast ramp after the first tunnel so players no longer have to have god tier reaction time to not die
-made the first loop feel quicker
-added back missing rings
-adjusting strength of several springs that wouldn't send you high enough
-added another MM on the bridge to take you to the hidden chao
-many more QOL improvements
Cannon's Core
-Knuckle's Section
----- underwater area other than whats below spawn has been removed
----- players will no longer be able to jump down into the water, but must find a mystic melody to get down. After that, where the goal ring is should be fairly obvious
-----lost chao will be right next to said mm
-Rouge's Section
-----adds a small platform underneath the timeswitch in acid room to prevent super sonic from soft locking
-Sonic's Section
-----lowered the height of the artificial chaos which opens the first door so characters without bounce bracelet have an easier time making the jump
Tails' Section
-----removed enemies that fall from the ceiling
-----removed the door in said room and put two shield robots in its place
Prison Lane (Hunters and Speedy Bois)
-moved the robot that spawns above you
-added enemies back into the level that were removed for the sake of Sonic Only
Death Chamber (Mechless)
-added the correct hints for what was incorrectly called "bugs on patrol"
-portals have been moved to more intuitive positions
-removed a duplicate portal in blue room that would make it hard to travel
-increased the hitboxes of all pieces
-added a spring in the water under the stage so if you accidentally fell in, you can now get back up
-Added a MM in the chao room so those that travel there by accident now have way back to the main stage
Death Chamber (Action Characters)
-fixed typo on one hint
-added the correct hints for what was incorrectly called "Eggman's eye level"
-removed a duplicate portal in blue room that would make it hard to travel
-portals have been moved to more intuitive positions
Cosmic Wall (Action Characters)
-added a homing attack chain at the beginning of the level
-slightly extended the starting position of the first big light dash
-added an item box under the random box after the light dash
-the rocket after the light dash in now further back
-Added springs on a few platforms in the end section for those curious enough to jump off the platforms
-adjusted the position of the goal ring
Cosmic Wall (Hunters)
-removes enemies that would kill you on the auto scroller if you had enemy randomizer enabled
-moves the end goal ring so that your head isn't inside of it during the results screen
Hidden Base (Hunters and Speedy Bois)
-removed all springs in the sand that were there due to Sonic Only (and are thus not needed)
-removed dash pads
-added some enemies back
-extended the first light dash
-Some passageways will not be blocked by a set of boxes to emulate the breakable walls in the vanilla stage
-the ending is now FINALLY PLAYABLE
-general polish
Enjoy!
SA2 Randomizer: Cutscene Mania
Options
--For each and every stage and boss fight, there is now an option to disable it.
--This disable just replaces with a single random cutscene for now, may be a true skip later.
SA2 Randomizer: Send Me Your Favorite Clips!
Hotfix: not even a patch, just disabled the developer instant win button.
SA2 Randomizer: Sorry I've Been Busy
So I have been working a ton recently and honestly may have forgotten some of the changed I started a few weeks ago, but this one I wanted to focus on making TCI a ton more accessible. If you'll notice included in the files is my attempt at a formal write-up and explanation of TCI, including usage and set up.
Added Files
-TCI-Documentation.pdf to explain TCI in hopes of more people using the feature
Stage Fixes
-Hero Egg Golem will no longer crash... or at least it shouldn't
Options
-Remove Chao Music has been added by popular demand
***Twitch Chat Integration (TCI)
-Added !chaokey to give the player a chao key
-Added a new chatter functionality to give a few points to any new chatter
-moderators.txt, chatCurrency.txt, commandCosts.txt can all now be edited in game without restarting.
-Added a couple more commands including !pointinfo/!commandinfo
-Refer to the documentation if you have any questions