Releases: Ngolinvaux/SA2Randomizer
SA2 Randomizer: More Random Than Ever. BE GONE OMOCHAO!
HOLY HECKING HECK! Never thought this was going to be a reality, but here we are!
CODE
-We have separated out all 2727 voice lines by their characters, allowing for cool new options!
OPTIONS
-Removed consistent voice line option
-Replaces with Voice Line Randomization Type option:
--Option 1: True Random you get 1 of 2727 lines
--Option 2: Random but no Omochao lines!
--Option 3: Random line from the same character
--Option 4: Divided and randomized within Main Character and Other
SA2 Randomizer: More Random Than Ever Part... 4? IDK
Code
-Updated M3 Rando Chao Location, should be a ton more reliable
Options
-Added "Random" as an option in the set character settings, allowing you to set some characters and randomly replace others.
SA2 Randomizer: More Random Than Ever! Special Edition
Huge shoutouts to MainMemory for helping with a ton of developments in this patch. Looking forward to continue working with them to provide the best content possible.
Options
-Added an option to randomize mission text for fun [more on this later?]
-Added an experimental option to randomize Mission 3 Chao Locations (very early beta)
Code
-M4 Timers increased based on character
-Security Hall M1 Timer increased for Mechs
-Non-looping Music finally randomized properly
-Stopped characters from smoking on mech stages
Stages
Final Chase Mech
-Replaced bothersome gravity tubes
-End rocket replaced with boost ramp
-General polish
Final Rush Mech
-The first big rail section was boring. If you take the left rail to the platform below, there will be an MM that will warp you all the way down
Crazy Gadget Mech
-Minor polish
Prison Lane Action
-Added a homing attack section near the gold beetle
City Escape Mech
-Removed enemies that you would run into because they didn't load quick enough for the player to react
White Jungle
-Removed OOB rings and dash pads
Don't Forget
Check out the SA2 Rando Team on GitHub
OnVar
BoostedBandCamp
and on Twitch:
OnVar
BoostedBandCamp
TommyeAsY
Me
SA2 Randomizer: More Random Than Ever.. Chao
-All 24 chao slots will be randomized now
-Eggman's jump been tweaked again
-Added experimental random character size option
SA2 Randomizer: More Random Than Ever... HotFix
Fixes an issue with Cannon's Core Stage variants not matching properly
Note CC M2 is still crashing, will look into that
Changes
Mechless Eggman can now jump a little bit higher
Wild Canyon has boxes added back where the vanilla bird boxes were
SA2 Randomizer: More Random Than Ever...?
Updated Character Randomization Algorithm
-Characters are now randomized Per Stage instead of Per Character.
--Meaning every Sonic stage can have a different character but each stage will only have one per seed, etc.
-The old Per Character option is still available in config.
-This has been adjusted to work with all current settings (as far as I know).
Note This may look like a small change but it required rewriting a massive chunk of existing code, if you experience any issues please feel free to let me know in the discord! Thank you :)
New Options
-Added the option to toggle between the two randomization types.
-Added an experimental option to swap Mission 1 with a Mission of your choosing.
SA2 Randomizer: Modern kArt
Sorry it has been so long. I will try my best to get back to more regular updates and new content!
Code Stuff
-Replace Mad Space with Green Hill Zone option will actually work now, my bad.
Stage Stuff
City Escape Hunter
-Removed warp shrines
-Replaces portal before truck section with rocket (saves time)
Cosmic Wall Hunter
-Removed warp at last check
-You will now ride the auto-scroller for a tiny bit to finish the stage
Wild Canyon Action
-Stage has been reverted back to its vanilla layout
-All pieces are active
Wild Canyon Mech
-Added more boxes/springs/pulleys to make movement more approachable
Meteor Herd Action
-Added more sets
-Nerfed artificial chaos at the top
-Removed m3 soft lock
Meteor Herd Mech
-Removed m3 soft lock
Death Chamber Action
-Added pieces from mech variant + one more
-Added more traversal options
-Made piece hitboxes bigger
Pumpkin Hill Action
-The stage has been reverted closer to the vanilla version
-More pieces added
-Hitboxes for pieces increased
Egg Golem Action/Hunter
-Removed the rockets
-Lowered all platforms
-Lowered all item balloons so you wont get stuck in homing attack loops
-Changed health drops into rings
Prison Lane Action
-Adjusted rocket
SA2 Randomizer: Kart Mania
Major Improvements to Karts
-Self Intersection Detection up and fully functional, tracks should all be able to be finished no problem
-Objects added to kart stages and races (balloons and checkpoints so far)
-Kart Races are now sprints to the end with 3 checkpoints instead of laps!
Note: Kart Tracks take a long time to generate and as such they are only generated on game load.
SA2 Randomizer: Kart Mania v2
Updates and tweaks to the generation algorithm and the collision system.
Added option to random kart race tracks as well [not able to finish but they're fun to race the AI]
SA2 Randomizer: Kart Mania
Kart Mania Has Begun
WARNING: Option still in Beta, but very fun
New Option Added in Experimental Config Options*
Randomly Generated Route 101/280 Tracks
When turned on every seed will produce two randomly generated tracks for Route 101 and 280 respective.
The algorithm is simple and potentially incomplete so if you find errors please report them.
No objects have been added yet so timer is frozen and M2 will not be able to be completed.
You have have drive through unsolid collision (rare but it happens). This is either:
-Just a piece of model that has no collision like the tops of tunnels or the sides of bridges
-A segment of track that isn't loaded in yet [can report to the discord]
-A solid segment of track that you CANNOT drive around [PLEASE report to discord]