Armor in Charlock? Yes. And much more!
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Added the ability for Erdrick's Armor to be in a chest
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The 3 search spots can now have any unique item: Sword, Armor, Token, Harp, Stones, Death Necklace, Fairy Flute.
- Death Necklace on a search spot also creates a mini gold grind there.
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Added the ability to use torches and fairy water in battle
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Added a flag for forcing heal/hurt before healmore/hurtmore
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Added a "No Hurtmore" flag
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Changed "Vanilla Map" to "Random Map"
- Opposite logic, of course
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Fixed picking up the token again after getting the Rainbow Drop
- The chest/search spot will now be empty instead if you have the drop
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Moved Challenge mode sprites to be flags on the new Challenge tab
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Removed the extra town/cave locations from vanilla map
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Major overhaul of all stat generation
- Added "make stats consistent" option for this mode for those who want the stats to be a little more sane.
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Also modified algorithms for random weapon prices and random XP.
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Modified the harp to pull lower-tier monsters (Zone 1&2)
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Rimuldar will no longer be required on the first continent if there is an accessible key in a cave
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Major speed increase to map generation (thanks dvj!)
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Removed stray sheild sprite in "Invisible hero" (thanks dwedit!)
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Added an option to disable screen flashing for spell casts
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Added "Permanent Torch" option
- This will make the minimum viewable area 3x3 in dark areas
- Torches will have no effect, but radiant still works as expected
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Fixed a bug where HP was not boosted when "Randomize Growth" was off in big swamp mode.
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Made sure there is no item on the overworld if "No Numbers" is enabled.
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Fixed an issue where towns were occasionally placed in improper spots on non-random maps
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Fixed random sprite choice to not be deterministic
- The random sprite chosen will no longer depend on the seed number
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Added new sprites:
- Ms. Pacman Sue
- FF4 Cecil
- Yoshi
- Fixed an error in the Kirby princess carrying sprite