![]() ![]() No roadblock of keyitem specweps, all are developed and can be shuffled same way.Planning most of same changes as in MML1 Remix.New consumables, or components for something? Idea: No promises, but there are unused "normal items".(one less buster slot than normal, at any given time) Idea: Optional "difficulty choice" to reduce starting buster slots, from 2 to 1.Idea: Adding a version with harder difficulty, such as faster enemy projectiles, faster enemy rate of fire, more shots per attack by enemies, higher health for enemies, possibly adding copies of bosses in the same room together, removing player's hit-invincibility, ect.Idea: Make a dense-fog version of the patch (especially fun in OldCity and LakeJynn).Idea: Find how to move/change enemy spawns (including mimics, cloaked-skirks, ect).Idea: A randomizer to shuffle the pool of items between all available locations for endless playthroughs.Idea: Adding original japanese version's option of kicking paprika rather than shooing (so far I tried and failed to do this so.).Idea: Wiring original japanese soundtracks back in (they are present on english roms, unhooked).>Junkstore reward is hacky, but should work and progress without fatal errorĪs far as I know, changed chests were for sure changed, but in the event they weren't, this is what SHOULD have been changed:Īs the first step, i'll be hand-placing items at new locations and listing possible additional features. ![]() >SpecWeps requiring changed items to develop, do not list them correctly after creation. Specifically, busterpart changes and supportcar changes, as those are always-loaded and a save injects what was already-loaded. >Saves will not allow some changes between vanilla and different mod-versions. Wiring the "Difficulty" at Main Menu, to "always be present" rather than "after game completion".Some special weapons require slightly adjusted and different items to develop now.Buster Parts have been rebalanced to favor +Atk less, as well as reduce max-statting (min-maxing stats) significantly in endgame.SOLUTION: No "physical" item is rewarded by junkstore (is now "implied" gotten and used by Roll), and Roll now provides weapon (speech removed and text changed) Whatever is given in it's place, still gives original weapon. Game's first SpecWep, is treated as a "key item".Very rudimentary for now but it does in fact replace the given item and the bugs aren't yet apparent. I have shuffled the script the chests/npcs call on to grant items.I actually started with "lowering starting value for morality in newgame", you're closer to turning "dark megaman" at the gamestart.I hope the work may oneday turn into a randomizer, and I do want to include various features beside just item location move/shuffle. UPDATE: This post has a link to a download to patch your rom with the changes I've made, to show the progress of my work on this obscure little gem! (Helping Hands or Instructions still Welcome via PM)ĭOWNLOAD Patch - FasterPlayerCameraTurnSpeed: ![]()
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