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Releases: Ellendar/Z2Randomizer

5.0.9

30 Nov 01:42

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Bug Fixes

  • Fixed a bug in the Random Walk palace generator where it believed segmented rooms had more connections than they did.
  • Fixed a bug that could cause 3-eye rock to spawn in invalid locations.
  • Fixed default window size being too small.
  • Fixed or removed some projectile options that were not visible in the dark.

Improvements

  • Geldarms can no longer spawn in the air, and will rerolled into a new enemy if this isn't possible.
  • Allow portable mode for settings if portable_mode.txt is found. This means your settings will be saved in a Settings folder inside the program folder.
  • Add a portable Windows build and Linux (Ubuntu) & Mac versions to the release assets.
  • Added 3 new sprites (Thanks valence)
  • Removed swordsman sprite (It was the same as river man).

5.0.8

16 Nov 02:19

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  • Removed dripper entrances from the 5.0 room pool.

5.0.7

09 Nov 23:05

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  • Fixed another bug related to segmented room connections.
  • Slightly increased the default window height to avoid options not being visible.

5.0,6

08 Nov 21:57

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  • Fixed an issue where the UI gets confused about what version it is.
  • Removed a wall statue from a room to avoid confusion

5.0.5

07 Nov 00:08

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  • Re-Fixed a bug that caused palaces with multiple item rooms to always use the same room shape for it's item rooms.
  • Fixed a bug where drops into segmented rooms could cause invalid exits that take you outside.
  • Updated Alucard sprite

5.0.4

29 Oct 23:16

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Bug Fixes

  • Improved enemy handling to reduce the likelyhood generators despawn other room elements
  • Updated validation on the overworld tab to be more consistent with previous versions.
  • Fixed an issue with segmented normal rooms on random walk
  • Fixed an issue preventing drop zones from being placed directly below non-drop rooms on reconstructed.
  • Blocking rooms can no longer appear in palaces they shouldn't in sequential and reconstructed.
  • Fixed an issue that could cause inescapable drops from appearing when they should not, and vice versa.
  • Fixed yet further bugs that could cause the sprite preview to not work properly.
  • Fixed some issues that could cause screen glitches.
  • Fixed helmethead's HP bar to display correctly. His actual health remains unchanged.
  • Fixed a bug that could cause hints for items in new kasuto / nabooru to incorrectly display the wrong location name.

Improvements

  • Updated the default flag presets to include the swiss and bracket flags for the 2025 Standard tournament
  • Added 2 new sprites (Doomknocker and Moblin)
  • Slighly modified drippers when dripper variance is reduced.
  • Added some new options for link's projectile and improved some projectile animations when link uses them.
  • Moderate performance increase to reconstructed generation times, especially in limited room pools.
  • Slightly adjusted the edges of some drop zones to avoid potentially getting stuck in the ceiling.
  • Flipped the drop column item room in 5.0 rooms to avoid a potential bug. Please don't jump in the lava.
  • Removed floor-level lava from a couple rooms.
  • Slightly moved an enemy in a GP room that could instantly hit link on respawn.

5.0.3

18 Oct 03:02

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  • Fixed a bug that could cause glitching backgrounds on level up on some hardware/emulators.
  • Fixed some graphical glitchyness with spell tower.
  • Fixed a bug where non-random, non-vanilla drop pools didn't work
  • Removed 2 untended variants of an item Room
  • Fixed Up/Down stab text when reversed and not in the item pool
  • Removed the glove that displayed when hud lag glitching triggered (again)
  • Fixed another bug that could cause the sprite list to duplicate

5.0.2

17 Oct 06:11

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New stuff

  • Added additional options for handling less important overworld locations
  • Updated town text boxes to 6 lines.
    • All shortened item names in text are now full names
  • Boss HP bar now shows differently colored boxes for health beyond the vanilla amount.
  • Boss HP bars are now more consistent amounts of HP.
  • Updated Maze Island river generation
    • River opening can no longer be wide on one end.
    • River forks are now equally likely to appear at all X values
    • River can now open from either end of the maze (or both)
  • Added Guma sprite
  • Slightly updated the name of some flags to be more accurate.
  • Hints for items in towns now display the name of the town when spell shuffle is on.
    • Looking for feedback on this one. Should this always be true? Separate option?

Bug fixes

  • Fixed several UI bugs and made some minor improvements.
  • Fixed vanilla text for stab trainers.
  • Fixed a bug preventing overwriting custom flag presets.
  • Fixed a bug with the command line version.
  • Fixed a bug where valley of death encounters could allow users to walk into the mountain. (For real this time)
  • Disabled a new room that was inadvertently set as a 4.0 room.
  • Fixed a bug where vertical bubbles in GP could not be blocked.
  • Fixed "I know nothing" text for some townsfolk.

5.0.1

12 Oct 06:34
830c5ad

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  • Added a sprite color picker with more colors.
  • Added a 3rd editable sprite color
  • Fixed a bug that caused the logic for segmented rooms to be incorrect.
  • Fixed a bug that sometimes caused drops to incorrectly be marked as inescapable.
  • Fixed the 5.0 GP up elevator entrance, which inadvertently went down.
  • Corrected the palace room groups to be labeled 5.0 instead of 4.4

5.0.0

09 Oct 21:34
a1b5b5c

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Major Features

  • Rebuilt the User Interface - This new interface is more customizable than the old one and should allow more improvements in the future.
  • New Web Version - Check it out at https://z2r.app/
  • Added over 100 new palace rooms from the 4.4 Room Jam.
  • Added options to add additional items to the item pool.
    • Include spells in shuffle - Wizards can give normal items and spells can be found out in the world
    • Include Sword Techniques in Shuffle - Up/Down stab can be found in the world and their trainers could hand out other items.
    • Include Quest Items in Shuffle - Saria's mirror table, the fountain in Nabooru, and bagu all have any item, and their items could be out in the world.
  • New palace styles
    • Sequential - Like reconstructed, rooms are picked from the pool at random and placed into the palace, except in a way where the geometry of the palace makes sense. If you go up -> right -> down -> left, you will always end up back where you started.
    • Random walk - Creates a random dungeon shape, and then fills that shape up with rooms that fit. Like sequential this style has sane geometry. Generally creates palaces with fewer dead ends, and a more centralized shape.
    • Chaos - An evil palace style where any exit can lead to any room. You're guaranteed to be able to get to all rooms, but going back the way you came is not guaranteed to lead you to the room you were in before. This style is never selected with any random option.
    • Random (All Same) - All palaces use the same style, chosen at random.
    • Random (Per Palace) - Each palace selects its own style randomly.
  • Added an option to generate a spoiler log. If selected a .spoiler file will be generated with the same name as the output ROM. Seeds generated with spoiler log on will be completely different than seeds with spoilers off.
  • Palaces can now have more (or fewer) item rooms. Select 0/1/2 or random in the palaces tab.
  • Added an option to add additional copies of important items. These replace minor items as available.
  • Added a statistics screen after the ending.

More New Features

  • Starting items/spells can now be limited
    • If the number of selected starting items is greater than the limit, items will be randomly removed down to the limit.
    • If shuffle starting items is on and there are fewer selected starting items than the limit, the number of starting items may be less than or equal to the limit.
  • Random flag rate is now configurable. Any ? flags have the indicated percent chance (either 25/50/75/90%) to be turned on.
  • River devil has learned some new tricks! He may now block paths (like vanilla), one of the east caves, or siege one of the towns.
  • Added a setting to allow rock blocks in the east.
  • Added an option to shorten normal palaces.
  • Re-enabled the ability to shorten vanilla palaces.
  • Added an option to have palaces continue after bosses at random.
    • All boss rooms now have a statue at the end if the palace exits, and none if it continues.
  • Added an option to limit dripper RNG.
  • Added an option to require a minimum length of the path to dark link.
  • Added options for random(high/low) for attack/magic/life effectiveness.
  • Added an option to change the outline color for player sprites
  • Added new sprites. Thanks to the authors for providing them.
    • Alex (River City Ransom)
    • Alucard
    • Barba
    • Beard Link
    • Faxanadu
    • Garfield
    • Geru
    • Gooma
    • Helmethead
    • LittleMagic
    • Mario
    • NinjaGaiden
    • Peach
    • PowerRanger
    • PsycoRanger
    • PunchOut
    • Shadow
    • Shantae
    • SlothLink
    • Sonic
    • TMNT Leo
    • Trogdor

Enhancements / bugfixes

  • Improvements to the command line interface to better support other OSes.
  • Added the ability to load settings via JSON file instead of a flag string
  • Adjusted the damage on some enemies that had unintended damage values in GP
  • Innumerable technical improvements to speed up generation time
  • Fixed garbled sprites on horsehead / rebonack appearing outside their palaces.
  • Enemies that are immune to sword are now always vulnerable to fire.
  • Fixed the hitbox on lava so it no longer extends a tile above the lava.