Search the Community: Showing results for tags 'more bugs'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • General Discussion
    • Development Discussion
    • Let's Play
    • Site Suggestions & Questions
    • Site Updates
  • Mods
    • Chrono Trigger: Lavos Awakening
    • Civilization III: Somewhere In Time
    • Final Fantasy IV: The Darkness Within
    • Final Fantasy VI: Brave New World
    • Final Fantasy VI: Return of the Dark Sorcerer
    • Final Fantasy VII: New Threat
    • Final Fantasy IX: Work In Progress!
    • Final Fantasy Monster Tactics
    • Golden Sun
    • Mega Man X: Hard Type Series
    • Ogre Battle: In the Lap of the Gods
    • Seiken Densetsu 3: Sin of Mana
    • Shin Megami Tensei Nocturne: Hardtype
    • Super Mario RPG: Armageddon
    • Tactics Ogre: One Vision

Blogs

  • Announcements

Calendars

  • Community Calendar

Categories

  • News

Categories

  • Hacking & Modding

Categories

  • Twitch Streams

Categories

  • Mods
    • Final Fantasy IV: The Darkness Within
    • Final Fantasy VI: Brave New World
    • Final Fantasy VI: Return of the Dark Sorcerer
    • Final Fantasy VII: New Threat
    • Final Fantasy Monster Tactics
    • Golden Sun Book 1: Fallen Star
    • Golden Sun Book 2: Risen Star
    • Mega Man X: Hard Type Series
    • Ogre Battle: In the Lap of the Gods
    • Seiken Densetsu 3: Sin of Mana
    • Super Mario RPG: Armageddon
    • Final Fantasy Tactics 1.3
    • VVVVVV
    • Final Fantasy VII: True Necrosis
    • Chrono Trigger: Lavos' Awakening
    • Civilization III: Somewhere In Time
  • Randomizers
    • Final Fantasy Tactics
    • Final Fantasy VI
    • Mega Man Battle Network 3 White
  • Game Editing Tools
    • Final Fantasy Tactics
    • Final Fantasy VII
    • Super Mario RPG
  • Game Patching
    • Patches/Fixes
    • Patching Tools

Categories

  • Videos
    • Let's Play

Found 1 result

  1. It was inevitable, so here we go. While fixing my broken random encounter patch, I discovered a little bug with Random Number Good: overworld encounters are not using Think's RNG. What should have been a call to the RNG to determine whether an encounter should be triggered, is instead a static number, causing overworld encounters to happen with astounding regularity. I forgot how the vanilla RNG worked; it does in fact return a different number each time, but it's using a tainted version of vanilla's RNG system (since Think's code overwrites part of the random number table vanilla used). It may still be random "enough" for encounter purposes, but it's not what it should be. The fix is just one byte long, but I'll let think share an updated version of the patch here for inclusion in the next point release. I'll instead share a set of updated patches for the random encounter mod, with the fix baked in, so that it can be properly tested this time. Non-headered (updated to v3) Headered (updated to v3) Apply directly to your 1.9. EDIT: With Nowea's help, I re-jiggered some numbers and also went ahead and applied the encounter mod to the overworld as well. This should have the effect of setting the minimum number of steps before an encounter to 9 in dungeons and 5 on the overworld (excepting high encounter areas like forests and WoR deserts). Obviously, this will also fix the faulty overworld encounter logic, so you should notice a difference in overall encounter rate there (increased, according to Mishrak). Dungeon encounter rates should remain the same.