This is a fork of mcgrew's official Dragon Warrior Randomizer, which you should use if you're looking for a fine, balanced and tuned experience! This unofficial version is merely a playground for me 🙂 Seed numbers and flags are incompatible with the official version. A prebuilt web app of this fork can be found here, with most of the new features in the 'New 1' and 'New 2' tabs.
Credits go to bran, auriplane, nicetas and myself. See ./expansion/music
for a list of songs. Open them with FamiStudio for more information.
- A random NPC will have the Dragonlord dialogue;
- The NPC at the bottom of Charlock, still with the Dragonlord sprite, will tell the player the location and disguise of the new Dragonlord.
- Upon getting the Ball of Light, the player is teleported outside of the area the Dragonlord was fought in.
Every NPC can be the Dragonlord, except for:
- the King;
- the coordinates old man;
- the uncurse old man;
- the Rimuldar key vendor.
Additionnally, if the Open Charlock
flag is off, it cannot be:
- the Staff of Rain old man;
- the Rainbow Drop old man.
Also, if the No Keys
flag is on, it obviously cannot be a key vendor, and if the Radish Finish
flag is on, it cannot be the radish vendor.
This makes an approximate probability of 1/120 that a specific NPC is the Dragonlord.
Randomizes the Fairy Flute song that is played when using the flute in a battle or on the overworld. The new song is chosen at random from over 60 possible songs (including the original). Since their lengths are variable, the song is tied to the seed number, not to give an advantage in a race situation. The songs are all between 2.4 and 8.2 seconds long, averaging about 5 seconds, and the original song is about 5 seconds long. For a preview of the songs or to know where they are from, see #community-contributions channel on Discord (Flute Toots thread). Major thanks to AsmadiGames for the initial work on this, as well as a handful of flute songs.
This shuffles every weapon, tool, fairy water and key vendor, as well as the radish vendor. The locations, positions, sprites and prices are not modified. If Don't Require Magic Keys
flag is on, then the Rimuldar key vendor and the two other key vendors, wherever they are, are removed as they would ordinarily be. Otherwise, the Rimuldar key vendor will stay in Rimuldar, so the key logic does not have to change.
There is now an innkeeper in Charlock, near the treasury. Why an inn in Charlock? Why not?
Never learn any spell other than Healmore (and Radiant, should the Level 1 Radiant
flag be on). Like the No Hurtmore flag, this only works with Randomized Spells
on.
Herbs refill MP rather than HP.
Inn and key prices can now be shuffled or randomized (1G - 255G). If you sell a key to an item vendor, you will get half the amount needed to buy a key in Rimuldar.
You can now allow critical hits against the Dragonlord. There is a separate flag for each of his two forms.
The Excellent Move rate can be modified.
This makes every bonk deal damage to the player.
Prevents the screen from flashing when walking on damage tiles. If the Damage Bonks
flag is on, the usual swamp damage sound is used instead of the bonking sound.
Make it possible to drop the flute on finding a new item with a full inventory.
The Return spell can be used in battle for a guaranteed escape.
Wings and Return send you to the last place you saved or used an inn at.
The Fairy Flute will work as a warp whistle outside of battle, cycling between places you saved or used an inn at. The order is:
- Tantegel
- Brecconary
- Kol
- Garinham
- Cantlin
- Rimuldar
Have HP and MP refilled after leveling up.
The maximum number of keys and herbs will be randomized.
- Herbs: between 0 and 9;
- Keys: between 2 and 9 (or 4 and 9 if Stair Shuffle or Random Chests Locations is on).
The Fairy Flute can now put all enemies to sleep. The Dragonlord's second form can be excluded or not.
Makes sure the player starts with Radiant and/or Repel and some MP. Like the No Hurtmore flag, this only works with Randomized Spells
on.
Blast doors open with a cast of Hurtmore.
Thanks to Cyberdark86, Angel_FM and friends, you can now save a very wintery-looking Alefgard. Newly implemented: this will not change a seed's checksum!
A new way to win the game: talk to the radish vendor while carrying Gwaelin so you can share those sweet, sweet radishes with her.
Make the game use alternate mechanics for running away from an enemy from another game in the series. For Safer Dragon Warrior I, mechanics are untouched but a 4th run attempt will always be successful. For Dragon Warrior II, it's a flat 2/3 chance everytime. For Dragon Warrior IV, it goes like this:
- On your first and second run attempt in a battle, you have a 50% chance to get away.
- On your third run attempt in a battle, you have a 75% chance to get away.
- On your fourth run attempt, or if the enemy's asleep, you're guaranteed to get away.
This flag overrides both Easy Charlock
and Alternate Running Algorithm
.
Any key used outside of the throne room will not be removed from your inventory.
King Lorik is feeling fair today and will let you keep your hard-earned gold when you die.
The post-credits sequence will show how many steps you've taken in your entire playthrough.
The Summary
tab will now show differences between the chosen flagset and the standard flagset.
Normally, having Summer Sale
on tristate will make each piece of gear have a 50% chance to have a reduced price. This probability can now be modified.
There is now a flag to ensure the overworld search spots, a.k.a. coordinates, will be unguarded, even if Treasure Guards
is on.
The amount of gold that gold chests hold can now be modified.
Gwaelin might not be in her usual Swamp Cave today. Look for her in one of these locations (or in her vanilla spot). Beware: if Stair Shuffle
is on, the randomizer will not check if the princess is accessible without going through Charlock. If you do turn both flags on, it is strongly recommended to also have Open Charlock
on.
The Vanilla Restoration
option will force the randomizer to skip most features that aren't tied to a flag, such as the updated experience and gold values for monsters. Also, if you click Presets
and load Non-rando
in the Load/Delete list, most of the randomizer's features will be unchecked. With this flagset, you will get a completely vanilla experience, save for the post-credits stats, and whatever flag you might decide to turn on. This allows for sprite change, skipping original credits... or most things, really! Keep in mind some will have no effect as Vanilla Restoration
will override them. Also, Erdrick's Tablet will still be changed to a Dragon's Scale.
- In mcgrew's official DWR version, when a vendor is missing in Rimuldar (e.g. key vendor), the very top left tile of the town is an invisible wall. It doesn't matter then because there is no point in going there if there is no vendor. But since vendors can now be shuffled, it can be a valid check, and notably, coupling this with Damage Bonks could ruin a player's day. The block has been replaced with a water tile to avoid player frustration.
- When there is no vendor in Tantegel's vanilla key shop, returning the princess will make a throne room guard disappear. The player can leave the room to fix this.
- With the
Disguised Dragonlord
flag, there may be some graphical glitches in both Dragonlord fights, depending on his's location. They are purely cosmetic and do not affect the ability to run away or to complete the game. - The village music plays after spending the night at the
Inn In Charlock
, but it fixes itself as the music changes to something else (e.g. enemy encounter, cursed belt or death necklace use, …). - The list of visited inns for the
Warp Whistle
flag is not saved in SRAM, meaning that turning off the game will reset your warpable location list to Tantegel only. I have attempted to fix this and it didn't work, so unless there is a popular demand for it, it's gonna stay that way.