16th release of BioRand. More enhancements and bug fixes.
See Github.com for instructions.
BioRand v2.1.3
* [Fix] RE 2, softlock due to door change after cutscene in 60C.
BioRand v2.1.2
* [Fix] RE 2, every seed fails in 2.1.1.
BioRand v2.1.1
* [Feature] RE 1, implement document/item randomization for RE 1.
* [Feature] RE 2, Add more music tracks from RE 0.
* [Feature] RE 2, Add results music track from RE 5.
* [Feature] RE 2, Add Ark Thompson (RE Survivor) as a playable character and NPC.
* [Feature] RE 2, Add Kevin Ryman (RE Outbreak) as a playable character and NPC.
* [Feature] RE 2, Add Sherry Birkin as a playable character.
* [Feature] RE 2, Add William Birkin as a playable character and NPC.
* [Enhancement] Countdown/alarm music tracks now swapped with another countdown track (non-door rando only).
* [Enhancement] Reduce chance of unused rooms in door rando.
* [Enhancement] RE 1, randomize ladder in room 302 and 406.
* [Enhancement] RE 2, allow randomization of radio to any character (inc. Brad).
* [Enhancement] RE 2, enable room 101 front door in door rando.
* [Enhancement] RE 2, enable room 103 gate in door rando.
* [Enhancement] RE 2, enable room 10C middle door in door rando.
* [Enhancement] RE 2, enable room 11B in door rando.
* [Enhancement] RE 2, enable room 20E in door rando.
* [Enhancement] RE 2, enable room 400 in door rando.
* [Enhancement] RE 2, enable room 404 in door rando.
* [Enhancement] RE 2, enable room 701 in door rando (scenario A).
* [Enhancement] RE 2, force most cutscenes (regardless of scenario) to play in door rando.
* [Change] RE 1, room 20D, make clip low priority.
* [Change] RE 2, room 204, prevent confusion due to change of player position.
* [Change] RE 2, room 703, prevent confusion due to cutscene.
* [Fix] #94: RE 1, using Helmet Key before killing Plant 42 crashes the game.
* [Fix] #102: RE 1, room 405, cutscene crashes when enemies are swapped.
* [Fix] #103: RE 1, room 11A, crests are already placed in door rando.
* [Fix] #104: RE 1, room 208, dog spawn crashes the game.
* [Fix] #105: RE 1, enemy swap with tyrant 2 crashes game.
* [Fix] #107: RE 2, room 20C, 109, tyrant encouters crash the game.
* [Fix] #108: RE 2, room 307, softlock caused by swap with Irons.
* [Fix] #110: RE 2, room 110, moths crash the game.
* [Fix] RE 1, prevent Yawn 2 from spawning anywhere other than lesson room.
* [Fix] RE 2, NPC randomization in room 505.
* [Fix] RE 2, player death sound not randomized.
* [Fix] RE 2, room 216, 301, Ada NPC swap softlocks when partner flag is enabled.
* [Fix] RE 2, room 400, Sherry scream not randomized.
* [Fix] RE 2, room 404, Leon's voice not randomized.
* [Fix] RE 2, room 604, Ada's grunts not randomized.
* [Fix] RE 2, Sherry/swap height positioning in cutscenes.
crashed at cutscene's on 1 and 2 on one when leaving the guardhouse 2 when returning to ben I think its the character randomizer but I love the random scenes super funny
Please post your seed.
here in the vod timestamped at the issue, claire b Twitch.tv seed R523-Y86E-XNMC67Z3L04
Ah, this is a regression. I need to make sure it doesn't randomize Sherry in the cutscene after Birkin otherwise it doesn't remove the partner which causes that elevator issue.
R523-AHGA-XNX73EBLL40
Claire B was basically Softlock City with this one.
The Blue Card Key was placed in the alley behind the gun shop, even though she can't go there.
The C4 was placed in the weapons storage room, but it may have been in the locker, because it was gone since Leon took that item in Leon A.
Thanks, both issues will be fixed in next version.
Can you make the dogs NOT being aggro all the time? Like what make them all aggro in the first place??
99% of the time they are super aggro from the start. You open the door and a bunch of dogs already jump on you. In a large area when dogs can jump on you from all directions you can't win. You keep getting stunlock until you're dead.
But why they're all aggro like that? Open a door and get a free hit from a bunch of dogs!
Pls fix this. And no, I'm not gonna cheat because the mod makes the game become super unfair. I just dont understand why this always happens. When there's like only 1 or 2 dogs in the room, they wont go aggro. but somehoe 95% of the times when 5 or more dogs are there they all go full aggro the moment you enter the room. I just dont get it. Can you fix it??
Each dog is 1/4 chance of initial aggro on hard enemy difficulty, 1/2 chance on very hard enemy difficulty.
Seed: R521-TMLB-Z1ZC0QZKK00
When I enter Parking lot - Room 216 as Leon B, Ada cutscene would happen but, there are two lickers there. They will kill me in the cutscene. Pls fix this.
Will be fixed in next update
Can you make it that after finishing each segment we will get a new weapon?
I play max setting with max segment size, now I play as Leon B and only find shotgun. But all the ammo I have are from Bowgun Magnum, Flamethrower. I check the log and see that all those weapons appear in the last segment where players no longer need them if they are able to survive that long.
This is the reason why I always put ammo average quantity to max. Cuz it still looks like hell since all the ammo I found is for weapons I don't have until the end of the game where I no longer need them. I would trade all those useless ammo for handgun ammo anyday.