#Irongoon
1 messages Β· Page 2 of 1
yeah the defense stats on both seem crazy higher
oh
i have a special case
for when stats are 10 or below
for stats 10 or below the modifier will be 1, 2 or 3 +/-
looks like it rolled +2 on the mattk
could've been 9. :]
huh
so did the senior warden roll +3 Matk to get to 12, and then an extra 15% on top to get to 14 maybe?
haha π
it should have 11 matt max if its amount is 8
even if it was 9, it would be max 12
i was thinking maybe it was getting that flat add, and then since it was over 10 afterwards, it was getting the multiplier too
it looks like its getting stat varianced
can u send ur config as a file or put it in the ``` block
true, but i just mean that from their base values, they all went down, where as the matk stat all went up
D:
(i dont understand but im assuming thats a joke)
the config had an n1 for the lower shop quantity π
so i get the same stats as u showed
interesting
how did that get in there
wait that n isnt in my actual config, how DID that get there lmao
hmm even though the config.yaml has it set to stock bounds
its doing randomize bounds
(I totally misspelled something)
the senior warden should also be 100/100 def but ended up at 231/50 lol
can i buy an extended warranty this time
it'll do the stat + (1, 2, 3)
one of those
stats below 10 r too volatile
this is my best solution
-1, -2, -3 possible too?
YES
im considering removing the 3
im rmbring this now
the 3 is big swing
but also funny on streams
so idk
yea i peaked, u're gonna have a much easier time
but im kind of okay with it after he roasted my ass last time lmao
overall it seems like theyre gonna be a bit beefier, which is ultimately what i want
fights end too fast in vanilla imo once you know what youre doing
yea vanilla is like hunting a rabbit that has no legs after 1 playthrough
ty for your help i appreciate it π
im excited for more features too π
yea lots of other things require script stuff, massive java-land refactors, or on me to figure out 'scaling' for things like rando encounters, equipment randomization
melbu fight 1 i can't wait to make that somehow work
something appears to have gone wrong with shop/items?
its telling me my inventory is full and i cannot pick up or purchase anything
i have 10/32 right now
itemCarryLimit is set to 2
It's wip thing for 0.4.5
Should only be restricting you to 2 of each item
Can set to 0 to disable
ooo i see lemme see if that fixes
hmm
can you check i have this set up right?
its still not allowing me to pick anything up
Looks to be fine
I haven't really tested it thoroughly yet
Is it chests drops and shops or just shops?
all items, including from monster drops
That's fun π
equip was fine though
You can use one of the previous jar versions as needed. I likely won't be doing any other updates on the unreleased stuff till tmr.
kk no worries
i increased itemCarrylimit to 20 for shits and giggles and i can pick stuff up now lol
maybe thats looking at total carry limit, instead of per item?
@smoky siren should fix things
** π Discord Releases π - Needs QA build of 0.4.5**
- Many bug fixes and better 'expected' behaviour from the various Shop options
- music option (RANDOM, STOCK)
- itemCarryLimit
- add # Items category ( 0 unlimited, >= 1 limits per item)
- config.yaml refreshes on campaign load (no need to restart game)
- monsterTotalStatsPerLevel: randomizerandomstockwithbounds
- new option randomizes stock stat diffs per level
- monstertotalstatsperlevel fix
- ShopQuantity respects ShopContents
- RANDOMIZE_ITEMS
- Equipment shops will only respect the recall list
- RANDOMIZE_EQUIPMENT
- Item shops will only respect the recall list
- Mixed Shops
- If a shop is mixed, the above does not apply
- RANDOMIZE_ITEMS
- Ban list works better now
- Prevent stage rando on Zackwell to prevent crash
/wordvomitover
Change monsterTotalStats to RANDOMIZE_BOUNDS
in config.yaml. That option in ur config for it doesn't exist.
If that doesn't fix it, send me your config.yaml and lmk what irongoon version you're on.
thank you it is fine now π
Irongoon v0.4.5
now its official w/ the github Wiki fully updated and some other bugs fixed
ty for your continued hard work the mods so fun!
excellent, glad you're having fun
@faint sinew cant get items from battles, intended?
always triggers swap items screen
yes, the itemCarryLimit uses the GiveItems event
which is always called on shops / drops / chests
i didn't see a nice way to tell what 'source' the giveitems is coming from so i just went lazy for now
inb4 ink uses a stackwalker to examine the call stack
(and I have to revoke his modding license)
i considered looking into how good java's reflection is compared to .NET to potentially arrive at the above 'solution' to the dilemma
but then i rmbr'd i don't like Java that much
StackTraceElement[] stackTrace = Thread.currentThread().getStackTrace();
its this easy?
LOL
if (element.getClassName().contains("ShopScreen")) {
return true;
}
That's the most inefficient way to do it
details
Look at the loadDrgn* methods
final StackWalker.StackFrame frame = DebugHelper.getCallerFrame();
why r there so many ways to meta program
Old way vs more efficient way
idea for irongoon: randomize script ops
u r more than welcome to make any prs u want for irongoon, i'll merge em no questions asked
bet
Is this your overcorrection for my 6 month PR waiting period
The amount of spite that grows in those waiting periods π
Ink's villain origin story
i think i might be dumb. I can't select presets or change starting character in the config generator.
Those are all disabled, as they're not implemented
The speedStatMonsters setting in the config file doesn't keep monster speed at stock when set to MAINTAIN_STOCK. I can still alter monster's speed with the speedStatMonstersUpperBound and speedStatMonstersLowerBound setting. I'm using Irongoon v.0.4.5. The other monster settings like TotalStatsPerLevel and hpStat remain at stock when set to MAINTAIN_STOCK, so I'm almost certain this is a mistake. Or am I mistaken?
Maintain stock or stock should keep things stock. Will need to see why the upper and lower modifiers are ignoring monster speed.
Good find. π
they usually do it with method handles these days
And yeah, this is one of the gazillion reasons, I would rather use Clojure or Kotlin on the JVM.
so i wanted to ask i am thinking of streaming in future and was wondering if it was ok to Do a Playthrough of SC/Irongoon wanted to get created permission before locking anything in
so i also can't have more then 2 of each item every time i Rando now is that normal?
You're welcome to stream anything :]
The rulesets are completely arbitrary and up to whatever you find fun or want to explore.
The default config is just one experience of randomization. Personal preferences largely by me based on my own play throughs and what I've found to be interesting.
ok Just wanted to know as unable to make my own seeds so wanted to make sure it was normal in the default or was getting unlucky
Definitely need to be able to generate your own seeds! The website can do it for ya.
This site?
Yes that's the site
do i have to open the Config yami file with a certain program to work?
That site will generate the config yaml for you
But if you want to edit it yourself you can just open it in notepad
ahhh ok sounds good thanks
Do we have a code/formula for chest item drops yet?
not yet
ok sounds good
https://github.com/Ink230/irongoon/releases/tag/v0.4.6
Works w/ latest devbuild now
Will one day fix the 60MB shadowjar thing. π«‘
Heyho.. I saw that "modification" ..
and i got told to ask it in here.
Is this like more just stats random from enemies and charackters or is there a Randomizer like for bosses and monsters?
Like.. the first fruegel is changed with dont know Faust or whatever but scaled to the part so its beatable?
mob-specific or mob-groupings is planned but atm it is all mobs or none to be affected by the randomizer
you can randomize characters and not enemies or other way
you can change if its body stats / hp / spd / drg for chars though
chect website for more or look at config
i think there's many types of randomizers and 'true randomizer' is only accurate to randomizers on open world / unlocked games like oot
pokemon is a largely similar linear story aside from gen 1
there's approaches to making lod less linear but its all a lot of work
the all in way would be:
first step is random enemies / encounters. Somehow making this make sense with either a) levels for down/up scaling, b) submap based scaling, c) 0-level progression flavours, or d) any other wild way to solve this.
second step is randomizing submap / world map entry points
third step is generating some type of 'open world' flow and associated logic for key items -> can be super messy and dynamic or specific keys retain their original purpose
fourth step is making all the above fun and interesting for a randomizer
lighter variants could be per disc, or some weird stuff with auto-scaling mobs anywhere...etc.
lots of potential i think.
and then something to keep the original spirit of the game but make it not so linear-locked...seems like the hardest one to figure out. The other options above kind of throw the 'spirit of the game' out the window. :]
even if you scale stats properly
enemies like faust have 500% magic multipliers
no matter the scaling thats not gonna work
this is embedded in the script btw
Yea it's going to be fun
Game with a hardline linear experience being obstinate toward randomizer-ing. π
I have some some ideas
i mean. The randomizer, needed to scale the lvl and stats from the bosses down or something.
when you switch the place
Like . First Fruegel have this and that stats. Then you switch it with like Faust. and faust get the same stats as fruegel. So you can beat it.
but maybe with a little variaten in the stats?
i dont know if this is even possible, bcs i cant code but taught that would work in somehow.
But appreciate the honest answers!
Crazy idea: make enemy attacks do percentage-based damage instead of the normal calculations. That way, no matter what level you are, the pain is the same! This is probably very flawed but would at least bypass having to make all enemies and their abilities dynamically "fit" at every possible point in the game's progression.
drew this isnt soulslike lmao
hey it's already part of the vanilla game after all π .
Also, I didn't say how much percentage. Percentage can be low for several attacks, unlike Dark Souls.
But how can you learn an attack if it doesn't kill you in 1 shot; forcing you to walk for 3 minutes before trying again?
My irongoon playthrough rng has been something else man, kongol with 35 speed with baseline 30 stats at level 20 XD
Look how they massacred my boy
Sad big potato π₯ π’
Well this is a problem
Itβs just this one magic attack from that lady executor thatβll fuck me up completely lmfao
My Hard Mode stats so far
those are some nice stat spreads
Hey Ink's alive
sometimes i crawl out of the chains of work
Sounds like you could use some severing
there's a new TV show for that!
Hello. I was advised to post a mod suggestion here. - I saw that one of the feature is being able to replace Dart in the party. I was wondering if it's ever been considered to have a feature where the party is randomized for every encounter. (Maybe an option to have the selected party members for boss fights)
that would be awesome as an option
Is Ink=Irongoon?
Ink is the author of the mod. Also yes.
Thank you for the answer and added context!
Glad you like it!
Was trying to make edits to the scdk-equip-stats.csv and I don't see the changes in game. Edits I made to scdk-character-stats.csv change the character's stats, so csv edits at least somewhat work for me.
Equipment not yet supported. Monsters and characters excel sheets are supported.
Equipment is complex with a wide surface area of possibilities. How do you envision equipment to be randomized?
Randomize who can equip what.
how come I dont see this under my mods? Am I doing something wrong?
That depends, what did you do? π
see #1199973469148958822 message
Can we adjust the config.yaml while SC is launched or does it need to be adjusted before launching SC?
It seems like I cant turn on/off the toggles. Are these not included yet?
Also am I replacing all the existing text in the config.yaml file with the generated text from dragoonmods?
@faint sinew Sorry for the ping, just want to make sure I'm doing everything right
Mods are reloaded when you start the game so if you edit it while on the title screen it should be fine
So I replaced all the text in the yaml file with the text generated from Dragoonmods and it seems that I no longer have any sound
Not sure how to fix this
I have no idea then lol
I seem to have done a nono
SC isnt starting now

More error log further down?
I only changed this config for irongoon
To note: I did game over on the randomizer so im unsure if that messed something up
Yeah it's an issue with the irongoon config
Save me Lord Monoxide
I found a way to fix it. @quasi root No need for further assistance at this time
Okay
Ink doesn't have a whole lot of free time lately but feel free to post here if you have any issues and someone should be able to help
Will do. Thanks
Actually rolling 1 M att shana at the start is crazy
I'm glad you got it working. π
I need to improve at least the error messaging for config parsing issues. Yaml was a choice.
Good luck with beef Shana.
Dart rolled 0 def body 
Yeah, itβs working great now! And Iβm really enjoying it
Is there anyway to change the random battle maps/battle music while keeping this seed?
Yes. Can just change the options in the config. Providing your seed is being used from the config and not the auto campaign one.
music might always be randomized in battle for this build though
I generated a new seed on dragoonmods and imported that into the irongoon config. So I believe it is reading that one. All I need to do is change the stage variable under the #encounters segment yeah?
yes
Awesome! Thanks Ink 
yw, keep us updated on your runs :]
Happily 
Dart may or may not have just taken 1210 from Urobolus... π
That 0 Def is no joke
Ok, i might be keeping the random battle stages. So cool seeing the cutscene play out here
in case someone wanted to see the image
My man is wearing toilet paper armour
Lord help him
I had Knights shield off of him cause he would still get one shot during the snake fight
Toilet paper armour got my sides hurting lmao
Most people have an effective armor of 0, tbf. π
lvl6 0def gl for the rest of the run
Urobolus wrapped around a tree goes so hard
HEALING RAIN IN BALE SHOP 
Dart redemption
MAGIC SIG STONE IN THE MARHSLAND 
This run is looking so good
wait that's retail
ignore me 
Im so looking forward to that
being able to multiple material shields is def helping with toilet paper dart
Does getting an Elemental Field actually boost/lower the respective elements?
Yes
dont rmbr exactly but i think the elemental stuff for stages among other things are in scripts so can't modify that to be in line with anything atm aside from forcing some logic to pick known battlestages with desired effects
Oh I misunderstood the question, my bad
Magic dart goes CRAZY
Magic Dart strikes again (still disc 1)
So fitting
RNG teh urn
@faint sinew hey Ink have you heard of archipelago (The multiworld multi-game, randomizer)?
Hereβs a link to it in case you see this while Iβm away:
Iβm wondering what the viability of getting LoD SC added to this would be?
(Perhaps this is a question more suited towards Monoxide
)
Capability is there. Capacity not so much.
What makes meta-modding things like this possible are large and committed players of the mods, not so much the mod authors or game creators.
It is also a hard dependency on their api and infra. So it would be more of their community wanting to see sc on their platform rather than the lod community wanting it on there.
Would be fun either way.
Damn, I would love to be able to see it on there one day. Playing LoD randomizer while helping friends in their own randomizers would be a dream
But I understand the hurdles that would need to be tackled to do so
I just had a mini boss run from me due to confusion from Bemusing Arrow...
Mah xp...
Haha exp risk 
@faint sinew I'm going to merge the itemstacks branch, I don't think you will need to change too much in irongoon but there will be a couple things
Regole flooded Dole's Throne Room 
Fire & Water Pair, they cover each other's weakness. Kinda neat
What kind of item shop is this π
Good lord the atk values are popping off
14% def and 0% mdef in dragoon is absolutely insane
Quarterly update sync initiated.
Likely Tuesday EOD if no one complains sooner. π«¨
Imagine that in Hellmode π«¨
True Kongol
So real
The kongol we deserved but never got
Also 54 base speed gonna go crazy with double bandit +40
New crash. Not sure if its related to irongoon. Posted in player help
https://discordapp.com/channels/307164262063669248/408013767151058946/1427839994147377203
Its over 9000
Does SC allow dmg to exceed 9999?
Yes, SC cap is 999999999
The first person to hit that severs their chains and becomes the new soa
Iβll see if I can make it happen with the correct setup with Mart or lore Kongol
This may take some time for I am still only on disc 3 and trying not to get aoe one shot by some crazy stated bosses 
waiting patiently, may have time Sunday to patch irongood to latest sc
Thanks for the assist there Dart my boy
I never noticed how absolutely massive the model for the divine dragon was
Rng god
@here I'm going to be merging in a major update today, so if you want to update your devbuild, do so now
Once I push the update, irongoon will no longer be compatible with the devbuild until Ink has a chance to update
Push it Daddy
Does the dev build get auto updated?
ahh, I have to manually update it?
step 1 complete
so many updates with intellij
this one is gone?
use the new encounter registry ir
battlemusicevent looks to be the one to use instead
randomizing escape chance looks like that ability needs a new event
ah giveitemchanges pain and suffering
Irongoon v0.4.7 - compatible with latest sc devbuild
these files are changed in main sc to get it to build on java 25, gradle 9.1.0, with intellij 2025.2 or so
too dumb to figure out why the diff
What's the difference?
just gradlew.bat now
but its constantly keeping itself updated to some version
cant keep it original even with git
even cloning into a new folder it somehow knows
none apparently
File mode?
not sure what that means. the git diff is - every line and then + every line. copy pasting or dragging the file over to my sc fork...shows no diff.
Oh, probably changing line endings
changed those to lf and cr mode already
Okay well I have no idea then lol
Reading this and barely knowing Java, destroys my brain. I am in Awe of your powers. o.o
worked, no idea, let ai take the wheel
hashes were the same too
# Clean Git index
git rm -rf --cached .
# Delete Git's local cache
rmdir /s /q .git\index
del /f .git\index
# Clean Git's internal cache
git gc --prune=now --aggressive
# Reset to HEAD
git reset --hard HEAD
# Re-add everything
git add .
# Check status
git status
Well, okay
Kongol finally acquired some Mdef Dragoon modifier. blessed be no more crashes
Kongol with Bandits ring and speed up just went 3 times in a row. I could cry rn
Finally some justice for the boss man
Sand Kraken. Earth element on a dusty map
Heheh nice
Was nice knowing you
His aoe ice attack broke 10k damage and my characters have decent mdef⦠
This is gonna be a ruff fight
respect demanded
is this from the mod??? o.o
Yep!
Gonna need to look at this more than I was before xD
gonna try my hand at beating it again now
It wiped me the first attempt
Lovely turn 1
is there a reason why Miranda is named "Who?" π€£
this is fun
are the characters randomized? And obviously because who really likes Miranda? I'm not a fan, but thats just bias cause they took my dude's wife... Not cool Melbu DooDoo
No, I can take whoever I want into combat
New team. Hopefully this goes better
Solid start, lets hope for no magic attacks from this guy
welp
Looks at Lavitz Well... your mom's gonna be pissed at me...
Magic dart doing his job
Mind you, its doing that damage while powered down
But with elemental advantage against lavitz/albert since the kraken is earth
YeAH, I'm just wondering how to use irongoon and not ruin myself xD
it truly depends on the seed
yeah
My seed was impossible but I wanted to start the game with lavitz so I just forced added him into my party at the very start of the game
(Dart started with 0 base def so he couldn't live a single attack)
SUCCESS!
Mart always coming in clutch
miranda too cool had to tame them down
Cool to know that the final addition is given in real time even if during combat
when possible in the future I plan to implement options in the randomizer for random character(s) on start, during progression, and per battle.
Was the first thing that sealed the deal for me. Hot swapping additions mid fight has been a god send.
dragoonmods.com has a helpful ui to explain all the options
Ooooooooo supah spicy. Me likey.
Right now, im doing self restrictions. Only running lowest lvl party members and cannot use Next addition until previous has been mastered
where lavitz belongs
Bruh
BLASPHEMY! T^T
i only see weak chests
PFFT
Oooooo
Alright, that one got me
I mean, you're a Meru fan, so that's based af.
Meru is the shizzy. She so dang quick boi.
@faint sinew yo, do you know of a way to unequip items without needing something to replace it?
afaik you always need something equipped
Insert Blocked Slot Armor/accessory here
gamestate editor you can add items if needed
rip, accidently sold all my boots and now bandits shoes are stuck on 1 character
turn random shops on and hope for the best
I just need a pair of dusty sandles
yeah, ive been looking
Callous
Btw the random shops are so sick
They can sell repeatables
they're wild
These were HARD needed on dart early game
there are options to filter out things like repeatables, legendaries, or specific items
or force items in
yea early game is super volatile
I avoided game overs by just force shutting down lol
I want to keep this run alive
Mart gonna take us home
sounds like work for me on sc to do
quick ? there a install guide? I'm a perusing, but i may miss it
This is what the SC folder should look like
This is to launch the game (assuming you have the ISO files)
I got SC no prob. Meant more for Irongoon, so i don't goof nuttin lol
excellent
https://github.com/Ink230/irongoon/releases/tag/v0.4.7
download the .zip
extract into the mod folder of sc as is
i have a post in here with screens one sec
this
this
Should probably pin that
probably
i need to make a video guide
and you'll want to pay attention to
Dart is finally off of Burning Rush half way through disk 4, I could cry
config.yaml applies live to any loaded campaign
additions are badly progressed in the main game...even worse in dmod or this mod
wi assume this means the public seed is one precoded into the game? Excuse my coding and modding illiteracy, I wish to learn.
add learn levels and add hits can be rng'd now but havent implemented
I made it even harder because the characters that are falling behind on additions are usually lvls ahead so I end up not using them as much until they become the lowest lvl
when you open config.yaml the first option is the publicSeed
the website has the means to generate a new one if you want to do manual
oh. Alrighty.
you can also let the campaign generate one for you but thats locked in for the campaign
Q: Is it rough?
A: Don't count on it, ruff.
Will it randomize prior played campaigns or will it require running on a new save to start randomizing? (Mainly so I know if my current save is in danger.)
Apologies for my interruptions. Hope you can get it set up currectly callous
I had some issues trouble shooting it initially
ruff watched Rose for ten thousand years and Rose only reciprocated for a few hours in Ruff's world
Damn, that's rough.
I would recommend starting a fresh campaign for it
if the mod is active, selected for the campaign, it will randomize.
past campaigns aren't auto turning the mod on
the mod is transient. aside from new saves with the mod on...it doesnt change anything in a permanent way.
easiest way to check is if Darts level 1 stats are different or looking to see it the irongoon seed option exists
yep
Is there anything I can do on the game state editor to give me the laws I need to skip Zenabatos π
sc options
Oh you can do it in game without the debugger?
wait
that doesnt seem quite right does it?
i forget how much mine had starting
idk what the total sum of all his stats should be at lvl 1
I did.
screen of darts stats?
1 sec, dialog
2 4 3 4 50 is vanilla
you can speed up the dialog through the debugger if you ever want to
god tier
I guess I got lucky af xD
?max is 70? idr
I never paid attention to base states tbf
how do i set shops to random and stuff like that?
set it to 5 in the debugger and then hit control + q to toggle to 1 and back to 5
config.yaml has all the options
you can read what they do by hovering over them on
dragoonmods.com
BTW, you're a wonderful human being for assisting us, at what for me is 2am. xD
im about to leave to finish painting :]
actually dont use the website config
its outdated
God bless you for this
btw I couldnt find this option in game
nvm
Alright, we got a sea dragon lair fight on our hands
I only run on a black screen stage to avoid possible crashes
bottom of the first link a few options for shops
Good luck out there gamer o7
what are their elements
imagine fire
.> Doesn't have it. Let's not talk about the first fight dropping me two HP pots and telling me I "Have too many items" with 3 of 32 in my inventory. xD
haha there is an option for inventory limits
and per item limits
itemCarryLimit: 2
Yeah, the base is 32 in sc, which i tend to keep, and then I have it set to 2 per item, cause i'm a greedy bast- man.
ex: only 2 hp pots allowed in inventory
hmmm in the config or in the game?
i think with per item limits having your backpack size being 64 is best
and capped my whole invent to 2 even tho I set it to 60
too many options too many well named ones what can i say
time to step up!
cheater
Like I said, I removed it thinking it was a bug capping my whole invent to just 2 xd
Its ok, I was with 0 angel prayers for 80% of my gameplay cause NO SHOPS HAD EM
I had to rely on set chest locations and shana
i died. xD
Popped my potion, smacked me with another burnout.
welcome the fun
NOT LIKE IT MATTERS MAN
SOMETIMES YOU JUST GET FULL PARTY WIPED AT FULL HP

Its fun tho
Love this mod so much
pro tip: monsters have diff behaviours at blue yellow and red hp thresholds
this mod makes you learn them in disc 1
quick ? what is the number to deactivate carry limit? or just set it to match the inventory size?
i fixed it xD
o nice 
massive
Who the hell is Miranda?
The spirit of Lavitz is near π
Letβs ask an expert
Q: who the hell is Miranda?
A: Definitely, ruff.
This is why punctuation and capitalization matter.
βDefinitely, ruffβ is not the same as βDefinitely Ruffβ 
I mean, it did answer your question
Miranda was just a construct developed by Ruff to replace Shana in preparation for the inevitable attempt of the birth of the God of Distraction
Q: is Miranda just a question mark?
A: No, ruff.
π
Whoever Miranda is, she's at least a few question marks
We really donβt know anything about her besides βmom left me and I got anger issuesβ
βAlso I can go pew pewβ
- Better than Shana
- Would despise Lavitz
- Best character depth and development π
Spirit of Feyrbrand rolled its elemental field π
To be fair, meru is wearing the dragon helm lol
seeing this reminded me i needed to play some of my randomized run
I'm considering streaming it xD
Lavitz.... wasn't great man... I'm sorry.
Welp... Apparently Shana has a friggin cannon with 13 attack off body alone o.o
That atk 
You got an atk heavy Shana too? 
Yeah, normally she doesn't do shiz early on. She's one shotting most of the scrub enemies in hellena off rip
so far, but boy, lavitz didn't get a good hand so far, he is actually the lowest hitter
avg rn is 5s while dart is sitting at 10 and shana at 9s
THO These Wardens.... WTF man... One hit lavits for 70....
though, 100%, Dart is my all arounder so far xD He's TOO even. Sometimes I feel like he needs beef.
Just you wait to see whatβs truly possible. 4 digit numbers where being on both sides while still in disc 1 
would the drop loot happen to be randomized? lol
lol yeah, dart is way too even. dudes at 11,11,11,13
nope
i love getting the transitional screen for a battleground. it's just black xD
BRO GIVE ME A BREAAAAAAAAK!
Perfect....
wow lmao
This is peak 
Just noticed I randomized the correct stage for the zackwell fight
IM SORRY? 6 HP BUT 372 MDEF????
What's the logic behind the defensive stats on enemies?
how do you bring up that debugger?
nvm figured it out
lol wtf
okay this scale has me all kinds of screwed up. Apparently I can hit 8s on 193, but 20s on 93... how does this damage model work? lmfao
yeah, no clue lmao
Urobolos got.... nerfed into the dirt...
bro, 7 attack...
WAIT. You're telling me whomever is in slot 1 hits Urobolos? DUUUDE that's cool
Lavitz leaped in the air holding it spear, it was wild xD
Shana sitting at 20 attack and M def with 12 Def. Lol
I just saw Kongolβs for the first time. I have never been happier π€£
What yaget?
Every mob or boss is centered around 100 def and mdef. Characters are not centered around 100 def and mdef. This disparity is reconciled by mobs atk and matk being similar to characters (grow over time) and mobs HP values. Tertiary and a lot less impactful is mob/boss specific movesets or gimmicks to balance things out.
Since the dmg formula is insane and the base is 100def this is why early levels are super volatile. Hitting 5s to 90s because of +/- 5 stat points is entirely reasonable in this system early on.
o.o This makes sense. I've had a few hellena warden sitting at 300 but I was still able to slip a 5 off dart into them. Idk man, it's wild. But watching that 70 pop on lavits was a SCARY moment. I panic spammed that enemy until it was dust in the friggin wind
The mod has enemy variance built in as well. More source of volatility early.
Irongoon v0.4.8
https://github.com/Ink230/irongoon/releases/tag/v0.4.8
Atm no impact on d magic or the d special that gets started.
we in the end game now
bruh im slackkkkinnn i need to finish my other playthrough then really grind out my Irongoon play through.
Work and kids got me rail roaded x.x
ALSO I KNOW WHAT I WANNA MOD. It's gonna be hell on earth, but I have a flippin GOAL
Changing the FLIPPING ADDITIONS FOR DRAGOONS! I can't stand the D.Additions man, that dumb circle mini game screws me at the last hit EVERY SINGLE TIME. SADNESSSSSSSS. I apologize, for the caps, I was just playing earlier and lost my absolute crap after failing 4 seperate D.additions to where i just hard quit the game in rage......
i guess i don't understand how i'm supposed to hit the little red pillar with the ball of light perfectly and it actually count consistently.
Shows I nail it like it says too, and nope. Lol
I think SC changed the timing on the last input from retail
Might be placebo but itβs felt different for me
Maybe itβs because retail had some input lag
Nope, we haven't changed any attack timings
Even on SC i struggle to hit them. It is brutally painful to need to special dragoon to get a free full d.addition...
I just wanna make it so the animation plays and you have the regular adition style interface, while tightening input timing to make the speed difference clear. As imo as a dragoon you'd move significantly faster. Not sure if thats taken into account in game or not.
two factors
- no input delay
- no frame delay or other types of 'lag'
the animations largely line up a lot better now than retail which is a big hint that maybe retail wasn't entirely 'intended'
some animation timings are off anyways but this seems to be to make the hits 'easier' imo
i have tested randomizing the 1-4 frames for addy hits on a per hit per battle basis and its completely unplayable
cant wait to deploy it live
Hi,
Does this allow for randomizing which three characters are selected for the battle party on a per battle basis?
Not yet. Itβs been brought and I think @faint sinew plans to add it eventually. Not 100% sure on that though
Exploring character selections and randomizations atm. A bit finicky but lots of it seems doable atm.
Wide open to specific ideas relating to character rng things.
Well, Character swapping in battle, and Uncapped Party sizes have been proposed because people like using everyone.
If it could be arranged that characters are given certain probabilities for each slot, a very... "MacGyver" version of those could be implement through a randomised system.
I cant program. No idea how...
But I'd be happy to work out the math and percentages of a "Balanced but random" set.
Then obviously a chaotic set would be... Everything XD
Would be interesting cause you would have to really think about how each character is geared
At least in terms of accessories
Yes... Especially with the different rates and chances of "Spawn" for each character.
Uncapped Party size likely will be apart of another mod. Randomizer will support any n party sizes though so you'd be able to mix and match mods.
Char swapping in battle not doable nicely in the modding api in a maintainable way and likely far off from it being doable. It also wouldn't be apart of the randomizer but the randomizer wouldn't prevent it from working however sc or another mod implements it.
Both of those aren't in the scope of the randomizer.
Random party load outs of 1 to 3 characters on encounter is doable though and sounds nifty.
Oh... I was aware of all of that... I meant that randomising party members per battle would be a pleasant alternative to those mods...
As well as something functional with Zy's Hell Mode.
they worked together before, unsure of now but if irongoon runs after dramod then i think all of irongoon events are compatible. its been a note to only implement things that are agnostic to whatever data is being passed in.
exception atm is a hardcoded element mapping list to bind key terms to specific elements.
mr mono has also given us priority handling of mod events so the possibility is there to iron out any hellish issues
new tags are available for modding threads: SC version supported, special instructions, fork, and so on. I have added the Devbuild/3.0 tag to this pre-existing thread.
o.o
I got railroaded so i made a new save, i'mma retry the old one a bit later to try and power up to handle the situation. Kongol got hands...
insert DnD meme here
BRUH literally the second starter fight, bro is hitting 90s. 5 retries, not a single hit below 34 T.T
the actual change for random parties was simple
the gazillion of config options are going to take forever
and this is likey going to be only usable from campaign start otherwise levels will be all over the place if sec chars werent getting exp from the beginning/unlocked/know to give xp to everyone from the start
Thats so sick
also also
I got the cursed stage on a mandatory fight
Forced to smoke ball to be able to proceed. No xp and no equipment drop unfortunately
open debugger and lmk the combat stage id
i added more to the list but ig i missed this one
does this one also crash ig?
yea, it crashes
f
i wonder if some stages load incorrectly at times or im bad at going through the battle list lol
where can I find the ID in the debugger xd
She ran away from the invasion and never got captured
doesnt for me weird
unless its cause im running intellij
did you crash on this one or just presume?
I did crash twice
hmm to indra we go
The crash report I sent is from that exact instance
in these circumstances i just blame monoxide and hope for the best
What an oddity
Iβm just glad thereβs a work around w/ being able to smoke ball out
yea pretty funny
but also indicating it might be your unpack π€·
Welp, for the time being Iβll just work around it lol
Glad itβs just a me thing and not a bug within the mod
yea no crash for me
but he did just attack a dead miranda
and changed her deathbody position lol
ig its slot 0 fun
ig party rando will need a slot override config so nodart stuff can be resolved quickly on the fly
You got this, I believe in you
where stream Ninshi
Brother, it was 4:25am on a weekday when you sent that lmao
WTB stream Friday morning
Work 
Ink's sleep schedule makes me sad
There's no sleep to be had
So, hilariously I've had this same combat screen. I've used items, D additions, transforms, and reggie additions. All conflicts have ended with no crashing.
I'm sorry to hear you're getting rail roaded, Ninshi
But so many restarts man.... SO MANY....
hahaha
getting to hellena is like my entire childhood nostalgia hit
this mod has been a trip because i get do to that run hundreds of times now :]
you experimenting with any of the config options or still going base config?
oh, i've been screwing with it.
I'm about to go reset some modifcations I made, cause I think that's screwing me.
haha
.> i see my misnomer
speedStatMonstersUpperBound: 90
speedStatMonstersLowerBound: 70
gl
shopAvailability: NO_SHOPS
LOL
Ahem Whoopsie.
o.o my randomizer decided Dart doesn't need 30 health, just 23
Internal screaming One tapped by sandora soldier boy
second try, i almost died, but i'm good
Watches a rat run WHAT!? They can RUN!> Gets hit by Chisel WHAT IS THIS SORCERY!?
One thing I thought was only scripted to certain enemies, and the other is an attack i've literally never seen. o.o
there is a doc with all the mob behaviours somewhere
BRUH, i've played a lot of this game and i'm still encountering stuff i've never seen. I'm flabberghasted. I didn't even know about the faust fight until last year!
flabbers fully agape
^ all thanks to you!
You the goat. Hands down.
Got the stage, pic in bottom right is start, bottom left is addition, top right is after a sparknet, top left is finish screen. No issues for me
pog
Your favorite female vtuber when the cam glitches xd
Ink, you got the freedom to invest a second in a brain pick session? I'm goofing with the Config and I think i'm doing something wrong when it comes to shop randomizer.
Ill be home in 20 mins
Be safe, I appreciate you and look forward to picking you brain.
Night! Sorry, was mid chat with the wife. Tomorrow just lmk what of this I may need to change to actually randomize the shops. (shop size was just changed. Not tried it in game yet.
That would do it.
Recalled not shown there.
shopQuantityLogic means if it's an item shop, respect it by only randomizing items.
Overall it's what I would do.
My apologies. Would this happen to fix it? And I left all items in the recalled pool unchanged.
okie doke.
cursed
Adds support for battle party randomizations. See images below for the new options.
Notes
- Config Reference is updated
- nodart is not crash free, use the
battlePartyOverridemomentarily to bypass crash encounters enableAllCharactersis only going to work on new campaign start. Enabling mid campaign will require the gamestate editor to get it in a working state (levels, enable characters).- must update to latest SC
Some examples.
Randomize the battle party only once for the campaign with all characters enabled from the start.
Allow duplicates as a possibility.
enableAllCharacters: PERMANENTLY # only works on new campaign start
battleParty: RANDOM_CAMPAIGN
battlePartyOverride: [] # slot0: rose, slot1: meru, slot2: randomized would be ex: [3, 6]
battlePartySize: 3
battlePartyPool: [] # list of char ids to randomize from ex: [4,0,2,5], empty is all available
battlePartyDuplicates: TRUE
Randomize the battle party for every battle with a different party each time.
Exclude Dart, Lavitz, and Meru. (Albert still rollable)
enableAllCharacters: PERMANENTLY # only works on new campaign start
battleParty: RANDOM_BATTLE
battlePartyOverride: [] # slot0: rose, slot1: meru, slot2: randomized would be ex: [3, 6]
battlePartySize: 2
battlePartyPool: [8,5,7,4,3,2] # list of char ids to randomize from ex: [4,0,2,5], empty is all available
battlePartyDuplicates: FALSE
Same as previous.
Force Miranda to be in slot0 of every party. Other two slots left blank == randomized.
enableAllCharacters: PERMANENTLY # only works on new campaign start
battleParty: RANDOM_BATTLE
battlePartyOverride: [8] # slot0: rose, slot1: meru, slot2: randomized would be ex: [3, 6]
battlePartySize: 2
battlePartyPool: [8,5,7,4,3,2] # list of char ids to randomize from ex: [4,0,2,5], empty is all available
battlePartyDuplicates: FALSE
fyi
0 dart
1 lavitz
2 shana
3 rose
4 haschel
5 albert
6 meru
7 kongol
8 miranda
@chrome wind
Playing this with random_battle with 2 slots only (dupes on) has been a lot of fun
This looks fantastic @faint sinew
Going to enjoy messing with this.
So I've never messed around with this stuff before. This is pure fresh. The way I'm reading this though...
enableAllCharacters: PERMANENTLY
battleParty: RANDOM_BATTLE
battlePartyOveride: slot0: [ 1, 5 ] slot1: [ 2, 3 ]
battlePartySize: 3
battlePartyPool: [ 6, 7, 8 ]
Is the above correct to Randomise and unlock all characters. But have slot 1 Lav and Albert randomly, Slot 2 only Shana and rose and slot 3 random for all the others listed in the battle pool?
Or do I need to present the battlePartyOveride twice, once for each slot?
Override only takes 1 per slot. Interesting idea though with locking multiple to a slot.
All chars will be unlocked.
The Pool means only meru, kongol and Miranda can be rolled. Then the override will be used to override any of those.
Override: [2, 3, 5] is the format
2 is slot0, 3 is slot1, 5 is slot2
Got it. So override operates for 1 per a slot.
Do you know if there would be any odd behaviour by randomising all if all aren't unlocked? Or would it just add the characters to the pool as they are naturally introduced
It (most options) only try to randomize into the battle party characters that are enabled.
Override one just plops them into your party even if they aren't enabled. Think it's the only one.
Damn it all
Iβm almost done with my first playthrough and now I have to do another
Lol i'm still troubleshooting shops xD Cause i'm not smart.
but for now, i'm gonna play some Blade and Sorcery. I really need to commission someone to make a LoD mod xD Even if all the weapons are non changing, it would still be cool to use Dart's sword, or Kongol's axe.
I am back for my annual playthru of LoD
is there anyway for additions to be randomized yet?
I'd like to play with meru starting in the party
but waiting 20+ levels for her first addition is kind of awful
not currently
can work on it next
but also think that being able to provide manual customizations would be helpful too
I would imagine it wouldn't be too difficult, do like a randomized with level bounds. But I am not a coder so I could be horribly horribly wrong
Also I was playing around with it last night, with all characters added at start, is there no way to remove a character from the party without swapping them? Like to go from 3>2>1 character
In SC there is a "Unlock Party" function in the options. Selecting that will allow you to remove party members and but them in reserve
So I had that checked, is there a specific button for just remove party members?
enableAllCharacters PERMANENTLY will keep bringing back all chars on submap load.
STORY_CONTROLLED will enable them on campaign start but will not re-add them back.
So the game state editor in the debug menu can be used to remove characters.
Any character not enabled will not be included in the battle party randomizations...except for battlePartyOverride.
so i how do i empty a party slot using debug? i tried leaving it blank but that did nothing. And in the replace menu, normally if i wanted to empty a slot i would just click on a blank one, but since all chracters are unlocked, there are no blank spaces to clik on
Yea the UI doesn't work if you have all characters unlocked.
With the battle party options this isn't a problem cause you're not in control of the party.
Without it, you need to use the gamestate editor. In an hourish I can send pics of what to do.
img1 - all char unlocked, all you can do is swap not reduce party size
img2 - enter the gamestate editor to the rescue
img3 - notice Party and Character
img4 - look at what i change
img5 - look at what it did
img6 - now look at this field, and its value
img7 - look at the change
img8 - ta da
@smoky siren
let me know if this works out for you
zip file has updated csv's
you'll want to change the addition unlock csv data to whatever youd prefer
at times i wasnt getting notified of the unlock so dbl check in the addition menu
ill add an addition unlock option for .10s full release
stock, levelOneStart, random
stock as usual loads from the csv
levelonestart will be a preload of what i think would be good addition unlock stages for a level one all unlocked start
random some type of rng to when you unlock, idk yet
for body stats, Randomize stock per level = Maintain_stock?
no rando would be STOCK
okay cool just double checking
can confirm this works now, thank you Ink
great
Bro holy ahit you work like a damn Mule. I disappear for a few days and you already got random additions about working? Absolute Chad.
Just pulling data from a csv.
Not yet randomized.
But soon
Is there a link for the mod and what all it changes? I tried checking pin and phone says nothing to find
@robust dome this is the first post
nothing is pinned in here
github has steps to get it working or ask here
and there is a reference for all options
https://github.com/Ink230/irongoon/wiki/Config-Reference
@hallow elbow when you gonna find all the bugs in 0.4.10, 0.4.9, 0.4.8
aka stream while im at work 
bodyTotalStatsDistributionPerLevel: RANDOM
If this is set to Stock the launcher runs an error.
If i set bodyTotalStatsPerLevel: STOCK will it override the distribution to stock as well?
Is this also in relevance to the upper and lower bounds? Does setting body stats to stock override anything that would do to?
Yes, bodyTotalStatsPerLevel: STOCK will not use the distribution config.
Thank you.
I'm attempting to achieve a "Only battle party is random" config and think I've done so.
Appreciate your amazing work ink
you can post the config and i can review
i have presets in mind but unsure yet how to deliver those in game
irongoon Condig for Randomised Battle party and battle music.
Characters to unlock as part of story
Looks good π
Good luck!
I'm gonna just.... Snatch this config and update my irongoon xD
I'm using it for a Hell Mode playthrough with Zy's DraMod...
Honestly, so excited. Gives me a reason to make sure everyone is geared reasonably.
Also, battle music is still randomised with this config
oh yea music is always randomized atm
im lazy
I'm pretty sure there is a function you have in the config already to prevent music randomisation.
I just left it on in this config because... well.. randomised music is cool
Zieg being Dark is kinda neat lol
Shana on a tree branch lmao
Fitting stage for the final battle
Battle music is basic battle music lmao
Melbu is light element π
Maybe he was the good guy all along
He was anti soa until a couple of kids up to no good walked in
Lavitz and Kongol would have been rough in Zenebatos
fixes some crashes with shop randomizations enabled
initial attempt and playthrough of these addition unlock levels
constraints
- all chars unlocked from the beginning
- you dont get to choose your battle party
- either stuck to one distinct party or your party gets shuffled every fight
- no ultimate additions before level 20 except Kongol and slightly Rose
this spread felt nice but imagining repeated runs where the novelty has worn off and im not getting dopamine from all the new things to keep track of, i wonder if it would still be good
went from stupid busy at work to montreal trip to osrs sailign addiciton
i'll probably have time to stream again after i max. i'm off every second monday so i can aim to stream one of those days
bruh i somehow completely dodged poutine
went to schwartz's tho
yea nice town
decent size city without being toronto so i'm down for it
indeed
I must be doing something severely wrong, but whenever i generate my own config.yaml severed chains fails to launch. Using the config.yaml that came with the download works fine.
generate as in manually fill in and change?
feel free to post one that doesnt work for review
For the record i went to https://dragoonmods.com/mods/irongoon and had it generate my settings.
Mods, tools, randomizers and more for Legend of Dragoon
Well, at least it was easy to diagnose.
I guess i will come back later when its easier to make a config
At some point it'll be an option to configure via in game.
It likely will never be easy and you'd have to rely on others making configs or others sharing popular configs around or mods using the randomizer in some way.
Killer features for a vanilla play through
- max of 2 quantity per item, with item stacks enabled
- randomize once enemy and char elements
- shop recall default list
This was a fun and simple run to set up!
The included file that i did get working had random party members per battle, and only 2 items allowed, it was a deal breaker for me. Im just looking for a simple setting of random stats but i couldent get it to work.
Random items when that exists also sounds like fun
v0.4.10
only stats are randomized for characters and mobs.
lmk if theres anything to adjust
Thanks for the help, i will test it out when i get time during the week.
Nice, first rando i started and shana has 108 hp
Dang best seed
Can i request a feature?
Randomize speed every level.
Its kinda sad when your entire team gets slapped with sub default speed. Waiting out their lull in usefulness and incentivizing using other party members is a good compromise.
Hahaha that's amazing π
Will do
Every level or every disc π«¨
Ever boss ?
Lose 1 speed permanently on addition miss?
:]
Disk sounds fun, but level is chaos
every tick*
Lose 1 speed on guard, restore speed on inn rest.
Haha yes.
I have to say, my favorite thing so far is the random shops, having access to the repeat items early (if you get lucky) makes rolling low stats still enjoyable. My only complaint is their buy price is their sell price, which makes them by far the most money efficient thing you can buy. Powerful spell items, Healing rain, and everything you cant normally buy suffers from this.
Yea part 2 of shops is adjusting the buy sell in some way
Come on Albert, you were so close. Jokes aside though, he is a massive upgrade from my 30 speed Lavitz. And good to know it rerandomizes character replacements.
Lenus casually hitting the entire party for 1,500 damage...
My god... Its time for shaman Kongol. Look at that D magic.
Holy good lord
And it can still go higher as you lvl the dragoon lvl
Update on kongol with meteor strike, might have a lot of magic resist though.
Have some trash mobs with that
who would have thought just giving Kongol dragoon magic was all he needed to be fun, i always thought it was his speed.
kongol goat
Golden Dragon appears
damage
After having played the first 3 chapters, i have some thought on randomization options i would like to see in the future.
1 - Chest contents / weapon shops / enemy drops
2 - Addition stats
3 - Tie random stat growth to dragoon stats
4 - Key item randomization with logic
Elaborating
1 - Finding gear earlier than you should sounds like fun, and could make some of the less useful stuff like elemental stones usable.
2 - Most additions are useless after you unlock the final, we need to mix things up.
3 - Starting dragoon stat modifiers governing how much of the characters total stats are distributed. example my Kongol image above would get almost exclusively magic attack, and no physical attack. It would be smart to limit the minimum stat to 50% with this setting.
4 - Cant wait to buy the war bulletin for 1000 gold and get a bouquet of divine dragoon.
chest randomizations is going to be a long time for that to work...lots of sc work needed,
enemy drops are possible to randomize. along with equipment stats. have yet to implement these.
weapon shops are randomizable now, options exist for them.
addition stats in progress based on per hit and status affliction. no eta.
different distributions and logic for body and dragoon stats can be supported. need full details on what these suggestions mean as the whole thing is complicated with lots of things to consider.
key items or goods just got registry support in sc. a lot of other key item like things are still locked behing scripts.
for 3 you can king of do this already
Sounds good, looks like quite a bit of what i want is being worked on already.
On the dragoon stat front it is a bit confusing to get across, lets see if i can clarify
Say Darts dragoon stats are 50% 100% 50% 200%
attack and M-attack would get the lowest share of stats on level, defense would get double that, and M-defense would get the largest share.
I suggest this because on my playthrough most my characters ended up with pretty much balanced stats, a little more oblong distribution would have mixed things up a bit more.
Alternatively We could just use a ranking of 10% 15% 30% 45% stat distribution based on lowest to highest.
That way characters keep an identity based on their native stat growth.
Meru just casually being a nuclear bomb
Best party π₯³
I screwed those settings up, ngl. xD
The game went wild. I had 3 Mirandas that would swap but dear god, i hate it
how bad this looking? I just changed partyduplicates to false
Looks fun
Item carry limit 32 means u can have up to 32 burn outs. I recommend inventory size 64 with an item carry limit of 2. But just personal preference.
any time i try and set that to 2, it makes it impossible for me to pick up more than 2 total items, idk, might just be me, but never was able to grab a second item named the same, it just locked me to an invtory of 2
I used Options > Gameplay
That is exactly what it's for and what I meant.
Inventory Size: 64
Item Carry Limit: 2
Item Stack Size: 1
bro i'd fail. 2 healing pots? jeeeeeez talk about needing to cheese guard xD
Haha :]
Ten minutes in a small battle just to fight the boss xD
Been there back in the OG game when I was 12 xD
My dumbass ran out of potions and was like "I can beat this thing" yeah, no. Not then.
I would entertain smaller stack sizes, but i randomized shops and all my healing potion shops were limited access, good luck buying potions again from Dabas.
I think my run hit a dead stop, damn divine dragon spirit in mayfil hitting 5K through power down, power up, and rose storm. Time to plot my next settings.
For the runs that come after π«¨
Hello, anyone puttering around?
always
okay. I fixed it. But also. LOL
Idk how, but I broke the status screen. Then fight loaded to an Instant game over after that
Changed some stuff and broke the ability to even have a character at that point. So i back tracked. Does changing Charavailability to Stock, block the randomization of the first fight? It seemed to force Dart the two random runs I started.
Need screenshot of the status screen
If I get it to happen again. I will~!
It was a one time thing so far, and it was directly after I updated SC
Character availability needs to be on at the start of the campaign. Turning it off and on after starting a campaign is likely to have things be weird.
But nothing UI should break from it
What I think did it, was I changed enableallcharacters to stock, then changed the battleparty pool to exclude specifically dart. When I ran it, popped open the menu and checked status, prior to the fence, the border detailing around his equipped gear was just gone.
Like I said, if I get it a second time, i'll let ya know.
But I don't really want all characters enabled, can that even be Stock and still get a randomization?
But, funny thing
Yes enable all characters stock
And still have party randomizations
Okay, so it was probably something to do with the fresh update and excluding dart as a randomization option. Or just the fresh update xD
That screen is all position based and it also breaks with all characters on there so it needs some fixing
Exclude Dart, only have Dart unlocked...I think it should crash. :]
It just auto failed the first battle and GO screened me
Lmfao.
Didn't even spawn a character just loaded in, showed the field, fade to black.
I'm surprised SC handles that without crashing
Same



