Saturday, March 10, 2018


A few little fixes and such:
- Fix issue where encountering Vampire in chaos mode would softlock due to the characters being placed on the wrong layer for collision.
- Fix issue where swapping two menu items could crash the game (this was introduced by the "status glow" hack in 0.91)
- Take out neko/watts on a few chaos maps where they could potentially be unreachable.
- Add character selector for chaos mode.
- Change the way removal of characters is done.  Deselecting girl or sprite now won't even ask you to name them and you'll never see them.  Please note that the boy still suffers from a few minor/graphical glitches if removed from the party.  Would recommend NOT unchecking "Boy" from character list for now.
- Add a few new chaos maps (mainly south town sewers)

Friday, February 2, 2018


Couple new things.

- Add "Chaos Mode" which randomly links vanilla maps together into a dungeon.  Basics of chaos mode:
   - Knowledge of game maps is useful.  Maps with three exits have either a mana seed room (which bumps up the mana power, and max level of spells) or an element room, which will grant you a set of spells.  Four-exit maps have both.  Two-exit maps are pass-throughs to the next floor.
   - Every mana seed and element spirit should appear exactly once.
   - I took out the floor indicator for this mode for a little more immersion and less of a "countdown until you're done"
   - Every once in a while Neko and Watts show up instead of enemies.
   - I had to painstakingly document exits to transform on each map, and set a whole bunch of flags for how to handle the maps.  It's possible I fucked a few of them up and haven't realized it yet.  If so, these should smooth out in the coming weeks.

- Fix an issue where enemy weapon damage was not being stored properly.  As a result I had to make some enemy stat adjustments to all modes.  You might find that all modes are a little harder and some enemies hit harder now.  Enemies should overall have less HP and be less grindy.

- Add some descriptive text for each mode on the UI, and adjust some tooltips.


Thursday, January 11, 2018


A bunch of new stuff.

    - Better detection of speedup status to determine whether or not movement speed should be increased.
    - Optionally change character palettes to reflect some status ailments/buffs.
    - Select which characters to start with
    - Shorter ancient cave roms scale up faster - enemies, drops, shops, mana power
    - Speedup increases weapon charge and energy recharge rates
    - Fix issue with rabite colors resetting when poisoned
    - Add options field for easy copy/paste of options on the UI


Thursday, December 28, 2017


A couple fixes from my test stream last night.

- Fix crash when leveling weapons to 8 in boss rush mode.
- Properly limit the slime bosses' MP.


Wednesday, December 27, 2017


Hey, a bunch of new things.

- Add boss rush mode.
- Fix issue where having Windows 7 set to zoom at 125% would make the window have the wrong size and be generally unusable.
- Add option to remove a couple sounds that commonly cut out the music unnecessarily (like footsteps)
- Fix issue with incoming position for Limeslime and Darklich boss arenas.
- Add option for "aggressive" bosses.  This makes them have this behavior.
- Remove doorway tiles in Mech Rider 3 arena.

So this adds a new mode where you face all the game's bosses in a random order.  This currently works as follows:
- Every floor starts you on a "rest" map with Neko (sell only), Watts, and Phanna.
- Phanna will restore you for free, but only a certain number of times over the course of the run.
- Your characters start at a certain level and gain no experience.
- Boss fights do not restore you after the fight ends.
- Defeating a boss grants you two random orbs, three random consumables, and two random pieces of gear.
- Your characters now start with the weakest hat, armor, and accessory (in vanilla, it's only the armor).
- Leveling up a weapon at Watts automatically allows all three characters to charge the weapon to its max power.  At the start of the run, every weapon can already be charged to 1.
- You start with all eight elements and all eight mana seeds, so you can level your spells as high as you want, but MP will be limited.
- MP Absorb has been changed to absorb a max of 3 MP from enemies, but still damage their MP by the original amount.
- Mode 7 bosses (Lime Slime, Dread Slime, Mana Beast) have unlimited MP in vanilla SoM.  This has been changed.

I may make Neko sell some things eventually.  At the moment I like having it limited to the couple things it gives you, and Neko is just there to trash your items and make a little cash for Watts upgrades.

I also may make shorter modes where you don't do all the bosses.

The concept for this is inspired by Kirby Superstar's Arena, where you re-fight all the bosses in a random order and are only given a limited number of tomatoes to heal.


Sunday, November 26, 2017



- Fix an issue where Ruins maps starting at the roof would put you on the wrong x/y if the boss arena was a vanilla one.

Thanks to ThanatosZero for identifying this one.


Saturday, November 25, 2017


Some things.
    - Add in all bosses that were not previously available.  Only Mana Beast should not come up as a random boss now.
    - Original arena option for all bosses; will be used if current tileset can't support the boss, or sometimes just randomly.
    - Manafort interior is now 4x4 rooms instead of 6x6 to make it less tedious.
    - Greatly reduce number of whip rooms in manafort interior.

Known issues/Notes:
    - Dark Lich has some graphical issues when he's transparent.  Not sure what's causing it, but it shouldn't really affect anything.
    - Dark Lich and a couple other bosses are a little laggy.
    - I had to change a little bit of boss hit detection code to fix a semi-vanilla glitch with Hexas that kept creeping up.  I'm not 100% sure this doesn't affect any other bosses, though I tried a bunch and they seemed fine.