Brawlers with Poison are bad, but Triliums are almost the exact same situation. You're guaranteed to encounter at least one Trilium in every battle on the final stretch to Vargas, and each Trilium has a 33% chance to poison a character on their first turn.
Touché. I have an idea, and it will go in with the shop update we already have in mind. Shops that already sell Sprint Shoes will still be guaranteed to sell Sprint Shoes, so why not take this a step further with some status items? Item shops could either sell a few ailment cures, or a Remedy. A Remedy will be kind of costly, especially early-game, but it would at least be available.
On the Floating Continent, Ninjas are substantially more dangerous because Thunder Rods are no longer breakable, and repeated castings of Ramuh or Bolt 2 will drain your resources fairly quickly... assuming you can defeat them quickly enough to begin with. It's possible to encounter Ninjas in every single encounter on the Floating Continent, if you're unlucky.
In terms of general speedrunning, that's basically a run-killer anyway. I do have an idea that can at least help prevent such a scenario, I just need to implement it.
If I'm not mistaken, it's possible to roll a South Figaro without any healing items, right? In that case, a person with a surplus of Softs might actually prefer a 66% chance of petrify to sustained, slow death by physical attacks.
Sure, but what if you don't have that surplus of softs? I can see your scenario playing out, and I can just as easily see a scenario with no healing items and no status lifting items.
It's possible to roll a berserker Celes who has access to neither Jewel Ring nor Ribbon. In this situation, she is especially vulnerable to enemies using Petrify attacks at the start of the World of Ruin.
With the current version, yes. However, we have already made a change to the relic system that will negate this point. All relics will go be equippable by everyone again, save for the few unique that only make sense for one person to wear. CELES SMASH!
And so on. I also don't necessarily agree with the sentiment that RNG shouldn't determine success to at least some degree.
I guess I worded my sentence poorly. RNG shouldn't be the sole
determining factor of success or failure.
RNG gives an incentive to gamble and helps craft colorful situations. A player who is suddenly carrying a statue up Mt. Koltz has to make a difficult decision about whether it is worth attempting to reach Vargas, or if they should just reset and start from the base of the mountain.
One thing that has both hurt and helped the randomizer is the rather abundant supply of free inns scattered throughout the game. Narshe, Figaro Castle, Cave of South Figaro, Duncan's house, Returner's Hideout, Phantom Forest, Mobliz, and Gau's Father's house all have some form of free inn.
I don't know if there's a better way of identifying whether a palette is used for 8-colors or 16-colors
I don't think there was either. I just used the monster sprite editor to determine which monsters had 8 and which had 16-color palettes.
You're probably familiar with the palette format, but I'll explain it anyway. Each color is two bytes, so a palette of 16 bytes has 8 colors. The highest bit is used for some kind of transparency. The next 15 bits are red, green, and blue components (5 bits each), though I don't remember what order they're in.
ABBB BBGG GGGR RRRR
In Beyond Chaos, the way colors are mutated is very simple. Each palette is partitioned into groups based on which color components are dominant... for example, a red group, a blue group, etc... except I use 6 groups. Then, all of the colors in a given group have their color components swapped the same way. In addition to that, I might fudge the "middle" component closer or further from the high and low components, but I fudge this component by the same ratio for each color. This technique results in coloring that looks very consistent with the original artwork because the shading and general composition stays the same. But it also varies the results in more interesting ways than a simple hue change.
That is an interesting approach.
I hope that was helpful.
Indeed it was!
If you'd like to see the algorithms themselves, the relevant code is in