About this mod
Fire Emblem Engage's most expansive Randomizer! No need to mess with files or programs or figuring what mods work. Just install the mod, set the settings in-game and start!
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
Output files are generated by pressing + on the Draconic Vibe Crystal Version 2.X.X in Plugin-Settings and are saved in sd:/Draconic Vibe Crystal/.
Requires Cobalt Version 1.21.0 or later. Installation by having the plugin's nro file contained in a folder in sd:/engage/mods/. (Example sd:/engage/mods/DVC/libvibe.nro)
The extra m026.txt is to prevent the game from freezing when transitioning to phase 2 of the final chapter on Full Deployment mode.
Any previous save file will not be affected as this plugin randomizes everything when you load up a save file or start a new game. Settings are located in Cobalt's Plugin Settings in the Main Menu
Current Settings and Features
- Tilebolical - Random map event tiles that will produce a random effect.
- Random Fog of War
- Support for custom unit/ custom emblems in randomization.
- Random Map Mode (Continuous Mode only) - Randomizes Map order after Chapter 4 with scaling enemies.
- Randomized Assets: Weapons and Unit Info Randomization (In-Game Settings)
- Change Unit Costumes in Battle Preps (see readme for full details)
- Randomize Emblem Energy / Terrain Locations (Setting available In-Game, not during the map)
- Option to set seed for New Game and re-seed in-game (requires save/reload to change), using keyboard.
- Random Re-Classing (Second Seals with randomly pick a random class independent of weapon profs)
- Automatic Animation correction + Unique classes. Automatic Transformation for Emblem Classes and Monster Class.
- Automatic text correction in story dialogue for playable units, to reflect recruitment order
- Dragonstone/Emblem-Transformaion animations for all units in Fell Child Axe/Lance classes
- SP Randomization + Skill Inheritance Chaos Mode (Any skill in skill pool has a chance to be inherited)
- Enemy Emblem randomization to match Emblem randomization data.
- Character cutscene and dialogue swaps for main chapter cutscenes and dialogue
- Custom Units in Random Recruitment Order / Custom Emblems in Emblem Recruitment Order (Experimental)
- Randomized Shop Items
- Randomized Class Styles
- Continuous Mode ( play the game with no somniel/world map and gameplay changes to balance that out)
- Male exclusive classes by JobData Flag value 16.
- Blacklist to remove skills/items from the randomization pool.
- Automatically skips prologue.
- Automatically adds re-classable exclusive classes if Asset Table entries are available.
- Randomize Engage+ Character Links with the 12/19* Emblems
- Autolevel enemies and map recruited units.
- Random Map BGM - Randomizes BGM for each phase in map when starting the map.
- Randomized Emblem Sync/Engage Data - Randomize the sync skills and stat bonuses for playable emblems.
- Randomized Engage Attacks/Engage Attacks Links. All Emblems will have a randomized linked engage attacks when adjacent to a random emblem (will not be the same engage attack for the linked one).
- Randomize Item Obtained/Enemy Drops (will not replace any rare items).
- Randomized Emblem Recruitment Order - also changes when emblem paralogues are unlocked.
- Randomized Recruitment Order
- Randomize Skills for Personals/Class Skills
- Randomize growth rates for personal growths and class growth modifiers
- Randomize recruitment class and enemy classes (1.3.0) - All recruited units will be recruited in classes that everyone can reclass to. Starting inventories are automatically corrected so that the unit can use staffs and weapons regardless of what the class they were before.s.
- Support for inheritances skills for emblems.
- Random S-Rank Bond Rings skills (if Skill Randomization is enabled)
- Incompatible with the auto level plugin
- Game Progresses from Map to Map, without the Somniel/World Map (exception is after Chapter 3 for mods that grant emblems/units via Lua script)
- Units will gain exp and sp after completion of each map. Well items are rewarded.
- Option to use DLC/disable DLC.
- Random Map order will randomly select a new chapter at the end of each map. Starts after Chapter 4. Enemies are scaled and logic is implemented for emblem recruitment (Chapter 11 requires 6 and 8 to be completed, Chapter 11 adds 17, 19, 20, 21 to the randomization pool, etc).
Randomized Classes
- Classes are assigned when the unit is created. Classes are not fixed. Reloading the map or the unit spawning will change the class
- Player units are restricted to classes that all units can reclass to defined in the Job.xml that you are using.
- Enemy units that are size 1x1 and are not in a unique class are able to reclassed to any non-unique class, non 2x2 wyrm classes. Classes with flags = 0 or 1 are ignored. AI will be adjusted if needed for staff user, and dancers.
- Animations for unique class are automatically done via Draconic Vibe Crystal. All units can transform and use monster class (except for Great Fell Dragon / Fell Dragon) and Emblem Classes.
- Enemies will start in random classes after Chapter 4.
- Option to ignore add classes if the class list contains more than 111 classes.
- Playable Unit can re-randomized class during maps (Chapter 3 and earlier) and in unrecruited units in map preps (Chapter 4 and later).
Randomized Skills
- Skill Pool for randomization contains all skills that are not related to engaging, hidden, or related to emblem switching (Night and Day, Friendly Rivalry). Skills like Dark/Fell Barrier are excluded in the skill pool.
- Personal skills are the skills that do not have an inheritance cost.
- Class Learn skills are the non-upgradable skills from the skill pool.
- Eirika's twin related skills and Edelgard emblem's gambit are split up into different skills for emblem sync/engage randomization.
- Enemies will start gaining a random skill after Chapter 4.
- All S-Rank Bond Rings will have a max-level skills if enabled.