What is the difficulty difference between normal and arranged by the way?
I heard there is a randomize stat option but I dont know where to find it.
Also, if I only use the installer instead of 7th heaven, would steam achievements still work?
Enemies get a level boost which ups their damage dealt and affects some other things like steal success, magic accuracy, etc. Some also get an alternate attack to use. Some of the bosses are changed for a variant.
The randomise option is for the rank-up/Source-Point system. Instead of picking a pre-determined set of sources to upgrade the character, the randomiser rolls some sets for you to pick from.
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For 2.0, Save Points are getting reworked. Instead of the big menu, it's just a simple Save Point message like vanilla. But by pressing Square, an additional menu can be opened to toggle some settings:
The ? option is just the telport to the Source Point/Rank-up screen. This becomes visible once you get your first upgrade available, similar to how it goes with 1.5.
The 'keep field music playing for battles' option has carried over, but the Random Battle toggle is being retired in favour of a maxed Enemy Away Materia being equipped on one of the early characters who joins the party. Idea is that an Enemy Away is a lot more versatile for adjusting encounter rate (don't need to visit a save point to do it) and has the advantage of affecting World Map encounters as well. I think the rate reduction is 87.5% for a maxed Enemy Away but the value held for it in the kernel is 14, so maybe it's possible to lift this closer to 100%.
Hard Mode toggle is also something new; this is what was going to be used with Arrange Mode (or Game Type B as it'll be called) but then I thought that people might want to play through the altered game events but without the difficulty increase, and then there might be people who want a difficulty increase but with the game's normal events/bosses. As the difficulty increase is handled through enemy AI, I figured the best approach would be to separate the difficulty increase out into its own option instead.
No EXP Mode was suggested on the Discord, so I've added that in. As the name goes, it lets you set EXP given by enemies to 0.
What I'm looking for now is any further suggestions for options. The way scripts work in this game is that field scripts are unique to each field screen, meaning there is no centralised script for Save Points on field screens. That means it takes a lot of time to spread a change to every Save Point in the game, given that there's quite a few of them. So if you have any ideas/suggestions for extra options to be added to this menu then now's the time to make them. I'll be implementing the new save point script across all of 2.0's fields in a couple of day's time.