Changelog - FFT RUMBLE CHAOS CRASHDOWN Randomizer

Version 19: LARG
- Battle formations, weather, and music are randomized.
- Cutscene autoplay feature added to the NA version.
- Wiegraf is always accompanied by female units.
- Minor adjustments to improve variety.

Version 18: SIMON
- Removed enemy Ramzas from mandatory battles (too glitchy)
- Removed some skills that will crash the game if used
- Updated unit names

Version 17: TETA
- A mistake in stat growth randomization was fixed
- Unit names are now randomized

Version 16: BALMAFULA
- The randomizer now supports the Japanese version of FFT.
- Random battles have been removed from the NA version. Move to a green dot to fight a battle there.
- Fixed a bug where Boco could become an enemy unit, and was impossible to save.
- Only Thieves have access to secret hunt (not sure, but I believe this is necessary because the fur shop is hard-coded)
- Cloud's Limit skills, if shuffled into a new skillset, no longer require the Materia Blade to use.
- Monsters can use sword skills even without a sword.
- Made REV randomization even more common
- Adjusted ability learn rates so that learned abilities aren't all clustered near the top of the list.
- Adjusted skill shuffling so that sword skills don't get swapped into other skillsets so often.
- Various minor fixes and balance changes.

Version 15: MUSTADIO
- Abilities in Math Skill compatible skillsets might become usable through Math Skill (somewhat rare).
- An ability's range/effect/vertical can now potentially become zero.
- Innate status and equippable item randomization is both more likely and less extreme.
- Confusion, Charm, and Berserk removed as a possible initial status (weird behavior).
- Deployed units don't have their stuff randomized (possible source of glitches?)
- Move-find items have been incentivized a bit more
- Additional fun

Version 14: DISCOVERY RACE
- Job requirements are now shown in tree form
- Monsters in mandatory fights are less aggressively randomized, with the exception of Boco.
- Low level enemy ninjas (probably) can't throw shurikens or balls at Gariland anymore.
- Ability randomization is both more likely and less extreme
- Starting jobs have slightly lower requirements, to increase variety on both sides
- Previously removed secondary skillsets, such as All Swordskill, were added back.
- Fixed a bug where a skillset could exceed the 16 skills limit.
- Information about version and difficulty setting is written to the rom

Version 13: SERPENTARIUS
- Fixed a bug in the ranking algorithm that caused high level monsters to frequently appear on Mandalia Plains.
- Units with fixed equipment or fixed RSMs might now have those things randomized.
- Teleport 2 appears less frequently as a monster's innate ability.
- Innate job attribute randomization no longer scales with job rank; low ranking jobs are just as likely to receive a powerful innate as a high ranking job.
- Secondary ability randomization more often results in useful abilities.
- Boco is more likely to become an interesting monster.
- Various minor changes related to balance.

Version 12: ZODIAC BLITZ
- In honor of version 12, the Zodiac Demon fights have been BEEFED UP.
- Fixed the bug where items would appear in non-Item skillsets.
- Linear (single-branch) job trees have been removed to increase variety in enemy units.
- Difficulty can be adjusted on a sliding scale. The "normal" difficulty value is indicated.
- More rewarding poaches and move-find items.
- "Rare" poaches and move-find items are now randomized on a uniform distribution, meaning very powerful items can be obtained very early.
- Skillset shuffling is handled in a more interesting way, instead of locking many skills into guest characters.
- Jobs are ranked according to overall stats, instead of by units using those jobs.
    (With other minor changes, more interesting encounters should result.)
- Ability learn rates are randomized more arbitrarily, to create more variation in enemy's skills.
- Slightly less rewarding war trophies.
