Yeah this improvement patch & usme definitely hates mblock's patches XD
True. I have continued my playthrough of FF6 Improvement Project version 1.07 (now testing ALL THREE versions of the patch) and found 2 more bugs:
Going inside Duncan's house north of Narshe in the World of Ruin crashes the game. This is related to mblock129's patch "Duncan Stays Put". This bug appears to be present in the complete+translation patch and the complete patch but NOT the base patch or the original game.
Rescuing Shadow inside the Cave in the Veldt in the World of Ruin crashes the game right after you beat the SrBehemoth. This is related to mblock129's patch "Shadow is NOT a Girl! fix". This bug appears to be present in all 3 versions of the patch (even the base patch!!) but NOT the original game.
So I have confirmed that 5 out of the 6 patches in question listed in the readme as incompatible with FF3usME v6.7 have led to bugs in the complete+translation version of FF6 Improvement project v1.07, and the 2 most recent ones I tested, I tested on all 3 versions of the FF6 Improvement project. It appears that all 3 versions of the FF6 Improvement Project are at least somewhat affected. The only of the 6 that I haven't tested at all yet is "Shadow Leaves One-man Party" by Imzogemlo, which is also one of the 6. In order to test that one, you need to be in the World of Balance and have completed the 3 scenarios and successfully defended Narshe from Kefka, and witnessed Terra turn into an esper and fly away. At that point in the game, you can form a party with JUST Gau in it (nobody else), then take Figaro Castle to Kohlingen, recruit Shadow to join you, make sure to save often so that Shadow doesn't leave you, then take Figaro Castle back to the Figaro/Narshe region, go through the Figaro Cave to be in the South Figaro/Sabin's House region, go through Mt. Kolts and then the next valley to get to the Returner Hideout, jump into the Lete River and take it to Gau's father's house, go south all the way into the Phantom Forest, go through the forest all the way and out onto the world map again and then into the cave to jump off the waterfalls, then jump off the waterfalls onto the Veldt, then have Gau jump onto a pack of monsters in the Veldt so that your party is JUST Shadow by himself, then have Shadow go to the Cave in the Veldt and take the Serpent Trench to Nikeah, then take the ferry to South Figaro, then go back through Figaro Cave towards Narshe, then enter Narshe... and then the game will probably crash. I have not tested this, but, most likely, this bug is also present too in the FF6 Improvement Project 1.07 complete and complete+translation versions (and possibly also the base version), the S.L.O.M.P. bug (Shadow Leaves One Man Party bug). All 5 of the other 6 patches listed there cause the complete+translation game to crash at those story events, so I'd be very surprised if this one was any exception.
So now I shall test what happens if I re-apply those 6 patches AFTER the complete patch or the complete+translation patch and see if re-applying all 6 of them afterwards fixes it, and as for the base patch, I'll see if applying ANTI-patches for all 6 of those gets it working. If I manage to fix all 6 of those bugs, I'll create new, fixed versions of all 3 patches and add them as an attachment here so they can be downloaded and tested by others as well. Anyway, it looks like all 3 versions of the FF6 Improvement Project are at least somewhat affected by the compatibility problems with the 6 patches in question, even the base patch, which I didn't expect, since I didn't think the base patch had any of those 6 in it.
Actually, I would recommend you stay away from Holy Randomness Batman, since extensive testing has revealed that it's not nearly as random as I had hoped. PB has a much better RNG in it than this patch, and I've been thinking about releasing it, but there's a LOT of work I would have to do since I need free space in a bunch of places.
I have found that Holy Randomness Batman DOES make things more random in Colosseum fights, at the very least, for what that's worth. It used to be that if you saved a state when you were on the list of items to wager at the Colosseum, then any fight outcome would be predetermined based on what item you pick and which of the characters in your party you pick, and the fight would go exactly the same every time. But with Holy Randomness Batman, the fight outcomes at the Colosseum no longer appear to be predetermined when you are at the item screen, and the fights actually go differently each time you reload from that save state and try again with the same item choice and character choice (as long as your timing in when you select an item is different). So that is one positive outcome I have found based on the Holy Randomness Batman patch. So, at the very least, it IS more random that Final Fantasy 6's original Random Number Generator and it's an improvement on that. But you are right that it isn't as random as it could be. I have found that under Holy Randomness Batman, "random" enemy encounters still occur in a predetermined pattern like in the original game. So it would not help in situations like the Floating Continent where some enemy formations have only a 1/64 chance of appearing and you might be locked into a sequence where certain enemy formations never occur no matter HOW many fights you fight in a row, since it would just repeat the same sequence of 256 fights over and over again forever if you kept fighting over and over longer than 256 fights. At least I THINK that's how it works... I read about it in
the GameFAQs document by Master ZED about Setzer's Slot command, which has lots of useful information about how the Random Number Generator works. So yes, Holy Randomness Batman does have room for improvement (e.g. "random" enemy encounters), but that doesn't take away from the fact that it's STILL at least a moderate improvement over the original Random Number Generator (e.g. what happens in Colosseum fights). It certainly doesn't make things any worse than the original game. But it is very encouraging to hear that you have developed an even better Random Number Generator and are working on it. It would be quite impressive if you not only got "random" enemy encounters in most places to actually be random instead of following a predetermined order, but if you also got the "random" enemy encounters on the Veldt to be randomly chosen as well, instead of following the same order every time (an order described in great detail in
Djibriel's rage guide on GameFAQs). If each Veldt fight were totally random and you couldn't predict it based on the previous Veldt fight, that would be awesome. The most obvious part of the Veldt pattern is when it goes: Commando either x1 or x4, random fight out of 8 possibilities, SrBehemoth, White Drgn. Needs to be randomized.