@james-laird weirdly i never even noticed until now! I looked in the source to confirm and.... I'm not even looking at the right memory location for the items, they're not just not being consumed, apparently they'd work even if you didn't have them! :face_palm: Since I was testing playing it "as intended" I never even though to try to use items I didn't have.
Just think of it as easy mode for LD to make it more beatable, lol
Originally the encounters were going to be more Z2 style (so you could literally dodge them) which is why the movement is pixel perfect and not tile based, had to roll back to more DQ1 style last minute to get the game posted. I thought the rate was reasonably low but then again I play a lot of JRPGs with absurdly high rates so they've probably just broken my perception of such. The idea was more since you gain gold by running away to balance item use and running to conserve resources, with some creatures having a high chance to simply leave if you pay them outright or talk to them. If you've ever watched a speedrun of dragon quest, basically to use speedrun tactics, where you avoid fighting and just rely on running to progress, hopefully not getting stuck on a red dragon or armor knight, which is also kinda why i have an ingame timer in the menu.
As for the forest crash, that's a shame,I'm glad you enjoyed it up to that point though! I have no idea what could have happened, the others were obvious, as bridges and towns originally didn't have a battlefield designation so if you got in a random over a bridge or the frame before you entered town it wouldn't know what battle to load, but all other tiles did (plus that was fixed), and i clamped NPC's inside the town bounds as well as the other crash was because they were wandering too far outside the map and underflowing their positions....
never using libtmx for maps again..., used it to save time and ended up spending 3x as long fixing bugs caused by how the format works, half of the crashes have been because for time sake I had to make assumptions on how different pieces of map data relates to load properties...usually when I use tilemaps on LD i just use static binary map formats for simplicity.