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AoSR/Settings

6,428 bytes added, 1 September
Created and added all (*most) basic settings
Many of the settings can be confusing, especially with how they interact with [[AoS/Randomizer_Logic | Logic]]. Below is a brief explanation of each setting's options, and any specifics that they have.

== Basic ==

=== <b><u>Panther</u></b> ===

The Panther settings all change how the Black Panther Blue Soul is placed.

==== Rand70Dup ====

Places Panther 70% of the time, and if it does it generally places a 2nd copy as well. There is no known logic as to the limits of where these Panther canisters can be placed.<sup>[citation needed]</sup>

==== FirstAlways ====

FirstAlways always places Panther as first intended progression. When AreaRandom is turned on, this means Panther will be placed within the first six Castle Corridors checks (the three in vanilla Grave Keeper room, and the three checks immediately after Creaking Skull). If AreaRandom is off, then the first checks can also include the Pendant and Tasty Meat checks in Underground Reservoir, which are accessible through the first Castle Corridors left exit.

==== ExtraFairRand ====

ExtraFairRand places Panther as first progression 70% of the time, vanilla 20% of the time, and doesn't place it 10% of the time.

==== Vanilla ====

Self-explanatory. Panther is located behind Graham.

==== AlwaysRand ====

AlwaysRand makes Panther always exist.

==== NeverExists ====

NeverExists never places Panther.

=== <b><u>Map</u></b> ===

These settings define how the area and door connections function and are mapped out.

==== Vanilla ====

Self-explanatory. The map is the same as the vanilla game, excepting [[AoSR/Castle_changes | a few randomizer-specific geometry changes]].

Both AreaRandom and AreaRandomLite shouldn't be used with old /Hard or /Hybrid logics, as the transitions were not mapped out. They are safe to use with any of the new 2-labeled logics.

==== AreaRandom ====

Rather than their vanilla connections, area connections (anything with a transition corridor, but also the entrance to Underground Cemetary—the room with a Flame Demon) are randomized to connect to an area with a matching directional entrance. In essence this means that, rather than Underground Reservoir, the first Castle Corridors exit can instead lead into Top Floor, Arena, or the Forbidden Area locked door, just to give a few examples.

Areas are allowed to connect to themselves, allowing partial loops in areas such as Clock Tower, Top Floor, Underground Reservoir, Inner Quarters, and Castle Corridors.

==== AreaRandomLite ====

Attempts to connect similar difficulty areas together, giving it more of a progression of easier to hard areas avoiding difficulty spikes.

==== DoorRandom ====

Each room transition connects linearly with another door of a matching direction. These are NOT bi-directional connections—entering and leaving a room will <i>not</i> bring you back where you started. Vertical transitions are unaffected by DoorRandom, as are the Top Floor and Julius save rooms, and the connections between Hammer, the first Corridors hallway, and vanilla Grave Keeper room.

DoorRandom should be considered no logic, but can generally be assumed to be beatable, even though there is a slight possibility it won't be.

=== <b><u>Boss</u></b> ===

==== Vanilla ====

Bosses are located in their vanilla locations, e.g., Great Armor in Study and Death in Clock Tower.

==== Dead-endShuffle ====

Creaking Skull, Manticore, Graham, Julius, and Chaos are always vanilla, but the others, Great Armor, Big Golem, Headhunter, Death, Legion, and Balore get shuffled.

=== <b><u>Level Exp</u></b> ===

Alters the curve for for much experience is needed to level up, or otherwise changes how leveling up works.

==== Vanilla ====

Level requirements are the same as in the vanilla game.

==== Hard ====

Aimed so that you reach Level 15 by the time you would normally be Level 20 (exp-wise).

==== Casual ====

Aimed so that you reach level 25 by the time you would normally be Level 20 (exp-wise).

==== Lvl1 ====

Disables leveling entirely, resulting in Soma being stuck at Level 1 the entire game. Importantly this locks Soma's MP at 80, meaning he cannot cast the Chronomage, Mandragora, Balore, or Red Minotaur Red Souls. This results in Galamoth being required to access the time-locked checks in Inner Quarters.

==== BossLevels4 ====

Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 4.<sup>[citation needed]</sup>

==== BossLevels6 ====

Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 6.<sup>[citation needed]</sup>

=== <b><u>Teleport to Start(Left Trigger+Select)</u></b> ===

Turning it on allows teleporting to the start by holding the left trigger and hitting select. Somewhat glitchy, and can cause enemies to despawn in some situations.<sup>[citation needed]</sup>

=== <b><u>Map Assist</u></b> ===

Reveals the full map, and shows breakable walls.

=== <b><u>Soul Compass</u></b> ===

Adds a number to the right of the health bar showing the number of soul canisters and Ancient Books (colloquially: Majors) remaining in the current area.

If [[AoSR/Settings#ItemPool | ItemPool]] is set to [[AoSR/Settings#AllSouls | AllSouls]], then the Soul Compass will only count the canisters originally placed—six each of Red, Blue, and Yellow—and as such, only canisters counted on Soul Compass can be a Soul Objective/required Graham Soul.

=== <b><u>PaletteRandom</u></b> ===

Adjusts the palette of game's layers, changing the appearance of everything accept Soma, enemies, and items.

==== Vanilla ====

Self-explanatory. The game looks the same as in vanilla.

==== Mode1 ====

Shifts an area's palette's hue by a fixed amount. This is 'safe'st, but yields a much more limited selection of color combinations.

=== Mode1.5 ====

Also just shifts hue, however it shifts different colors different amounts based on a curve it generates, allowing far more combinations of colors.

==== Mode2 ====

Can also boost or cut the saturation.

==== Harsh ====

The old Mode2, considered a mess. Results in very strong changes.

=== <b><u>Music</u></b> ===

I don't know how these settings work. They make the game sound AWFUL.

==== Vanilla ====

Self-explanatory. The game sounds normal.

==== RandomSafe ====

TODO

==== RandomMedium ====

TODO

==== RandomExpanded ====

TODO

==== RandomHV ====

TODO

== Advanced ==
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