20
edits
Changes
ahhhh there are so many fucking settings
== Advanced ==
=== <b><u>Logic</u></b> ===
See [[AoSR/Logic | Logic]] for a more detailed breakdown.
All of the logic settings are divided based on style, difficulty, and age.
Age is indicated with a "2" at the end of the option, e.g. AreaTechTiers2. More modern logics are typically better, and Hard2/Expert2 are actually mapped for AreaRandom.
Difficulty is marked through Hard, Expert, Easy, and HardOnly, and refer to the difficulty of tricks that can be required to complete a seed. See [[AoSR/Logic | Logic]] for a list of tricks expected for each difficulty.<sup>[citation needed]</sup>
AreaTechTiers is the community default, and does something.
VeryRandom places the items at complete random and then checks for completeability and will re-roll if needed.
ForwardFeed is intended to have a more linear path of each progression leading to the next.
Hybrid was an experiment from a while back that didn't work particularly well and should be considered obsolete.
It's important to know that the logic will never expect you to go somewhere that you cannot return from, i.e. entering into a potential [[AoSR/Softlocks | softlock]] to search for progression.
=== <b><u>Start with Backdash</u></b> ===
A checkbox that starts Soma with the Grave Keeper Ability Soul.
=== <b><u>Enemy</u></b> ===
Randomizes enemies by replacing which enemy appears where.
==== Vanilla ====
Self-explanatory. Enemies are the same as in the vanilla game.
==== Random ====
Indicated with a P and M, standing for plus and minus, which gives the range of what an enemy can be changed into using their IDs (which reflect the Bestiary ordering). For example, RandomPM20 means that enemies can roll both up and down twenty IDs, resulting in getting either harder or easier. Max results in no limit, so PMaxM5 can increase enemies infinitely, and only make them easier by 5 IDs. There's no sanity checking that rooms can be completeable/reasonable, so NoLimit and PMaxM5 can easily generate horrible rooms.
=== <b><u>Enemy Stat</u></b> ===
TODO when fuse gives me specific values
==== Vanilla ====
Self-explanatory. Enemy stats and weakness/resistances are the same as the vanilla game. By the way, Graham does not resist Dark and is not weak to Holy.
==== Random ====
==== RandomElementOnly ====
Removes the stats (attack, defense, and HP) from the things that can be randomized, resulting in only stat weaknesses being randomized.