20
edits
Changes
Added more advanced settings.
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.
Certain enemies are not randomized: Examples.
=== <b><u>Enemy Stat</u></b> ===
Removes the stats (attack, defense, and HP) from the things that can be randomized, resulting in only stat weaknesses being randomized.
=== <b><u>Enemy Rando Partial</u></b> ===
Notably, even when an area/room is not enemy randomized, the progression logic still treats it as if it is enemy rando, which makes the top and bottom Arena challenge rooms (Wrecking Ball and DDR) not part of logic.
==== Normal ====
Has no effect. Enemy Rando occurs following the Enemy setting, either present in every room or not occurring.
==== HalfAreas ====
The chosen Enemy setting has a 50% chance of occurring in each <b>area</b>. This does not guarantee that half of the areas are enemy rando'd.
==== HalfRooms ====
The chosen Enemy setting has a 50% chance of occurring in each <b>room</b>. This does not guarantee that half of the rooms are enemy rando'd.
=== <b><u>Item Weight</u></b> ===
Ranging from 0 to 3.5, item weight changes how strongly better equipment is pushed towards later and more logically locked areas. 2.5 is the standard that most people like. Lower makes finding better equipment earlier more likely. Setting it to 0 disables the weighting entirely, and places at complete random. This has no impact on what equipment exists; it only affects how it is placed.
=== <b><u>Graham</u></b> ===
Selects what you need to get past Graham and get the true ending. When Ancient Books are present, there is a guaranteed copy of each color, with a 50% chance of each color receiving a duplicate for a max of six Books.
==== BookSouls ====
Most similar to the vanilla game, each Ancient Book will list a Soul and then in parenthesis the enemy that drops said soul. All three souls must be equipped to clear the True Ending check and pass Graham.
==== AllBosses ====
No books are placed. Instead, Graham checks if you've defeated all 8 non-final bosses: Creaking Skull, Manticore, Great Armor, Big Golem, Headhunter, Death, Legion, and Balore.
==== SoulBossObjectives ====
Similar to BookSouls, but with the addition of boss objectives. Books can require you defeat an area's boss (i.e., the boss that is randomized to be placed within that area). 1 Book of each type must exist, and the third book has a 50% chance of being either.
==== NoCheck ====
There is no check at Graham. Once you find him, you can defeat him.
=== <b><u>Start with Shop</u></b> ===
As a note, in the vanilla game the shop is divided into thirds. The first comes unlocked with Hammer, the second unlocks after defeating Headhunter, and the third from defeating Death. However, if you skip Headhunter and defeat Death, it will unlock the full shop. The randomizer patches this, making Death unlock only one third of the shop regardless of when he is defeated.
==== Vanilla ====
Hammer is unlocked as normal, by defeating the Study boss and entering the vanilla Malphas room.
==== Unlocked ====
Hammer is available at the start of the seed, with the first third of his stock unlocked. The 3k and 30k options change how much money Soma starts with, 3k and 30k gold respectively.
=== <b><u>Shop Prices</u></b> ===
Affects how much items cost and sell for at Hammer's shop.
==== Vanilla ====
Items buy/sell for their vanilla prices.
==== Rand ====
Shop prices are randomized between a range. 100k goes between 0 and 100k, 10k is between 0 and 10k, while 2h2K is a range between 200 and 2000.
==== AllZero ====
Self-explanatory. All prices are 0.