AoSR/Settings
Many of the settings can be confusing, especially with how they interact with Logic. Below is a brief explanation of each setting's options, and any specifics that they have.
Contents
Basic
Panther
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 (will exist, unless existing violates the duping rules) places a 2nd copy as well. There is no known logic as to the limits of where these Panther canisters can be placed.[citation needed]
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.
Map
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 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 not bring you back where you started. V
ertical 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. The Julius right exit is vanilla, the left exit of the room that sends you into is vanilla, as is the right exit of the garden room that sends you into, which leads into Julius.
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.
Boss
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.
Level Exp
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.[citation needed]
BossLevels6
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 6.[citation needed]
Teleport to Start(Left Trigger+Select)
Turning it on allows teleporting to the start (Mina/Hammer room) by holding the left trigger and hitting select. Somewhat glitchy, and can cause enemies to despawn in some situations.[citation needed]
Map Assist
Reveals the full map, and shows breakable walls.
Soul Compass
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 ItemPool is set to 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.
PaletteRandom
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.
Music
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
Logic
See 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 Logic for a list of tricks expected for each difficulty.[citation needed]
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 softlock to search for progression.
Start with Backdash
A checkbox that starts Soma with the Grave Keeper Ability Soul.
Enemy
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.
Enemy Stat
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.