Progressive Mount Mode ↺ Standard
progressive_mount_mode
Erweiterte Option · YAML-Wert
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When enabled, all mount items are combined into a Progressive Mount Instrument and will be received in the approximate order you would receive them in the vanilla game:
Quintar Pass -> Quintar Flute -> Ibek Bell -> Owl Drum -> Salmon Violin -> Salmon Cello -> Quintar Ocarina
When disabled, different mount types are separated:
Progressive Quintar Flute (Quintar Pass -> Quintar Flute -> Quintar Ocarina),
Progressive Salmon Violin (Salmon Violin -> Salmon Cello),
Ibek Bell,
and Owl Drum.
World-Standard: 1
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Starting Level ↺ Standard
starting_level
Erweiterte Option · YAML-Wert
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Choose what level your party starts at.
NOTE: If any variant of Regionsanity is enabled, you may start at a higher level based on the level of your random starter region. See Regionsanity settings above.
World-Standard: 3
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Level Gating ↺ Standard
level_gating
Erweiterte Option · YAML-Wert
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When enabled, the party's level is considered for Archipelago logic, and Progressive Level items are added to the pool. (This won't stop you from beating the game at level 3. ^_^)
None: Level gating is disabled. No Progressive Levels in the pool.
Level Passes: Progressive Levels are added to the pool. They do not affect the party's actual level or level cap. Archipelago will expect you to collect them to access level-gated areas,
and in-game tracking will light up checks that you have access to based on that level.
Level Capped: The party's maximum level is hard capped. Progressive Levels are added to the pool. Collecting them allows your party to gain more levels, and in-game tracking will light up
checks that you have access to based on that max level.
Level Catch-Up: Progressive Levels are added to the pool. Collecting them will help your party catch up in levels (and LP!) based on the number you've collected. 2 LP are granted per 1 level granted.
For example, if your Starting Level is 3 (above) and Progressive Level Size (below) is 6, 1 Progressive Level will bring your party's level up to 9. If your party has already reached that level,
no extra levels will be granted. In-game tracking will light up checks that you have access to based on the number you have collected.
Level Set: A combination of Level Catch-Up and Capped. The player will always be at the level set by the Progressive Level. There is no escape.
For example, if your Starting Level (above) is 3 and Progressive Level Size (below) is 6, the Level Gating options would behave like this:
Level Passes - Your party's level starts at 3. The first Progressive Level you collect will signal that areas up to 9 are now logic, the second up to 15, etc.
Level Capped - Your party's level and level cap start at 3. The first Progressive Level you collect will increase your party's level cap to 9, the second to 15, and so on.
Level Catch-Up - Your party's level starts at 3. The first Progressive Level you collect will bring your party's level up to 9 if it isn't already, the second up to 15, and so on.
Level Set - Your party's level and level cap start at 3. The first Progressive Level you collect will increase your party's level and level cap to 9, the second to 15, and so on.
World-Standard: 3
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Level Compared to Enemies ↺ Standard
level_compared_to_enemies
Erweiterte Option · YAML-Wert
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If Level Gating is on, this option changes what level you're expected to fight enemies. In Regionsanity, it will be added to your starting level.
Set it higher if you want to be a higher level than enemies when you enter a region, or lower if you want to be lower.
For example, if this is set to 5, and the enemy level of a region is 12, then the Level Gating options would require you to unlock level 17 (or for Level Capped, max level 17) for that region.
If it's set to -5, and the enemy level of a region is 12, then the Level Gating options would require you to unlock level 7 (or for Level Capped, max level 7) for that region.
Default is 0, or on-level for the enemy level of a region.
Note: Remember to increase your Max Level (see below) if you want regions with high-level enemies to still be lower level than you.
Note #2: Spark color changes: red at -10 levels, orange at -5, green at +3, and grey +10. (Though enemies can be 3-5 levels above the min enemy level for a region.)
World-Standard: 0
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Progressive Level Size ↺ Standard
progressive_level_size
Erweiterte Option · YAML-Wert
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If Level Gating is on, Progressive Levels will be added to the item pool. This sets the number of levels that an individual Progressive Level will grant.
World-Standard: 6
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Max Level ↺ Standard
max_level
Erweiterte Option · YAML-Wert
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This allows your party to level past the default maximum level of 60. If Level Gating is on, increasing this number will also put more Progressive Levels in your pool.
Set it below 60 at your own risk <3
World-Standard: 60
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Starting Passive Points ↺ Standard
starting_passive_points
Erweiterte Option · YAML-Wert
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The number of Passive Points each party member starts with. Default is the vanilla value of 10.
World-Standard: 10
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Maximum Passive Points ↺ Standard
maximum_passive_points
Erweiterte Option · YAML-Wert
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The maximum number of Passive Points each party member can have. Default is the vanilla value of 10.
If you set your Maximum Passive Points higher than your Starting Passive Points, Passive Point Boosts will be added to the item pool that increase your party's available Passive Points when found.
World-Standard: 10
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Passive Point Boost Size ↺ Standard
passive_point_boost_size
Erweiterte Option · YAML-Wert
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This sets the number of Passive Points you gain per Passive Point Boost.
World-Standard: 2
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Key Mode ↺ Standard
key_mode
Erweiterte Option · YAML-Wert
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Skeleton Key: Only the Skeleton Key, which can open any locked door, will be in your item pool.
Key Ring: Keys for individual dungeons will be grouped into Key Rings. Each Key Ring will give all keys needed to complete one dungeon. The Skeleton Key will still be in the pool.
Vanilla: All vanilla keys will be in the item pool.
Skelefree: Same as the named mode, but removes the Skeleton Key.
World-Standard: 2
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Obscure Routes ↺ Standard
obscure_routes
Erweiterte Option · YAML-Wert
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When enabled, connections between regions that are difficult to find will be expected in logic.
World-Standard: 0
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Hop To It ↺ Standard
hop_to_it
Erweiterte Option · YAML-Wert
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No Tricks: No fancy hops expected.
Fancy Footwork: Above-average jumping skill expected, e.g. jumping past the pushblocks in Eaclaneya with no mounts or Auto-Jump-level jumping precision.
One Hop Beyond: More jumping tricks expected, like ibek jumping up from underneath a ledge.
Pray: You didn't *want* the Golden Quintar for the Sequoia, did you?
World-Standard: 0
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Prioritize Crystals ↺ Standard
prioritize_crystals
Erweiterte Option · YAML-Wert
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When enabled, crystals will be prioritized when placing progression items.
While you're here, did you know that all YAMLs for all worlds include a priority_locations and an exclude_locations option?
You can use these to flag any individual location or a location group as priority or excluded.
Priority locations will be chosen first when placing progression items, and excluded locations will be chosen last.
Here's an example:
priority_locations = ["Crystals", "Region Completions", "Bosses", "Salmon River NPC - Win the Salmon Race"]
Crystal Project's location groups:
- Every region and subregion; e.g. Shoudu Province, Sky Arena
- Base groups: Crystals, Mount Instruments, Purple Chests, Ore Nodes
- Collectible groups: Collectible Turn-ins; Black Squirrels, Dog Bones, Clamshells, Penguins, Quintar Sheddings, Secret Herbs, Undersea Crabs
- Special access groups: Salmon Race Prizes, Luxury Pass Required
- NPC groups: Bribe Quests (pay NPC money), Challenge Quests (do a challenge like complete a number of Sky Arena fights,
complete an ice block pushing puzzle, or answer Quizard questions), Fetch Quests (give NPC one or more items),
Gifts (NPC gives you an item), Job Checkers (find a certain number of Jobs to get an item), Fishers
- Relevant Depending On Your Other Options:
- Home Point Hustle: Home Points
- Kill Bosses: Bosses, Summons, End-Game Bosses
- Regionsanity: Region Completions
- Shopsanity: Shops
World-Standard: 1
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Automatically Spend LP ↺ Standard
auto_spend_lp
Erweiterte Option · YAML-Wert
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When enabled, every time a character earns LP, it will automatically spend LP on abilities or passives.
Extra LP earned on a job that is maxed will be sent to your sub job or, if that is also maxed, a random un-maxed job.
World-Standard: 0
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Automatically Equip Passives ↺ Standard
auto_equip_passives
Erweiterte Option · YAML-Wert
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When enabled, every time a character unlocks a new passive, it will equip it immediately if enough passive points are available.
Passives with drawbacks, that enable equipping more gear types, or that modify threat are not automatically equipped.
If mods are enabled, all passives are auto-equipped with no exclusions.
World-Standard: 0
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Easy Leveling ↺ Standard
easy_leveling
Erweiterte Option · YAML-Wert
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When enabled, characters will not receive reduced experience for being dead or for being a higher level than the fought enemy.
World-Standard: 0
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