Progression Balancing ↺ Standard
progression_balancing
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
A lower setting means more getting stuck. A higher setting means less getting stuck.
World-Standard: 50
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Accessibility ↺ Standard
accessibility
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Set rules for reachability of your items/locations.
**Full:** ensure everything can be reached and acquired.
**Minimal:** ensure what is needed to reach your goal can be acquired.
World-Standard: 0
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Local Level % ↺ Standard
local_level_percent
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Set some percentage of levels, chosen randomly, to be local to your own world.
Increasing this may reduce the chance of being in BK mode (having no checks available), but may also result in less interaction with other worlds.
World-Standard: 0
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Add Bonus Games ↺ Standard
add_bonus_games
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Add the three bonus games into the item pool as additional filler.
If 'off', these bonus games will be available by default.
If 'on', the items for each bonus game will need to be obtained to play them, just like any other level.
World-Standard: 0
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Progressive Items ↺ Standard
progressive_items
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich How items with multiple tiers (in this game, only generators) should be rewarded.
If 'off', each item can be independently picked up, letting you skip tiers. Picking up an item of a lower tier after an item of a higher tier does nothing.
If 'on', each "Progressive" item will move you up to the next tier, regardless of which one you find.
World-Standard: 1
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Specials ↺ Standard
specials
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Enable or disable specials (extra behaviors when starting to fire).
If 'on', your ship will have a random special from the start.
If 'as_items', specials will be added to the item pool, and can be freely chosen once acquired.
If 'off', specials won't be available at all.
World-Standard: 2
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Twiddles ↺ Standard
twiddles
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Enable or disable twiddles (Street Fighter-esque button combinations).
If 'on', your ship will have up to three random twiddles. Their button combinations will be the same as in the original game; as will their use costs.
If 'off', no twiddles will be available.
The following option is not currently available but is planned in the future:
If 'chaos', your ship will have up to three random twiddles with new inputs. They may have new, unique behaviors; and they may have different use costs.
World-Standard: 1
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Random Starting Weapon ↺ Standard
random_starting_weapon
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Choose whether you start with the default Pulse-Cannon, or some other random weapon.
The weapon you receive depends on logic difficulty settings, among other things. In particular, adding generators to your start inventory may result in a better selection for lower logic difficulties.
Note: If your start inventory contains a front weapon, you will not receive another starting weapon (and therefore, this option will be ignored).
World-Standard: 0
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Starting Maximum Power Level ↺ Standard
starting_max_power
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Change the maximum power level you're allowed to upgrade weapons to when you start the seed.
Increasing this can result in more varied seeds, and/or easier starts.
World-Standard: 1
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Starting Money ↺ Standard
starting_money
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Change the amount of money you start the seed with.
World-Standard: 10000
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Shop Mode ↺ Standard
shop_mode
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Determine if shops exist and how they behave.
If 'none', shops will not exist; credits will only be used to upgrade weapons.
If 'standard', each level will contain a shop that is accessible after clearing it. The shop will contain anywhere from 1 to 5 additional checks for the multiworld.
If 'hidden', shops will behave as above, but will not tell you what you're buying until after you spend credits.
If 'shops_only', shops will be the only location checks available; items within levels will only contain varying amounts of money for yourself. Note that this mode is designed for "no logic", and is extremely restrictive; you may need to tweak your logic difficulty settings when playing solo.
World-Standard: 1
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Shop Item Count ↺ Standard
shop_item_count
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich The number of shop location checks that will be added.
All levels are guaranteed to have at least one shop item if there's more shop location checks than levels.
You may also specify 'always_one', 'always_two', 'always_three', 'always_four', or 'always_five' to guarantee that shops will have exactly that many items.
World-Standard: 100
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Money Pool Scaling ↺ Standard
money_pool_scale
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Change the amount of money in the pool, as a percentage.
At 100 (100%), the total amount of money in the pool will be equal to the cost of upgrading the most expensive front weapon to the maximum level, plus the cost of purchasing all items from every shop.
Note that this does not take into account money that you earn while playing levels, so it is safe to set this to a relatively low value.
World-Standard: 80
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Base Weapon Cost ↺ Standard
base_weapon_cost
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Change the amount that weapons (and, in turn, weapon power upgrades) cost.
If 'original', weapons will cost the same amount that they do in the original game.
If 'balanced', prices will be changed around such that generally more powerful and typically used weapons (Laser, etc.) will cost more.
If 'randomized', weapons will have random prices.
You may also input a positive integer to force all base weapon prices to that amount.
World-Standard: -1
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