# Q. What is this file? # A. This file contains options which allow you to configure your multiworld experience while allowing # others to play how they want as well. # # Q. How do I use it? # A. The options in this file are weighted. This means the higher number you assign to a value, the # more chances you have for that option to be chosen. For example, an option like this: # # map_shuffle: # on: 5 # off: 15 # # Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned # off. # # Q. I've never seen a file like this before. What characters am I allowed to use? # A. This is a .yaml file. You are allowed to use most characters. # To test if your yaml is valid or not, you can use this website: # http://www.yamllint.com/ # You can also verify that your Archipelago options are valid at this site: # https://archipelago.gg/check # Your name in-game, limited to 16 characters. # {player} will be replaced with the player's slot number. # {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1. # {number} will be replaced with the counter value of the name. # {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1. name: sitheninlm2 discord: sithenin # Used to describe your yaml. Useful if you have multiple files. description: La-Mulana 2 LRR Async game: La-Mulana 2 requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. game: La-Mulana 2: 1.0.6 # Version of the world required for this yaml to work as expected. La-Mulana 2: ################ # Game Options # ################ progression_balancing: # 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. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 99 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-99: 0 # random value between 0 and 99 disabled: 0 # equivalent to 0 normal: 50 # equivalent to 50 extreme: 0 # equivalent to 99 accessibility: # 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. # # **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and # some locations may be inaccessible. full: 0 minimal: 0 items: 50 goal: # Victory condition for the seed. # - beat_the_game: Defeat the Ninth Child and escape (default, vanilla goal). # - beat_the_dlc: Defeat the final boss in the in the Tower of Oannes DLC. # Requires Oannesanity. # - glossary_hunt: Collect a set number of AP shuffled Glossary entries. # You will start off with the Ruins Encyclopedia which tracks your progress. # Requires at least one Glossanity category to be enabled. # If the chosen goal's prerequisites aren't met, falls back to beat_the_game. beat_the_game: 50 beat_the_dlc: 0 glossary_hunt: 0 glossary_hunt_count: # Number of Glossary entries required to win when the goal is glossary_hunt. # The maximum value is automatically lowered to the number of Glossary entries # shuffled based on the enabled Glossanity options (and Oannesanity, for DLC glossary). # Any surplus beyond the required count is set as filler (will still count). # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 244 50: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-244: 0 # random value between 1 and 244 starting_area: # Starting area for the player. # Some areas require specific entrance randomizer options to be enabled. If the chosen area's # prerequisites aren't met, a uniform re-roll is performed across the remaining valid areas # (a warning is logged); if no valid options remain, falls back to Village of Departure. # # Requires non-original shops: annwfn, immortal_battlefield. # Requires vertical_entrances: icefire_treetop. # Requires gate_entrances: divine_fortress, shrine_of_the_frost_giants, takamagahara_shrine, # valhalla, dark_star_lords_mausoleum, ancient_chaos, hall_of_malice. village_of_departure: 50 roots_of_yggdrasil: 50 annwfn: 50 immortal_battlefield: 50 icefire_treetop: 0 divine_fortress: 50 shrine_of_the_frost_giants: 0 takamagahara_shrine: 0 valhalla: 0 dark_star_lords_mausoleum: 0 ancient_chaos: 0 hall_of_malice: 0 starting_weapon: # Starting weapon for the player. leather_whip: 50 knife: 50 rapier: 50 axe: 50 katana: 50 shuriken: 0 rolling_shuriken: 0 earth_spear: 0 flare: 0 caltrops: 0 chakram: 0 bomb: 0 pistol: 0 claydoll_suit: 0 random_grail: # Randomize the Holy Grail. starting: 50 shuffled: 0 random_scanner: # Randomize the Hand Scanner. starting: 0 shuffled: 50 random_codices: # Randomize the Codices. starting: 50 shuffled: 0 random_fdc: # Randomize the Future Development Company software. starting: 50 shuffled: 0 random_ring: # Randomize the Ring. starting: 0 shuffled: 50 random_shell_horn: # Randomize the Shell Horn. starting: 0 shuffled: 50 random_maps_software: # Randomize Maps & Mapping Software. starting: 0 shuffled: 50 mantra_placement: # random: Mantras can be anywhere. # only_murals: Mantras are restricted to mural locations. # original: Mantras stay in their vanilla mural locations. original: 0 only_murals: 0 shuffled: 50 shop_placement: # random: All shop items are shuffled. # at_least_one: Each shop is guaranteed at least one non-ammo/weight item. # original: Shops keep vanilla items. # Note: If [original] is selected, FDC, Codices and Hand Scanner cannot not be randomized. original: 0 at_least_one: 0 shuffled: 50 include_expensive_shop_item: # Put one random shop slot at a 1000 coin price tag. # Buying it is logically gated behind either the Harp which discounts the item, # or Ganesha's Talisman plus Money Fairy access to farm the coins required. 'false': 50 'true': 0 random_research: # Add all Kosugi Research Papers into the AP item pool. # If disabled, they will be static untracked locations in-game. 'false': 0 'true': 50 remove_research: # Remove Kosugi Research Notes from the item pool. # Any remaining research item will be converted to filler. 'false': 50 'true': 0 replace_research_with_orbs: # Replace X Kosugi Research Papers with additional Sacred Orbs (max. 10) # Requires Random Research to be enabled (otherwise research isn't in the pool) # The remaining research items stay in the pool as normal. # Remove Research Notes will not remove Sacred Orbs; only remaining research items. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 0: 0 random: 0 random-low: 0 # random value weighted towards lower values random-high: 50 # random value weighted towards higher values random-range-0-10: 0 # random value between 0 and 10 remove_maps: # Removes maps from the item pool. # This means that 16 filler items will take their place. 'false': 50 'true': 0 required_skulls: # Number of Crystal Skulls required for Nibiru Dissonance. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 12 6: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-12: 0 # random value between 1 and 12 remove_excess_skulls: # Remove Excess Crystal Skulls from the item pool. 'false': 50 'true': 0 random_dissonance: # All 6 dissonance locations are converted into chests and turns the Beherit into 7 progressive items. # If true, sealing the Corridor of Blood requires all 7 Progressive Beherit in addition to the set GuardianKills. # If false, sealing the Corridor of Blood requires beating Anu and absorbing all dissonance from their original locations. # (Effectively requires beating at least Vritra, Aten-Ra, Anu, Echidna and Hel based on just this flag). 'false': 0 'true': 50 costumesanity: # Add the costume chests (4+1) and their correlating costumes into the pool. # At the start of the seed you will not have your costumes available. # The chests are openable by default and do not require a key. # This option will impact logic relating to glitches and DLC. # Note: DLC Item is only shuffled if Oannesanity is turned on. 'false': 50 'true': 0 potsanity_low_value: # Potsanity: add Low Value item pots as checks. (144 pots) # 39 x 1 Weight Pots # 74 x 10 Coins Pots # 31 x 30 Coins Pots 'false': 50 'true': 0 potsanity_high_value: # Potsanity: add High Value item pots as checks. (24 pots) # 8 x 50 Coins Pots # 7 x 80 Coins Pots # 9 x 100 Coins Pots 'false': 0 'true': 50 potsanity_shuriken: # Potsanity: add all Shuriken ammo pots as checks. (23 pots) 'false': 50 'true': 0 potsanity_rolling_shuriken: # Potsanity: add all Rolling Shuriken ammo pots as checks. (16 pots) 'false': 50 'true': 0 potsanity_earth_spear: # Potsanity: add all Earth Spear ammo pots as checks. (23 pots) 'false': 50 'true': 0 potsanity_flare: # Potsanity: add all Flare ammo pots as checks. (24 pots) 'false': 50 'true': 0 potsanity_caltrops: # Potsanity: add all Caltrops ammo pots as checks. (17 pots) 'false': 50 'true': 0 potsanity_chakram: # Potsanity: add all Chakram ammo pots as checks. (10 pots) 'false': 50 'true': 0 potsanity_bomb: # Potsanity: add all Bomb ammo pots as checks. (26 pots) 'false': 50 'true': 0 local_potsanity_percentage: # The percentage of Potsanity pot filler forced into your own world. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 glossanity_freestanding: # Glossanity: add all Freestanding Glossary entries. (50+5 entries) # Note: DLC Glossary is only shuffled if Oannesanity is turned on. 'false': 50 'true': 0 glossanity_scannable: # Glossanity: add all Scannable Glossary entries that require Hand Scanner. (27 entries) 'false': 50 'true': 0 glossanity_npc: # Glossanity: add all NPC Glossary entries as checks. (78 entries) 'false': 50 'true': 0 glossanity_enemy: # Glossanity: add all Enemy Glossary entries as checks. (77+7 entries) # Note: DLC Glossary is only shuffled if Oannesanity is turned on. 'false': 50 'true': 0 local_glossanity_percentage: # The percentage of Glossanity entries forced into your own world. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 oannesanity: # DLC Required. Enabling this may add the following checks based off of other options: # - 1 Item Chest (Comes with this option) # - 5 Freestanding Glossary (Glossanity - Freestanding Required) # - 7 Enemy Glossary (Glossanity - Enemy Required) # - 1 Costume Chest (Costumesanity Required) # - 12 Entrance Pairs (Include DLC Entrances Required) 'false': 50 'true': 0 required_guardians: # Only applies if RandomDissonance is on. # Number of Guardians required to be defeated to seal the Corridor of Blood. # Note: the Spiral Boat soul gate value will be adjusted to be at or below this value. # This way, you will always be able to reach the final area without requiring additional guardians. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 9 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-9: 0 # random value between 0 and 9 guardian_specific_ankhs: # Makes Ankhs only usable at their designated bosses. 'false': 0 'true': 50 logic_difficulty: # Logic difficulty setting. # - normal: intuitive logic - certain HP / damage thresholds required for (mini-)bosses. # - tricky: includes some shenanigans such as precise jumps, janky hitboxes or damage boosting. # - minimal: in addition to tricky logic, sets minimal combat requirements for (mini-)bosses. normal: 50 tricky: 0 minimal: 0 game_difficulty: # In-game difficulty. # - normal: default game difficulty. # - hard: difficulty level +3 (normally toggled by scanning a specific tablet twice). # Note: Logic is unaffected — this is a QoL (?) feature for those wanting to play on Hard Mode. normal: 50 hard: 0 echidna_difficulty: # The Boss Echidna phase difficulty. child: 50 teenager: 0 young_adult: 0 adult: 0 normal: 0 costume_clip: # Logically require using a glitch called Costume Clip. # Costume Clip: jump and pause on the same frame. # Once you hear the jump SFX as you open the menu, switch costumes. # This allows you to clip into objects like pots which can push you through walls. 'false': 50 'true': 0 require_fdc: # Logically require Future Development Company for accessing backside regions. # (This does not include Icefire Treetop or Immortal Battlefield). 'false': 0 'true': 50 dlc_item_logic: # Logically require making use of the DLC reward. # When enabled, the DLC item is assumed as collected from the start, unless it is # randomized by Costumesanity, in which case it must be obtained first. # When disabled, the DLC item is never considered in logic. 'false': 50 'true': 0 life_sigil_to_awaken_hom: # Logically require Life Sigil to Awaken Hall of Malice. # If enabled, will consider access to the grail point in logic. 'false': 0 'true': 50 remove_icefire_treetop_statue: # Remove Icefire Treetop Statue for more accessibility. 'false': 0 'true': 50 random_cursed_chests: # Randomize Cursed Chests # Vanilla: # - FlameTorcChest (Surtr) # - GiantsFluteChest (Echidna) # - DestinyTabletChest (Anzu) # - PowerBandChest (Belial) 'false': 0 'true': 50 cursed_chests: # Number of Cursed Chests to randomize (only used when Random Cursed Chests is on). # Base game has 86 regular chests, boosted to 92 through various sanity settings. # The max is automatically clamped down if set to higher than the actual amount of chests. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 92 4: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-92: 0 # random value between 0 and 92 horizontal_entrances: # Shuffle horizontal entrances. 'false': 0 'true': 50 vertical_entrances: # Shuffle vertical entrances. 'false': 0 'true': 50 gate_entrances: # Shuffle gate entrances. 'false': 50 'true': 0 unique_transitions: # Shuffle unique transitions. # (e.g. Annwfn -> Immortal Battlefield / Takamagahara Shrine -> Heaven's Labyrinth) 'false': 50 'true': 0 full_random_entrances: # Mix the enabled randomized entrances across area types. 'false': 0 'true': 50 include_dlc_entrances: # Requires Oannesanity toggled on. Include DLC entrances in the entrance pool. # Note: Combat logic to survive in the DLC areas is still minimal. 'false': 50 'true': 0 prevent_area_loops: # Prevent entrance randomization from pairing exits within the same area. # May increase fill success rate if you're having issues with generation. 'false': 0 'true': 50 soul_gate_entrances: # Shuffle [1,2,3,5] soul gate entrances with each other. # Note: does not mix with regular the above regular entrances and transitions. 'false': 50 'true': 0 include_nine_soul_gates: # Include the two [9] soul gates (HoM to IB Boat) in the Soul Gate pool. # Can work with Soul Gate Entrances and Random Soul Gate Values separately. # Note: [9] soul gate is floored to be reachable depending on player set # RequiredGuardians value if RandomDissonance is enabled. 'false': 50 'true': 0 random_soul_gate_value: # How the soul gate costs are handed out. # Standard: every gate keeps its vanilla cost. (Only applies to Soul Gate ER off) # Shuffled: vanilla costs are shuffled between the Soul Gates. # Randomized: each gate pair independently rolls any of [1,2,3,5,9]. standard: 50 shuffled: 0 randomized: 0 auto_scan: # Automatically scan tablets when read. # Requires Hand Scanner in logic if disabled. 'false': 0 'true': 50 auto_skulls: # Auto-Place Crystal Skulls in Nibiru. 'false': 0 'true': 50 greedy_charon: # AP coin grants can be sent by another player at any point, # which may not be ideal in synced playthroughs. # Turning this on will make Charon take all your coins as payment, # so you don't get bricked with additional coins while trying to get to Charon. 'false': 0 'true': 50 persistent_inventory: # Keep everything you have locally collected after a death or a save load. # Normally only AP items get regranted upon loading; this option extends to ALL items. # In other words, turning this on keeps your inventory fully synced with AP's CollectionState. # Own world items are silently recovered and checked locations remain checked. # Note: Puzzle progression flags will not persist. 'false': 0 'true': 50 starting_money: # Starting money amount. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 999 200: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-999: 0 # random value between 0 and 999 starting_weights: # Starting weights amount. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 20: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 item_chest_color: # Color for item chests. blue: 50 turquoise: 0 red: 0 pink: 0 yellow: 0 filler_chest_color: # Color for filler chests. blue: 0 turquoise: 0 red: 0 pink: 0 yellow: 50 ap_chest_color: # Color for AP chests. blue: 0 turquoise: 50 red: 0 pink: 0 yellow: 0 write_seed_file: # Writes seed.lm2r (standalone compatible) and a seed.lm2ap # For those who wish to play solo seeds outside of AP. # AP generated seeds require both files to play the seed solo offline. # Standalone generated seeds can also be played (will use the original # filler and ankh jewel system). # Seed files need to be placed in La-Mulana 2/LaMulana2Randomizer/Seed 'false': 50 'true': 0 death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 ########################### # Item & Location Options # ########################### local_items: # Forces these items to be in their native world. [] non_local_items: # Forces these items to be outside their native world. [] start_inventory: # Start with the specified amount of these items. Example: "Bomb: 1" {} start_hints: # Start with these item's locations prefilled into the ``!hint`` command. [] start_location_hints: # Start with these locations and their item prefilled into the ``!hint`` command. [] exclude_locations: # Prevent these locations from having an important item. [] priority_locations: # Prevent these locations from having an unimportant item. [] item_links: # Share part of your item pool with other players. [] plando_items: # Generic items plando. []