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Overworld Configuration Reference
These options control how the overworld is generated.
In vanilla, palaces 1, 2, and 3 are found on the west continent, 4 is on Maze Island, and 5, 6 are on the east continent. If enabled, any regular palace can be shuffled to any continent.
Each continent will still have the same number of palaces: 3 in the west, 1 on Maze Island, and 3 in the east.
If enabled, the Great Palace is included in the palace location shuffle, and can appear at any palace location (within the rules of "Allow Palaces to Swap Continents").
If disabled, the Great Palace will always be in the Valley of Death.
If enabled, which overworld encounters are on which terrain types are shuffled. For example you might get a swamp large enemy encounter from a small enemy on the desert.
If enabled, road tiles are also included in the encounter shuffle, meaning roads may be unsafe (and non-roads may be safe).
If enabled, lava tiles (like those in the Valley of Death) are also included in the encounter shuffle.
Options: None, Half, Normal, Random
Controls how frequently overworld enemies spawn.
- On Half, both the timer encounter and step encounter take twice as long to trigger.
- On None, no overworld enemies will spawn. (Trap tiles still function as normal).
- On Random, one of the three other options will be selected at equal chance.
Options: Blocks Path, Blocks Cave, Blocks Town, random
Controls what the river devil in the east blocks. Blocks Path: River devil blocks a road/bridge. This is identical to how he worked in previous versions. Blocks Cave: River devil blocks a cave (either connection or item) somewhere in the east. That cave may or may not be required. Blocks Town: River devils have besieged a town and you'll need the flute to get past them. Remember to use the flute again on the way out.
If enabled, 0-2 of the path blocks on the east may be rocks.
If enabled, all water tiles can be walked on with boots. If unselected, the only walkable water will be on water paths marked with a road tile on either end. This flag has no effect on the Vanilla or Vanilla(shuffle) biomes.
If enabled, one palace will be hidden under Three-Eyed Rock and require the flute. Look for the same formation of rocks as in vanilla.
If enabled, New Kasuto will be hidden under a forest tile somewhere in the east and require the hammer. It will always be a single forest tile surrounded on all sides by other terrain.
If enabled, what is hidden under Three-Eyed Rock and the New Kasuto forest tile can be any random location in the east. This only has an effect if the previous flags are enabled.
Options: Blocks Path / Blocks Cave / Blocks Town / Random Controls what the river devil is blocking.
The river devil will be blocking a path somewhere in the east. That path may or may not be required.
The river devil is blocking the entrance to a cave. This can be a passthrough cave or an item cave.
Oh no! The river devils have risen up and besieged a random town in the east. You'll need the flute to get in.
One of the previous options is randomly selected.
If selected a rock can block either a path or cave on the east. Otherwise no rocks will appear in the east. Caves may only be blocked if "Allow Connection Caves to be Blocked" is also selected.
When this option is selected, passthrough caves will be placed in a more logical way, such that the entrance of a cave will point to where the other side of the cave is. For example, if you enter a cave going north, you know that when you exit the other side of the cave you will be directly north of where you went in. The distance between cave exits is also restricted, such that you can often see the exit before entering the cave.
If selected, caves that connect from one part of the continent to another or between continents can be blocked by rocks. Otherwise, rocks can only block item caves.
If enabled, one of the woods in the west will have a cluster of encounters and Bagu's cabin similar to vanilla.
If disabled, Bagu's cabin is an isolated forest tile surrounded on all sides by other terrain.
If enabled, locations that only contain minor items or have no value will be hidden within more of the same terrain.
If disabled, all such tiles will be surrounded on all sides by other terrain.
You can select a biome for each continent that controls what the shape of the terrain looks like. Some biomes can only occur in some continents. See Biomes for a description of what each biome does.
See Biomes for a description of what each biome does.
See Biomes for a description of what each biome does.
See Biomes for a description of what each biome does.
See Biomes for a description of what each biome does.
Where biome controls the shape of the continent, climate controls its composition. Note this option is still somewhat experimental and may cause unusual or extreme continents to be generated.
Each terrain type will appear at equal size / frequency. Just like older versions of the randomizer.
The number of seed terrain tiles is massively increased, resulting in a more chaotic appearance. This option may cause seeds to take longer to generate.
Swampy and wet. Less desert, more/bigger swamps. Yay!
Water is less frequent, but much larger. Enjoy more forests but not much desert.
Dry and open. More desert and no swamp, with scattered graves dotting the landscape.
Controls how continents are connected to each other. There are always 2 connection caves, 1 bridge, and 1 raft connection between continents, but this option controls where they can be.
Like vanilla, there are always 2 caves between the West and Death Mountain, a raft between the West and East, and a bridge between the East and Maze Island.
There are still 2 connections from West to Death Mountain, one from West to East, and one from East to Maze Island, but they can now be of any type.
The 4 connections can appear from any continent to any continent. The only restrictions are:
- Each continent must be connected in a way that you can reach it eventually
- If the raft and bridge appear on the same continent, they are never on the same side (North / South / East / West)
If a shuffled vanilla map is used, this option will make the shuffled locations show their actual terrain, instead of the original vanilla terrain.