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.
This is a range option.
Accepted values:
Normal range: 0 - 99
The following values have special meanings, and may fall outside the normal range.
- 0: Disabled
- 50: Normal
- 99: Extreme
Accessibility
Set rules for reachability of your items/locations.
- **Locations:** ensure everything can be reached and acquired.
- **Items:** ensure all logically relevant items can be acquired.
- **Minimal:** ensure what is needed to reach your goal can be acquired.
Blue chest chance
The chance of a chest being a blue chest.
It is given in units of 1/256, i.e., a value of 25 corresponds to 25/256 ~ 9.77%.
If you increase the blue chest chance, then the red chest chance is decreased in return.
Supported values: 5 – 75
Default value: 25 (five times as much as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 5 - 75
Blue chest count
The number of blue chest items that will be in your item pool.
The number of blue chests in your world that count as multiworld location checks will be equal this amount plus one
more for each party member or capsule monster if you have shuffle_party_members/shuffle_capsule_monsters enabled.
(You will still encounter blue chests in your world after all the multiworld location checks have been exhausted,
but these chests will then generate items for yourself only.)
Supported values: 10 – 100
Default value: 25
This is a range option.
Accepted values:
Normal range: 10 - 100
Boss
Which boss to fight on the final floor.
Supported values:
lizard_man, big_catfish, regal_goblin, follower_x2, camu, tarantula, pierre, daniele, gades_a, mummy_x4, troll_x3,
gades_b, idura_a, lion_x2, idura_b, idura_c, rogue_flower, soldier_x4, gargoyle_x4, venge_ghost, white_dragon_x3,
fire_dragon, ghost_ship, tank, gades_c, amon, erim, daos, egg_dragon, master
random-low — select a random regular boss, from lizard_man to troll_x3
random-middle — select a random regular boss, from idura_a to gargoyle_x4
random-high — select a random regular boss, from venge_ghost to tank
random-sinistral — select a random Sinistral boss
Default value: master (same as in an unmodified game)
Capsule cravings JP style
Make capsule monster cravings behave as in the Japanese version.
In the US version, the data that determines which items a capsule monster can request is a mess.
It allows only for a very limited selection of items to be requested, and the quality of the selected item is almost
always either too low or too high (compared to the capsule monsters current quality preference). This means that,
if fed, the requested item will either be rejected by the capsule monster or lead to an unreasonable increase of the
quality preference, making further feeding more difficult.
This setting provides a fix for the bug described above.
If enabled, the capsule monster feeding behavior will be changed to behave analogous to the JP (and EU) version.
This means that requests become more varied, while the requested item will be guaranteed to be of the same quality
as the capsule monsters current preference. Thus, it can no longer happen that the capsule monster dislikes eating
the very item it just requested.
Supported values: false, true
Default value: false (same as in an unmodified game)
Capsule monster starting form
The starting form of your capsule monsters.
Supported values: 1 – 4, m
Default value: 1 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 1 - 5
The following values have special meanings, and may fall outside the normal range.
Capsule monster starting level
The starting level of your capsule monsters.
Can be set to the special value party_starting_level to make it the same value as the party_starting_level option.
Supported values: 1 – 99, party_starting_level
Default value: 1 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 1 - 99
The following values have special meanings, and may fall outside the normal range.
- 1: Default
- 0: Party Starting Level
Crowded floor chance
The chance of a floor being a crowded floor.
It is given in units of 1/256, i.e., a value of 16 corresponds to 16/256 = 6.25%.
A crowded floor is a floor where most of the chests are grouped in one room together with many enemies.
Supported values: 0 – 255
Default value: 16 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 0 - 255
Custom item pool
Customize your multiworld item pool.
Using this option you can place any cave item in your multiworld item pool. (By default, the pool is filled with
blue chest items.) Here you can add any valid item from the Lufia II Ancient Cave section of the datapackage
(see https://archipelago.gg/datapackage). The value of this option has to be a mapping of item name to count,
e.g., to add two Deadly rods and one Dekar Blade: {Deadly rod: 2, Dekar blade: 1}
The maximum total amount of custom items you can place is limited by the chosen blue_chest_count; any remaining,
non-customized space in the pool will be occupied by random blue chest items.
Death Link
When you die, everyone dies. Of course the reverse is true too.
Default capsule monster
Preselect the active capsule monster.
(Only has an effect if shuffle_capsule_monsters is set to false.)
Supported values: jelze, flash, gusto, zeppy, darbi, sully, blaze
Default value: jelze
Default party lineup
Preselect the party lineup.
(Only has an effect if shuffle_party_members is set to false.)
Supported values:
Can be set to any valid combination of up to 4 party member initials, e.g.:
M — Maxim
DGMA — Dekar, Guy, Maxim, and Arty
MSTL — Maxim, Selan, Tia, and Lexis
random-2p — a random 2-person party
random-3p — a random 3-person party
random-4p — a random 4-person party
Default value: M
Enemy floor numbers
Change which enemy types are encountered at which floor numbers.
Supported values:
vanilla
Ninja, e.g., is allowed to appear on the 3 floors B44-B46
shuffle — The existing enemy types are redistributed among nearby floors. Shifts by up to 6 floors are possible.
Ninja, e.g., will be allowed to appear on exactly 3 consecutive floors somewhere from B38-B40 to B50-B52
randomize — For each floor, new enemy types are chosen randomly from the set usually possible on floors [-6, +6].
Ninja, e.g., is among the various possible selections for any enemy slot affecting the floors from B38 to B52
Default value: vanilla (same as in an unmodified game)
Enemy movement patterns
Change the movement patterns of enemies.
Supported values:
vanilla
shuffle_by_pattern — The existing movement patterns are redistributed among each other.
Sprites that usually share a movement pattern will still share movement patterns after shuffling
randomize_by_pattern — For each movement pattern, a new one is chosen randomly from the set of existing patterns.
Sprites that usually share a movement pattern will still share movement patterns after randomizing
shuffle_by_sprite — The existing movement patterns of sprites are redistributed among the enemy sprites.
Sprites that usually share a movement pattern can end up with different movement patterns after shuffling
randomize_by_sprite — For each sprite, a new movement is chosen randomly from the set of existing patterns.
Sprites that usually share a movement pattern can end up with different movement patterns after randomizing
singularity — All enemy sprites use the same, randomly selected movement pattern
Alternatively, you can directly specify an enemy name such as "Red Jelly" as the value of this option.
In that case, the movement pattern usually associated with this sprite will be used by all enemy sprites
Default value: vanilla (same as in an unmodified game)
Enemy sprites
Change the appearance of enemies.
Supported values:
vanilla
shuffle — The existing sprites are redistributed among the enemy types.
This means that, after shuffling, exactly 1 enemy type will be dressing up as the "Red Jelly" sprite
randomize — For each enemy type, a new sprite is chosen randomly from the set of existing sprites.
This means that, after randomizing, any number of enemy types could end up using the "Red Jelly" sprite
singularity — All enemies use the same, randomly selected sprite
Alternatively, you can directly specify an enemy name such as "Red Jelly" as the value of this option.
In this case, the sprite usually associated with that enemy will be used by all enemies
Default value: vanilla (same as in an unmodified game)
EXP modifier
Percentage modifier for EXP gained from enemies.
Supported values: 100 – 500
Default value: 100 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 100 - 500
Final floor
The final floor, where the boss resides.
Supported values: 2 – 99
Default value: 99 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 2 - 99
Increase gear variety after B9
Fixes a bug that prevents various gear from appearing after B9.
Due to an overflow bug in the game, the distribution of red chest gear is impaired after B9.
Starting with B10, the number of items available from red chests is severely limited, meaning that red chests will
no longer contain any shields, headgear, rings, or jewels (and the selection of body armor is reduced as well).
This setting provides a fix for the bug described above.
If enabled, red chests beyond B9 will continue to produce shields, headgear, rings, and jewels as intended,
while the odds of finding body armor in red chests are decreased as a result.
The distributions of red chest weapons, spells, and consumables as well as blue chests are unaffected.
Supported values: false, true
Default value: false (same as in an unmodified game)
Goal
The objective you have to fulfill in order to complete the game.
Supported values:
boss — defeat the boss on the final floor
iris_treasure_hunt — gather the required number of Iris treasures and leave the cave
boss_iris_treasure_hunt — complete both the "boss" and the "iris_treasure_hunt" objective (in any order)
final_floor — merely reach the final floor
Default value: boss
Gold modifier
Percentage modifier for gold gained from enemies.
Supported values: 25 – 400
Default value: 100 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 25 - 400
Healing tile floor chance
The chance of a floor having a healing tile hidden under a bush.
It is given in units of 1/256, i.e., a value of 16 corresponds to 16/256 = 6.25%.
Supported values: 0 – 255
Default value: 16 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 0 - 255
Inactive character EXP gain
The rate at which characters not currently in the active party gain EXP.
Supported values: disabled, half, full
Default value: disabled (same as in an unmodified game)
Initial floor
The initial floor, where you begin your journey.
(If this value isn't smaller than the value of final_floor, it will automatically be set to final_floor - 1)
Supported values: 1 – 98
Default value: 1 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 1 - 98
Iris treasure floor chance
The chance of a floor being able to generate an Iris treasure.
It is given in units of 1/256, i.e., a value of 5 corresponds to 5/256 ~ 1.95%.
The true chance of a floor holding an Iris treasure you need is usually lower than the chance specified here, e.g.,
if you have already found 8 of 9 Iris items then the chance of generating the last one is only 1/9 of this value.
Supported values: 5 – 255
Default value: 5 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 5 - 255
Iris treasures required
The number of Iris treasures required to complete the goal.
This setting only has an effect if the "iris_treasure_hunt" or "boss_iris_treasure_hunt" goal is active.
Supported values: 1 – 9
Default value: 9
This is a range option.
Accepted values:
Normal range: 1 - 9
Master HP
The number of hit points of the Master
(Only has an effect if boss is set to master.)
Supported values: 1 – 9980
Default value: 9980 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 1 - 9980
Party starting level
The starting level of your party members.
Supported values: 1 – 99
Default value: 1 (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 1 - 99
Run speed
Modifies the game to allow you to move faster than normal when pressing the Y button.
Supported values: disabled, double, triple, quadruple
Default value: disabled (same as in an unmodified game)
Shop interval
Place shops after a certain number of floors.
E.g., if you set this to 5, then you will be given the opportunity to shop after completing B5, B10, B15, etc.,
whereas if you set it to 1, then there will be a shop after every single completed floor.
Shops will offer a random selection of wares; on deeper floors, more expensive items might appear.
You can customize the stock that can appear in shops using the shop_inventory option.
You can control how much gold you will be obtaining from enemies using the gold_multiplier option.
Supported values: disabled, 1 – 10
Default value: disabled (same as in an unmodified game)
This is a range option.
Accepted values:
Normal range: 1 - 10
The following values have special meanings, and may fall outside the normal range.
Shop inventory
Determine the item types that can appear in shops.
The value of this option should be a mapping of item categories (or individual items) to weights (non-negative
integers), which are used as relative probabilities when it comes to including these things in shops. (The actual
contents of the generated shops are selected randomly and are subject to additional constraints such as more
expensive things being allowed only on later floors.)
Supported keys:
non_restorative — a selection of mostly non-restorative red chest consumables
restorative — all HP- or MP-restoring red chest consumables
blue_chest — all blue chest items
spell — all red chest spells
gear — all red chest armors, shields, headgear, rings, and rocks (this respects the gear_variety_after_b9 option,
meaning that you will not encounter any shields, headgear, rings, or rocks in shops from B10 onward unless you
also enabled that option)
weapon — all red chest weapons
Additionally, you can also add extra weights for any specific cave item. If you want your shops to have a
higher than normal chance of selling a Dekar blade, you can, e.g., add "Dekar blade: 5".
You can even forego the predefined categories entirely and design a custom shop pool from scratch by providing
separate weights for each item you want to include.
(Spells, however, cannot be weighted individually and are only available as part of the "spell" category.)
Default value: {spell: 30, gear: 45, weapon: 82}
This option is not supported. Please edit your .yaml file manually.
Shuffle capsule monsters
Shuffle the capsule monsters into the multiworld.
Supported values:
false — all 7 capsule monsters are available in the menu and can be selected right away
true — you start without capsule monster; 7 new "items" are added to your pool and shuffled into the multiworld;
when one of these items is found, the corresponding capsule monster is unlocked for you to use
Default value: false (same as in an unmodified game)
Shuffle party members
Shuffle the party members into the multiworld.
Supported values:
false — all 6 optional party members are present in the cafe and can be recruited right away
true — only Maxim is available from the start; 6 new "items" are added to your pool and shuffled into the
multiworld; when one of these items is found, the corresponding party member is unlocked for you to use.
While cave diving, you can add or remove unlocked party members by using the character items from the inventory
Default value: false (same as in an unmodified game)