# 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 your Archipelago settings are valid at this site: # https://archipelago.gg/check # Your name in-game. Spaces will be replaced with underscores and there is a 16-character limit. # {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: Player{number} # Used to describe your yaml. Useful if you have multiple files. description: Default Wargroove Template game: Wargroove requires: version: 0.4.4 # Version of Archipelago required for this yaml to work as expected. Wargroove: 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-high: 0 disabled: 0 # equivalent to 0 normal: 50 # equivalent to 50 extreme: 0 # equivalent to 99 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. locations: 0 items: 50 minimal: 0 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 these items. {} 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. [] income_boost: # How much extra income the player gets per turn per boost received. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 25: 50 random: 0 random-low: 0 random-high: 0 commander_defense_boost: # How much extra defense the player's commander gets per boost received. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 8 2: 50 random: 0 random-low: 0 random-high: 0 commander_choice: # How the player's commander is selected for missions. # Locked Random: The player's commander is randomly predetermined for each level. # Unlockable Factions: The player starts with Mercival and can unlock playable factions. # Random Starting Faction: The player starts with a random starting faction and can unlock the rest. # When playing with unlockable factions, faction items are added to the pool. # Extra faction items after the first also reward starting Groove charge. locked_random: 50 unlockable_factions: 0 random_starting_faction: 0