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Outer.Wilds.yaml
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Outer.Wilds.yaml
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name: Hearthian{number}
description: Outer Wilds Example
game: Outer Wilds
requires:
version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
Outer Wilds:
# Generic Archipelago options. These are documented at
# https://archipelago.gg/tutorial/Archipelago/advanced_settings/en#universal-game-options
# In addition to the "Everything" and "Everywhere" name groups that all AP games come with,
# the following name groups are provided by Outer Wilds:
# item name groups: "progression", "useful", "filler", "trap", "Frequencies", "Signals", "Ship Upgrades",
# "Translators", "Tools", "Base Progression", "DLC Progression", "Quantum Rules", "Patches",
# and dozens of single-item aliases
# location name groups: "Frequencies", "Signals", "Ship Logs", "Ember Twin", "Ash Twin", "Hourglass Twins",
# "Timber Hearth", "Attlerock", "Brittle Hollow", "Giant's Deep", "Dark Bramble", "Quantum Moon",
# "Interloper", "Sun Station", "WHS", "The Stranger", "Dreamworld"
progression_balancing: normal
accessibility: items
local_items: []
non_local_items: []
start_inventory: {}
start_hints: []
start_location_hints: []
exclude_locations: []
priority_locations: []
item_links: []
start_inventory_from_pool: {}
# Options specific to Outer Wilds
goal:
# The victory condition for your Archipelago run. Goals involving the Prisoner require enable_eote_dlc to be true.
#
# Song of Five: Reach the Eye
# Song of the Nomai: Reach the Eye after meeting Solanum
# Song of the Stranger: Reach the Eye after meeting the Prisoner
# Song of Six: Reach the Eye after meeting either Solanum or the Prisoner
# Song of Seven: Reach the Eye after meeting both Solanum and the Prisoner
# Echoes of the Eye: Meet the Prisoner and complete the DLC
song_of_five: 50
song_of_the_nomai: 0
song_of_the_stranger: 0
song_of_six: 0
song_of_seven: 0
echoes_of_the_eye: 0
spawn:
# Where you wake up at the start of each loop.
#
# 'vanilla' is the same as the base game: you wake up in TH Village, talk to Hornfels to get the Launch Codes, then walk by the Nomai statue to start the time loop.
# All other options (including timber_hearth) will spawn you in your spacesuit, with the time loop already started, and the Launch Codes item placed randomly like any other AP item.
# stranger of course requires enable_eotc_dlc to be true.
#
# The idea is that non-vanilla spawns will require you to play "shipless" for a while, possibly using Nomai Warp Codes to visit other planets. The ship will still spawn nearby, so you can use the ship log/tracker right away.
# When playing with non-vanilla spawns, we recommend:
# - Consider enabling randomize_warp_platforms for greater variety if you get warp codes early
# - Consider using early_key_item, especially in non-solo games
# - Install a fast-forward mod such as Alter Time or Cheat And Debug Mod, since you may need to do a lot of waiting for e.g. Ash Twin sand or Giant's Deep islands
vanilla: 50
hourglass_twins: 0
timber_hearth: 0
brittle_hollow: 0
giants_deep: 0
stranger: 0
random_non_vanilla: 0
early_key_item:
# Ensure that one of Translator, Nomai Warp Codes, Launch Codes, or Stranger Light Modulator will be somewhere
# in sphere 1 and in your own world, guaranteeing you can find it without waiting on other players.
#
# `any` will randomly select one of these items that's relevant to your spawn (especially useful with `spawn: random`).
# For base game spawns it will choose Translator, NWC or LC, and for stranger spawns it will choose LC or SLM.
# If split_translator is also on, then "Translator" means the one for your spawn planet.
#
# Recommended for games with non-vanilla spawns, especially async games.
# In addition, without this AP seems to almost always put Launch Codes in sphere 1, so `any` also helps increase variety.
'off': 50
any: 0
translator: 0
nomai_warp_codes: 0
launch_codes: 0
stranger_light_modulator: 0
enable_eote_dlc:
# Incorporates Echoes of the Eye content into the randomizer with an additional 10 items and 34 locations.
# If logsanity is enabled, that will add another 72 locations, for a total of 106 DLC locations.
#
# When this is enabled, the randomizer mod will give you the "The Stranger" ship log automatically,
# so you can fly there without repeating the satellite puzzle (once you have Launch Codes).
'false': 50
'true': 0
dlc_only:
# Sets enable_eote_dlc to true, spawn to stranger, goal to echoes_of_the_eye (see descriptions of those options),
# and then prevents generation of all the base game locations and of many items not useful in the DLC.
#
# Not compatible with story mods.
'false': 50
'true': 0
randomize_coordinates:
# Randomize the Eye of the Universe coordinates needed to reach the end of the game.
'false': 0
'true': 50
randomize_orbits:
# Randomizes:
# - The order of the five planets (the Hourglass Twins as a whole, Timber Hearth, Brittle Hollow, Giant's Deep, Dark Bramble), i.e. which ones are closer or farther from the sun
# - The orbit angles of the five planets, as well as four satellites (Sun Station, Attlerock, Hollow's Lantern, and the Orbital Probe Cannon)
'false': 0
'true': 50
randomize_rotations:
# Randomizes the axes of rotation for Ember Twin, Ash Twin, Timber Hearth and Brittle Hollow.
#
# This often causes the Hourglass Twins' sand pillar to pass through different areas,
# and structures inside the ATP to move differently (becoming a hazard for the player).
'false': 0
'true': 50
randomize_warp_platforms:
# Randomize which Nomai warp platforms are connected to each other.
# Warp connections are still 'coupled', i.e. if platform A warps to platform B, then B will take you back to A.
# Highly recommended when playing with non-vanilla spawns.
'false': 50
'true': 0
randomize_dark_bramble_layout:
# Randomizes which Dark Bramble 'rooms' link to which other rooms, so you can't rely on your memory of the vanilla layout.
# Be aware that randomized layouts are often significantly harder to navigate than vanilla Dark Bramble, since they allow several paths to the same room and more complex loops / recursion.
# 'hub_start' forces the first room to be Hub (same as the vanilla game), which tends to generate shorter and simpler paths than full randomization.
'false': 50
'true': 0
hub_start: 0
trap_chance:
# The probability for each filler item (including unique filler) to be replaced with a trap item.
# The exact number of trap items will still be somewhat random, so you can't know
# if you've seen the 'last trap' in your world without checking the spoiler log.
# If you don't want any traps, set this to 0.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
15: 50
random: 0
random-low: 0
random-high: 0
trap_type_weights:
# When a filler item is replaced with a trap, these weights determine the
# odds for each trap type to be selected.
# If you don't want a specific trap type, set its weight to 0.
# Setting all weights to 0 is the same as setting trap_chance to 0.
Audio Trap: 1
Nap Trap: 2
Ship Damage Trap: 2
death_link:
# When you die, everyone dies. Of course the reverse is true too.
# The "default" option will not include deaths to meditation, the supernova, the time loop ending,
# or 'deaths' that merely enter or exit the dreamworld.
# Be aware that the game mod provides a 'Death Link Override' setting, in case you change your mind later.
'off': 50
default: 0
all_deaths: 0
logsanity:
# Adds 176 locations for all the (non-rumor, non-missable) ship log facts in the game.
# Also affects how many locations are added by enable_eote_dlc.
'false': 50
'true': 0
shuffle_spacesuit:
# Puts the spacesuit into the Archipelago item pool, forcing you to play suitless until it's found.
#
# This option is incompatible with non-vanilla spawns (i.e. generation will fail), since those imply playing "shipless" at first, and almost nothing can be done both shipless and suitless.
'false': 50
'true': 0
split_translator:
# Splits the "Translator" item into 6 items: 5 for the main planets and their satellites, plus a
# "Translator (Other)" for smaller parts of the vanilla system and systems added by story mods.
'false': 50
'true': 0
enable_hn1_mod:
# Incorporates Hearth's Neighbor story mod content into the randomizer with an additional 3 items and 20 locations.
# If logsanity is enabled, that will add another 41 locations, for a total of 61 HN1 locations.
'false': 50
'true': 0
enable_outsider_mod:
# Incorporates The Outsider story mod content into the randomizer with an additional 21 locations.
# If logsanity is enabled, that will add another 44 locations, for a total of 65 TO (The Outsider) locations.
#
# split_translator is highly recommended with this mod, since it adds a lot of Translator checks to Dark Bramble.
#
# If randomize_orbits is true, this option forces GD and DB to be in their vanilla "lanes" and have the same orbit angle.
'false': 50
'true': 0
enable_ac_mod:
# Incorporates Astral Codec story mod content into the randomizer with an additional 1 item and 21 locations.
# If logsanity is enabled, that will add another 39 locations, for a total of 60 AC locations.
#
# If randomize_warp_platforms is true, this option will ensure there's a warp from the Hourglass Twins to Timber Hearth.
'false': 50
'true': 0
enable_hn2_mod:
# Incorporates Hearth's Neighbor 2: Magistarium story mod content into the randomizer with an additional 4 items and 18 locations.
# If logsanity is enabled, that will add another 30 locations, for a total of 48 HN2 locations.
'false': 50
'true': 0
enable_fq_mod:
# Incorporates Fret's Quest story mod content into the randomizer with an additional 1 item and 18 locations.
# If logsanity is enabled, that will add another 38 locations, for a total of 56 FQ locations.
'false': 50
'true': 0