85 lines
4.9 KiB
Markdown
85 lines
4.9 KiB
Markdown
# Lufia II - Rise of the Sinistrals (Ancient Cave)
|
|
|
|
## Where is the options page?
|
|
|
|
The [player options page for this game](../player-options) contains all the options you need to configure and export a
|
|
config file.
|
|
|
|
## What does randomization do to this game?
|
|
|
|
As you may or may not know, randomization was already a core feature of the Ancient Cave in Lufia II, basically being a
|
|
whole game within a game. The Ancient Cave has 99 floors with increasingly hard enemies, red chests and blue chests. At
|
|
the end of the Ancient Cave you get to fight the Royal Jelly... if you make it that far. You cannot lose the Royal
|
|
Jelly fight as it kills itself after giving you three rounds to try and kill it (or manage to vanquish your own party,
|
|
whichever one you can manage).
|
|
|
|
The Randomizer allows you to set different goals and modify the game in several other ways
|
|
([see below](#changes-from-the-vanilla-game)).
|
|
|
|
## What items and locations get shuffled?
|
|
|
|
In general, all Items can appear in the red and blue chests, the blue chest items are items you get to keep after you
|
|
die in or escape the Ancient Cave using Providence. Archipelago Items can also appear in said chests. Iris Treasures are
|
|
always in your local game.
|
|
|
|
## Which items can be in another player's world?
|
|
|
|
Any of the blue chest items from the vanilla game may be placed into another player's world.
|
|
|
|
## What does another world's item look like in Lufia II?
|
|
|
|
Items belonging to other worlds are represented by an AP icon and are called AP items.
|
|
|
|
## When the player receives an item, what happens?
|
|
|
|
Your Party Leader will hold up the item they received when not in a fight or in a menu.
|
|
|
|
## Changes from the vanilla game
|
|
|
|
###### Customization options:
|
|
|
|
- Choose a goal for your world. Possible goals are: 1) Reach the final floor; 2) Defeat the boss on the final floor; 3)
|
|
Retrieve a (customizable) number of Iris treasures from the cave; 4) Retrieve the Iris treasures *and* defeat the boss
|
|
- You can also randomize the goal; The blue-haired NPC in front of the cafe can tell you about the selected objective
|
|
- Customize the chances of encountering blue chests, healing tiles, Iris treasures, etc.
|
|
- Customize the default party lineup and capsule monster
|
|
- Customize the party starting level as well as capsule monster level and form
|
|
- Customize the initial and final floor numbers
|
|
- Customize the boss that resides on the final floor
|
|
- Customize the multiworld item pool. (By default, your pool is filled with random blue chest items, but you can place
|
|
any cave item you want instead)
|
|
- Customize start inventory, i.e., begin every run with certain items or spells of your choice
|
|
- Adjust how much EXP and gold is gained from enemies
|
|
- Randomize enemy movement patterns, enemy sprites, and which enemy types can appear at which floor numbers
|
|
- Option to make shops appear in the cave so that you have a way to spend your hard-earned gold
|
|
- Option to shuffle your party members and/or capsule monsters into the multiworld, meaning that someone will have to
|
|
find them in order to unlock them for you to use. While cave diving, you can add or remove unlocked party members by
|
|
using the character items from your inventory. There's also an option to allow inactive characters to gain some EXP,
|
|
so that new party members added during a run don't have to start off at a low level
|
|
|
|
###### Quality of life:
|
|
|
|
- Various streamlining tweaks (removed cutscenes, dialogue, transitions)
|
|
- You can elect to lock the cave layout for the next run, giving you exactly the same floors and red chest contents as
|
|
on your previous attempt. This functionality is accessed via the bald NPC behind the counter at the Ancient Cave
|
|
Entrance
|
|
- Multiple people can connect to the same slot and collaboratively search for Iris treasures and blue chests
|
|
- Always start with Providence already in your inventory. (It is no longer obtained from red chests)
|
|
- (optional) Run button that allows you to move at faster than normal speed
|
|
|
|
###### Quality of death:
|
|
|
|
- Blue chest items that you received from the multiworld are kept, even if your party dies. (I.e., you do not need to
|
|
use Providence to make them permanent)
|
|
- Similarly, but in the opposite direction: All location checks you make are immediately sent out to the multiworld and
|
|
don't require Providence for persistence.
|
|
- (optional) Death link support. (I.e., if your party is defeated, everyone else participating in death link also dies)
|
|
|
|
###### Bug fixes:
|
|
|
|
- Vanilla game bugs that could result in anomalous floors, softlocks, or save file corruption have been fixed
|
|
- (optional) Bugfix for the algorithm that determines the item pool for red chest gear. Enabling this allows the cave to
|
|
generate shields, headgear, rings, and jewels in red chests even after floor B9
|
|
- (optional) Bugfix for the outlandish cravings of capsule monsters in the US version. Enabling this makes feeding work
|
|
like in the JP and EU versions of the game, resulting in more reasonable cravings
|