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