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			* Core: typing for async_start * CommonClient: add a framework for clients to subscribe to data storage key notifications * Core: update version to 0.4.2 * lufia2ac: coop support
		
			
				
	
	
		
			83 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # Lufia II - Rise of the Sinistrals (Ancient Cave)
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| 
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| ## Where is the settings page?
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| 
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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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| 
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| ## What does randomization do to this game?
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| 
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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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| 
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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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| 
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| ## What items and locations get shuffled?
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| 
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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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| 
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| ## Which items can be in another player's world?
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| 
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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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| 
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| ## What does another world's item look like in Lufia II?
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| 
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| Items belonging to other worlds are represented by an AP icon and are called AP items.
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| 
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| ## When the player receives an item, what happens?
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| 
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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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| 
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| ## Changes from the vanilla game
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| 
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| ###### Customization options:
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| 
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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 the chances of encountering blue chests, healing tiles, Iris treasures, etc.
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| - Customize the default party lineup and capsule monster
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| - Customize the party starting level as well as capsule monster level and form
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| - Customize the initial and final floor numbers
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| - Customize the boss that resides on the final floor
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| - Customize the multiworld item pool. (By default, your pool is filled with random blue chest items, but you can place
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|   any cave item you want instead)
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| - Customize start inventory, i.e., begin every run with certain items or spells of your choice
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| - Adjust how much EXP is gained from enemies
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| - Randomize enemy movement patterns, enemy sprites, and which enemy types can appear at which floor numbers
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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. While cave diving, you can add newly unlocked members to your party
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|   by using the character items from your inventory
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| 
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| ###### Quality of life:
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| 
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| - Various streamlining tweaks (removed cutscenes, dialogue, transitions)
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| - You can elect to lock the cave layout for the next run, giving you exactly the same floors and red chest contents as
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|   on your previous attempt. This functionality is accessed via the bald NPC behind the counter at the Ancient Cave
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|   Entrance
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| - Multiple people can connect to the same slot and collaboratively search for Iris treasures and blue chests
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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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| 
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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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| 
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| ###### Bug fixes:
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| 
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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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