Haste

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

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.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
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0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
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0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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Goal Settings

Starting Shard

Determines which Shard will be the one that contains your first checks. Shards prior to your starting shard will NOT have any checks in them, and the total number of Progressive Shards will be reduced to match the skipped Shards. You will also be given enough Progressive Speed Upgrades to perform checks in your starting Shard, if enabled.
This is a range option.

Accepted values:
Normal range: 1 - 14
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0
0
0
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0

Shard Goal

Determines which Shard will be the one that contains your victory condition. Shard Goals of 11-14 will set the goal to Disaster Shards 1-4.
This is a range option.

Accepted values:
Normal range: 1 - 14
0
25
0
0
0
0
0

Extra Progressive Shards

Determines how many extra Progressive Shards are added into the item pool in addition to the ones required to reach your Shard Goal.
This is a range option.

Accepted values:
Normal range: 0 - 20
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0
0
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0

shard_unlock_order

Determines how shards are unlocked when collecting Progressive Shard items. Open: Shards will unlock immediately with the required number of Progressive Shards. Bosses: Shards will unlock with Progressive Shards + having defeated the previously unlocked Shard's boss.
0
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0

Remove Post-Victory Locations

Removes any locations in shards that happen after the goal set in Shard Goal, as well as the Progressive Shard items that would otherwise unlock those Shards. ex: if Shard Goal is set to 7, this will have 6 Progressive Shards in the item pool and will remove any locations in shards 8, 9, and 10
0
25
0
Shopsanity Settings

Shopsanity

Determines how shops are handled, the number of checks per shop is determined by shopsanity_quantity Per-Shard: Shops will contain checks that are specific to each Shard Global: Shops will contain checks for the entire game, regardless of which Shard you are in
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0

Separate Shopsanity Items

For Shopsanity, Archipelago Items will be separate from normal Haste items bought in shops; only purchasing the dedicated AP Shop Item will send a check. If disabled, a check is sent when any item is purchased and dedicated Archipelago Items will not appear in shops.
0
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0

Shopsanity Item Chance

Determines the odds of a shop item being an Archipelago Item as a percentage. Each shop slot is calculated independently. ex: If this value is set to 30, there will be a 30% chance that a single shop item will be an Archipelago Item, and a combined 65% that there will be at least one AP item in a shop.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0

Per-Shard Shopsanity Scaling

Determines whether Per-Shard Shopsanity checks are scaled statically or dynamically. Static: All Shards will have the same number of Shopsanity checks. Dynamic: The number of Shopsanity checks in each Shard is determined by the length of said Shard (later Shards are longer).
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0

Per-Shard Static Shopsanity Quantity

For Static Per-Shard Shopsanity, determines how many checks are tied to shop purchases for each available Shard.
This is a range option.

Accepted values:
Normal range: 1 - 25
0
25
0
0
0
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0

Per-Shard Dynamic Shopsanity Quantity

For Dynamic Per-Shard Shopsanity, determines the percentage used for how many checks are tied to Shop purchases in each Shard, scaled to HALF of the length of said shard (rounded down). When choosing a percentage, remember that you can change the price of items from the in-game Difficulty menu. If you do not want to revisit a Shard, keep this value below 100%. ex: Shards 3 & 8 have a length of 15 & 20 Fragments, respectively. A value of 80% will have 5 Shopsanity checks in Shard 3, and 8 checks in Shard 8. Each Shard's lengths can be found here: https://github.com/WritingHusky/haste_apworld/blob/main/docs/ShardLengths.md
This is a range option.

Accepted values:
Normal range: 20 - 200
0
25
0
0
0
0
0

Global Shopsanity Quantity

Determines how many checks are tied to Global shop purchases.
This is a range option.

Accepted values:
Normal range: 1 - 100
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0
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0

Global Shopsanity Packs

If Global Shopsanity is enabled, this setting will add "Progressive Global Shop Packs" items into the pool that will unlocker later Global Shop checks. Each Unlocker item will unlock 15 Global Shop purchases (or less for the final chunk, if your Global Shop Quantity does not divide evenly by 15).
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Extra Global Shopsanity Packs

Determines how many extra Global Shop Unlocker are added into the item pool in addition to the ones required to reach all of your Global Shop checks.
This is a range option.

Accepted values:
Normal range: 0 - 10
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0
0
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Fragmentsanity Settings

Fragmentsanity

Determines how fragment clears are handled. Per-Shard: Fragment clears will have checks that are specific to each Shard Global: Fragment clears will have checks for the entire game, regardless of which Shard you are in
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Fragmentsanity Distribution

Determines how Fragmentsanity checks are distributed Linear: Checks are given out every X checks as determined by linear_fragmentsanity_rate Balanced Triangular: Checks are given out following a halved triangular distribution, capped at 10 fragments between checks Check 10: 30 clears -- Check 20: 110 clears -- Check 30: 210 clears -- Check 40: 310 clears -- check 50: 410 clears Triangular: Checks are given out following a triangular distribution. NOT RECOMMENDED FOR SYNCS. Check 10: 55 clears -- Check 20: 210 clears -- Check 30: 465 clears -- Check 40: 820 clears -- check 50: 1275 clears
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Linear Fragmentsanity Rate

For linear Fragmentsanity distribution, determines how many fragments must be cleared to send a check
This is a range option.

Accepted values:
Normal range: 1 - 10
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0
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0

Per-Shard Fragmentsanity Scaling

Determines whether Per-Shard Fragmentsaity checks are scaled statically or dynamically. Static: All Shards will have the same number of Fragmentsanity checks. Dynamic: The number of Fragmentsanity checks in each Shard is determined by the length of said Shard (later Shards are longer).
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0

Per-Shard Static Fragmentsanity Quantity

For Static Per-Shard Fragmentsanity, determines how many checks are tied to Fragment clears for each available Shard.
This is a range option.

Accepted values:
Normal range: 1 - 25
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25
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0

Per-Shard Dynamic Fragmentsanity Quantity

For Dynamic Per-Shard Fragmentsanity, determines the percentage used for how many checks are tied to Fragment clears in each Shard, scaled to the length of said shard (rounded down). When choosing a percentage, remember that Shops, Rest Areas, and some events do NOT contribute to Fragmentsanity progress. If you do not want to revisit a Shard, keep this value below 100%. ex: Shards 3 & 8 have a length of 15 & 20 Fragments, respectively. A value of 80% will have 12 Fragmentsanity checks in Shard 3, and 16 checks in Shard 8. Each Shard's lengths can be found here: https://github.com/WritingHusky/haste_apworld/blob/main/docs/ShardLengths.md
This is a range option.

Accepted values:
Normal range: 20 - 200
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Global Fragmentsanity Quantity

Determines how many checks are tied to global fragment clears.
This is a range option.

Accepted values:
Normal range: 1 - 50
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Item Settings

Starting Ability

Determines what ability you start with, with the remaining abilities being added into the item pool. Logically, you are expected to have an ability in order to do checks in Shard 5 and beyond.
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Progressive Speed Upgrades

Reduces Zoe's base run speed to 60%, and adds 6 Speed Upgrades into the item pool that increase her base run speed by 10% each (totalling 120% run speed with all 6 upgrades) Zoe's TOTAL speed includes more than just her BASE run speed; so liberal use of Boost-increasing items, abilities, and good landings will be needed to compensate for this initial reduction Shards will require a certain number of speed upgrades to logically complete: Shards 1-2: No speed upgrades Shards 3-4: 1 speed upgrade Shards 5-6: 2 speed upgrades Shards 7-8: 3 speed upgrades Shards 9-10: 4 speed upgrades
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Persistent Items

Determines whether or not Persistent Items are shuffled into the item pool. Persistent items will be chosen randomly from their corresponding category at the start of a Shard and . It is recommended that you enable "Unlock All Items" to increase the variety of items seen during a run.
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Persistent Item Quantities

Determines how many of each Persistent Item are added into the item pool. Items are broken up based on Rarity and Category, with the exception of Legendary Items which are their own group. Some items have multiple effects and will thus be present in multiple categories. Items are categoriezed as such: - Speed: Any item that grants Boost, Speed, spawns a Boost Ring, or grants a special movement option - Support: Any item grants Energy, Sparks, Luck, Cooldown reduction, Item retriggers, or Perfect landings - Health: Any item that grants Healing, increases Max Health, or grants Invulnerability Valid Keys: - "common_speed" - "common_support" - "common_health" - "rare_speed" - "rare_support" - "rare_health" - "epic_speed" - "epic_support" - "epic_health" - "legendary" Valid Values: - a number from 0 to 10 for the key type - "random", which will pick a random valid value for you - a range in the form "x-y", which will pick a random valid value between x and y
This option cannot be modified here. Please edit your .yaml file manually.

Hub NPCs

Shuffles Daro, Niada, Wraith, The Captain, and Fashion Weeboh into the item pool; requiring you to find them before they can be talked to in the hub world. This will not affect the ability to find them in the rest/campfire fragments, as those encounters only provide flavour text
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Captain's Upgrades

Shuffles The Captain's permanent upgrades into the item pool, and adds their respective purchases from him in the hub as checks. All purchases will require 33,250 Anti-Sparks total. Logically, later purchases in each upgrade line will expect (but not require) additional Progressive Shards: Purchase 1-2: No additional Shards Purchase 3-4: 2 additional Shards Purchase 5: 4 additional Shards Purchase 6: 6 additional Shards EXCEPTION: The first and only 'Max Lives' Upgrade purchase expects 2 additional Shards, as it is the same price as Purchase 4 in other upgrade lines
0
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Fashion Weeboh Purchases

Shuffles Fashion Weeboh's costume purchases as checks. Currently does NOT add the costumes themselves as items into the item pool. Any costumes unlocked after your Shard Goal (unless Remove-Post-Victory-Locations is disabled) will NOT be included in Vanilla or Vanilla Plus. All purchases will require 22,500 Anti-Sparks total for Vanilla, or 22,700 for Vanilla Plus or All Unlocks. Logically, costumes that cost 3,000 Anti-Sparks will expect (but not require) 2 additional Progressive Shards to purchase, and costumes that cost 5,000 will expect 4 additional Progressive Shards Vanilla: Costume purchases are only available as per their vanilla requirements: Little Sister (100) and Supersonic Zoe (100): Unlocked by default and do not need to be purchased Zoe the Shadow (500) and Zoe 64 (5,000): Available as soon as the Fashion Weeboh is available Weeboh (3,000): Unlocks after unlocking Shard 5 Flopsy (3,000): Unlocks after unlocking Shard 7 Crispy (1,000): Unlocks after unlocking Disaster Shard 1 Twisted Flopsy (5,000): Unlocks after unlocking Disaster Shard 2 Totally Accurate Zoe (5,000): Unlocks after obtaining all Abilities Vanilla Plus: The same conditions as above, plus Little Sister and Supersonic Zoe's purchases are available as soon as the Fashion Weeboh is available. All Unlocks: All costume purchases are available as soon as the Fashion Weeboh is available
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Filler Item Settings

Anti-Spark Filler

Determines the average value of the Anti-Spark Bundle filler items added into the item pool. Sparse: Approximately 9,200 Anti-Sparks per 100 filler items Standard: Approximately 16,800 Anti-Sparks per 100 filler items Plentiful: Approximately 24,500 Anti-Sparks per 100 filler items Excessive: Approximately 35,600 Anti-Sparks per 100 filler items
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Disaster Trap Weight

Determines the percentage of ALL FILLER that will be converted into Disaster Traps. Disaster Traps will add the Disaster Shard Level 1 effects (lava flowers & health loss on low speed) to the current fragment. The trap will persist until either the fragment is cleared or Zoe dies, whichever happens first.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Landing Downgrade Trap Weight

Determines the percentage of ALL FILLER that will be converted into Landing Downgrade Traps. Landing Downgrade Traps will "downgrade" any landing performed (Perfect -> Good, Good -> Ok, Ok -> Bad). The trap will persist until either the fragment is cleared or Zoe dies, whichever happens first.
This is a range option.

Accepted values:
Normal range: 0 - 100
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QoL Settings

Unlock All Items

Will unlock all mid-run items at the start of the game, instead of them unlocking gradually as you clear Shards.
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Force Reload

When enabled if you receive a Progressive Shard or hub NPC while in the hub world, the hub will be immediately reloaded. This may cause weird behaviour if it happens during dialogue with hub NPCs.
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Refund Unnecessary Purchases

When attempting to purchase a separate AP Shop Item that would not send a check, you will be refunded your Sparks.
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Remove Separate AP Shop Items When Done

When playing with Separate AP Shop Items, once you have exceeded all Shop Purchases for that region (or cannot make a purchase due to lacking sufficient Global Shop Packs), AP Shop Items will no longer appear.
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Scout Hub Locations

Enables all hub purchases to send hints upon opening their respective NPC's dialogue. This setting can be overridden at any time via the in-game options menu.
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Cosmetic Settings

Default Outfit Body

Sets Zoe's default costume when loading into the game. This will not actually unlock the costume from the Fashion Weeboh, and if you change your costume you won't get your chosen outfit back until you reload the game.
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Default Outfit Hat

Sets Zoe's default hat when loading into the game. This will not actually unlock the hat from the Fashion Weeboh, and if you change your hat you won't get your chosen hat back until you reload the game.
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Other Settings

Base Disaster Level

Adds the corresponding Disaster Shard effects to ALL Shards (does not stack with the vanilla Disaster Shards' effects) This feature is presented WITHOUT any logic. It is NOT recommended to enable this alongside Progressive Speed Upgrades. DO NOT ENABLE UNLESS YOU KNOW WHAT YOU ARE DOING.
This is a range option.

Accepted values:
Normal range: 0 - 4
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Item & Location Options

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 the specified amount of these items. Example: "Bomb: 1"

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" The game decides what the replacement items will be.

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.
 

Excluded 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.
This option cannot be modified here. Please edit your .yaml file manually.