Homura-Hime
Where is the options page?
The player options page for this game contains all the options you need to configure and export a config file.
What is the goal?
Finish the Finale by defeating Ann (the Kill ending). What opens the Finale is the goal option:
all_worlds(the default): all eight chapters and the Climax are cleared.return_all_soul_cores: only Chapters 6, 7 and 8 have to be cleared. Those chapters fight the bosses of Levels 1-5 again and the way to each fight needs that boss's Soul Core (see below), so the goal is to return all the Soul Cores. Chapters 1-5 and the Climax stay playable for their checks but the Finale does not wait for them. Worlds still open in the play order (or by their own key), so this shortens the game when Chapters 6-8 can come before the other worlds: with a randomized order, or with freeform level keys. In the story order without freeform keys every world comes before Chapter 8 anyway.
What is randomized?
Every item the game hands out becomes a location, and its item is shuffled into the multiworld:
- treasure chests (including ambush chests and the Kushinada head chases) and Senbei on the maps
- journal notes
- every shop slot (combos, skills, omamori, shards, crystals, cost upgrades, the Dango)
- stage-clear rewards, Harumi's seven rewards, the tutorial reward
- the glitched-spirit trials, the tournament, the festival stall and story hand-overs (key items, dash skills)
- clearing each fight (every encounter, ambush, trial arena and boss phase: 110 locations) and the four optional ambushes that normally give nothing
- the five Soul Cores the hub hands out as worlds are cleared (see below)
The optional content (the ambush fights and their chests, the trials, the Kushinada head chases and the fights of the
Ikai dungeon rooms and optional ambushes: 78 locations) can be left out with optional_locations, and
optional_location_importance limits how many of them may hold important items.
The pool holds the game's items (skills, combos, omamori, Blessed Shots, HP/SP shards and crystals, key items, dash
skills) plus Konpeito, Sakura Petals, Senbei, Special Hanami Dango, Full Heals and Ultimate Charges. Each item group
(combos, skills, omamori, guns, shards, upgrades, key items) can be left in its vanilla places with a shuffle_*
option.
Are there traps?
Yes, two:
- Puffer Swarm Trap: four flying bombs and four flying spiky puffers appear around you, 6 to 20 metres away
(
puffer_swarm_traps, 20 by default). Like the dolls, it only goes off while you stand on solid ground. - Hexed Doll Trio Trap: a Hexed Doll of each of the three colours appears as a group on the ground, 4 to 8 metres
away (
hexed_doll_trio_traps, 5 by default).
Both traps only go off while you stand on solid ground: in the air, on a rail or in a boost they wait until you land.
A trap waits until you are in a level (never in the hub), in control (no cutscene or menu) and alive. Each option sets
how many of that trap are in the pool (0 or disabled for none); they take free locations like the Special Hanami Dango
do, and the counts are lowered when the locations in play have no room. The enemies are not available to the game as
ready-made objects, so at launch, while the logos are on screen, the game briefly loads two small scenes to copy them
and unloads the scenes again. If you then play a game that does not use a trap, its copies are removed from memory;
connecting at the title screen to a seed that has them loads them again (a short hitch, on the menu only). No save can
be loaded or game started while that runs.
Can I keep some items in my own world, or send them to other worlds?
Yes, with the common local_items and non_local_items options of every Archipelago game. Besides single item names
they accept these item groups: Key Items, Dash Skills, Chapter Unlocks, Guns, Omamori, Omamori Upgrades, Combos, Skills,
Abilities, Shards And Crystals, Currency and Utility. For example, local_items: [Combos, Skills] keeps every combo and
skill in your own world.
Keeping items at home always works. Sending items away needs free spots in the other worlds: every location holds one item, and the items another world keeps at home fill its locations. If, say, one player keeps almost everything local while another sends almost everything away, there is nowhere for the second player's items to go, and the generation stops with "No more spots to place N items". Send fewer items away, or let the other worlds keep fewer items at home.
How do chapters unlock?
Chapter Select (pause menu) is available from the start. The game has nine worlds before the Finale: the eight chapters
and the Climax (Climax: The Choice), which is a world of its own. By default they unlock in story order: a world opens
when the one before it is cleared (the Climax follows Chapter 5, Chapter 6 follows the Climax). level_order shuffles
that order (the Finale stays last; the Climax is never the first world):
off(default): story order.balanced: a random order that keeps the story's pacing in mind. The first world is always one of Chapters 1-4; the second is one of them 66% of the time and the third 40% of the time; each of the last three worlds is one of Chapters 5-8 or the Climax 60% of the time; the three in the middle are whatever is left.full: every order is equally likely.
level_unlock_items adds keys:
off(default): no keys.linear_progression: nine Progressive Level Keys (one is yours from the start). A world needs the previous one beaten and one more key than the world before it, so worlds are played strictly in order. Nothing a world needs is ever hidden in a world that comes after it (for example Nurikabe's Hat is never behind a later level).freeform_progression: every world has its own key ("Chapter N Unlock", "Climax Unlock") and opens as soon as you have it, whatever the order; you may have to jump between worlds with the Chapter Select. The order decides how the keys turn up: a world's key is never in that world or in one that comes later in the order (in your own world; keys that go to other players can be anywhere), so the keys come in the order you are meant to play. The hub's great Torii gate opens the Chapter Select, so you choose the world there instead of being sent to the next one of the story.
The first world's key is always yours from the start, and the Climax always needs at least one other world cleared. Inside a chapter, sub-chapters open one after another. The tutorial cannot be replayed: until it is finished Chapter Select stays closed. The tutorial's two checks (its fight and its clear reward) are locations like any other; the Skip Tutorial button on the pause menu's System page (shown only until the tutorial is finished) completes both and takes you to the hub.
What gates progress inside a chapter?
Seven key items open the way in specific areas: Pretty Little Flower (Level 1), Elevator Lever and Nurikabe's Shoe
(Level 2), Nurikabe's Hat (Level 3), Fresh Fish and Inugami Certificate (Level 4) and Nurikabe's Gloves (Level 5). Level
1 also needs one of the four dash skills (Phantom Blade, Spark Rush, Quake Strike, Bloodflame Palm) to cross a gap; one
of them is placed early, in your world or in another player's world. With advanced_movement_required the logic asks
for no dash skill at all: that gap can be crossed by parrying the laser of the enemy shooting across it, and the dash
skills become ordinary useful items.
What are the Soul Cores?
Each boss of Levels 1-5 leaves a Soul Core, and Chapters 6-8 are fights against the same five bosses again. The five
cores are items of the multiworld (Agasa's, Ling Ling's, Chirakuin's, Yumiko & Kumiko's and Mamiya's Soul Core). The
hub used to hand them out as worlds were cleared, and those five hand-overs are locations now: the hub follows the
number of cleared worlds, so the 1st core's location is checked after the first world you clear, the 2nd after the
second, and so on up to the 5th (whichever worlds they are; the Climax counts). The cores are always shuffled,
whatever shuffle_key_items says. The way to each of the five fights needs the core of that boss: Ling Ling
and the Corpse Princess, Nozomi, Yumiko & Kumiko and Mamiya at the door of their fight, and Agasa at the memory tree at
the end of the Ikai in Chapter 8 (the first area of that chapter is her fight). Without the core the door or the tree
does nothing and the game says "
How do money and the shops work?
The Konpeito the game pays at its locations (chests, trials, Harumi, stage clears) is taken out and put into the pool as
Konpeito items; the hub's currency boards pay nothing. Enemies, boxes and other pickups on the maps still drop Konpeito.
minimum_konpeito (default 550,000) sets how much Konpeito the pool holds in total.
The logic expects a shop slot to be bought only when 1.5 times the Konpeito items you have received covers its price (the rest comes from enemies and pickups), and only after the slot's shop tier is unlocked by cleared chapters. After the seed is generated, the progression items sitting in shops are checked together: what the multiworld needs from your shop by any point must be affordable by then, otherwise items are moved out of the shop. Konpeito is unlimited (you can always collect more), so a shop never locks you out, at worst it asks for some grinding.
Some slots also cost Senbei (1 to 3, 26 in all). Senbei cannot be collected from enemies, so the logic counts exactly the Senbei you have received, and it keeps the Senbei the shops need from being locked behind purchases that need them. A shop never holds your own Konpeito (that would be a wasted purchase); Senbei can be for sale.
Konpeito, Sakura Petals and Senbei count for the logic but are shown to everyone as plain filler.
How does Harumi work?
Harumi rewards you at 100, 300, 600, 1,000, 1,400, 1,800 and 2,300 Sakura Petals. The flowers on the maps give about 320 petals per chapter; the logic counts on 280 per cleared chapter plus the Sakura Petals items you have received. The pool always holds enough Sakura Petals items to reach the last reward. Harumi's rewards are never expected before your first chapter is cleared, however many Sakura Petals you hold.
What does another world's item look like in Homura-Hime?
Shops list Archipelago items by name; items that are both progression and useful are shown in gold, other items in the
colour of their classification. Finding an item for another player shows a notification. With shop_hints, opening a
shop sends a free hint for every visible entry that holds another player's item.
What happens when I receive an item?
A notification shows the item and who sent it, and the item is added to your inventory right away. Journal locations still give their original journal entry as well, silently.
How do my game saves work with the multiworld?
A game save that has been played in a multiworld remembers its slot and seed. From the main menu it can only be loaded while you are connected to that same slot and seed (press F10 at the title screen to connect); otherwise the slot button does nothing and a message tells you why. A save that has never been in a multiworld loads as usual, and connecting at the title screen before you start or load a game is what lets the plugin prepare the game for your seed (for example the trap enemies).
Is DeathLink supported?
Yes (death_link). With death_link_skip_revives, reviving with a Special Hanami Dango does not send a death; it is
only sent when you pick another option in the death menu.