Mirror's Edge

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
25
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
0
0
Goal Options

Goal

Determines the victory condition. Runner Bags + Final Level: Collect enough Runner Bags to unlock a Final Level and clear it. Runner Bag Hunt: Collect a set number of Runner Bags spread across the multiworld.
25
0
0

Runner Bags Total

Determines how many Runner Bags are in the item pool.
This is a range option.

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

Runner Bags Required

Determines how many Runner Bags are required to either win or unlock the final level. If this number is higher than the total number of Runner Bags, it will be set to that number instead.
This is a range option.

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

Logic

Determines the Logic level. Regular: Requirements are aligned with the skills and knowledge of a more casual Mirror's Edge player. Advanced: Requirements can require tighter execution, more creative routes, and performing moves off of unintended objects to progress. Glitches and professional movement are NOT included in Advanced logic.
25
0
0
Item Options

Open World

If enabled, all levels will be unlocked from the start. Otherwise, you will start with 5 random levels unlocked and will need to unlock the rest by finding Level Unlock items in the multiworld.
25
0
0

Starting Ability Count

Determines how many abilities Faith will start with. Abilities are randomly selected. The intended experience is to start with 0, but you can add a few if you want to open up your early game. There are 19 abilities total. If a non-zero quantity is selected and paired with Open World, there will be very few progression items in your seed. This effectively means fewer, larger spheres. Be advised.
This is a range option.

Accepted values:
Normal range: 0 - 8
25
0
0
0
0
0
Location Options

Include Pure Time Trial Pack DLC

If enabled, locations for the Pure Time Trial Pack DLC levels will be created when generating the multiworld. Note: DLC setup and making sure the added levels work are the player's responsibility. Do NOT turn until you have tested them! QUIRK ALERT! All 10 DLC levels share the index of Playgrounds One, making it impossible to unlock them individually. Whichever level gets unlocked first will also unlock the other 10. Be advised!
25
0
0

Include 2-Star Ratings

If enabled, locations for 2-Star Ratings on each level will be created when generating the multiworld. Notes: These are considered fairly hard in vanilla time trials with access to all moves. They will therefore only be considered in logic when you have unlocked all moves. You can still send location checks if you manage to obtain the ratings before that. Difficulty can be mitigated with the Target Time Adjustment Percentage option below. You can also convert some filler items to useful Time Bonus items.
25
0
0

Include 3-Star Ratings

If enabled, locations for 3-Star Ratings on each level will be created when generating the multiworld. Notes: These are considered very hard in vanilla time trials with access to all moves. They will therefore only be considered in logic when you have unlocked all moves. You can still send location checks if you manage to obtain the ratings before that. Difficulty can be mitigated with the Target Time Adjustment Percentage option below. You can also convert some filler items to useful Time Bonus items.
25
0
0
Difficulty Customization Options

Target Time Adjustment Percentage

Determines by what percentage Star Rating Target Times will be adjusted. This can be useful for players who feel the vanilla target times are too challenging to meet. Examples: - If set to 90, a target time of 1 minute 40 seconds will become 1 minute 30 seconds. - If set to 150, a target time of 1 minute 40 seconds will become 2 minutes 30 seconds. Note that the adjusted target times won't be reflected in-game. Your location checks will still pivot on the adjusted times. The Mirror's Edge Archipelago client will display the adjusted target times for each level under the Mirror's Edge tab.
This is a range option.

Accepted values:
Normal range: 90 - 200
0
25
0
0
0
0
0

Useful Item Percentage

Determines what percentage of filler items will get converted to useful items. Useful items are various Time Bonus denominations: 1 Second, 3 Seconds, 5 Seconds These will make meeting the star rating target times easier but are also level-specific for balance purposes. The sum of all Time Bonuses for a given level will be subtracted from your final time. The Mirror's Edge Archipelago client will display the useful items assigned to each level under the Mirror's Edge tab.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0
Trap Options

Trap Percentage

Determines what percentage of filler items will get converted to trap items. Trap Items are the following: - Injury Trap: HP is set to 1 with slower regeneration than usual - Slippery Trap: Ground friction is nullified. Any movement in a direction will keep going in that direction until countered - Slow Trap: Movement speed is greatly reduced - Wide FOV Trap: Camera field-of-value is greatly increased This percentage is applied to the remaining filler items AFTER the useful item conversion has taken place.
This is a range option.

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

Trap Weights

Determines the relative weights of each Trap Type if Trap Percentage is greater than 0. Each weight is required to be zero or more.
This option cannot be modified here. Please edit your .yaml file manually.
Quality-of-life Options

FOV Adjustment

Determines what field-of-view value the camera will be forced to use. This is a quality-of-life option since the game doesn't allow you to change FOV natively outside modifying engine INI files.
This is a range option.

Accepted values:
Normal range: 80 - 110
0
25
0
0
0
0
0
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.