Vertical Drop Heroes HD

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

Include Shortcuts

Add the shortcut crystals as locations. Buying a shortcut crystal checks a location instead of unlocking the shortcut; Progressive Shortcut items unlock them instead.
0
25
0

Include Level Clears

Add a location for clearing each of levels 1-10. A level counts as cleared when you take its exit portal, whether you killed the Guardian or opened the portal with keys.
0
25
0

Shop Upgrade Tiers

How many upgrades each of the three hub shops sells. The Blacksmith, Apothecary and Monk each sell this many tiers, so this is also three locations and three progression items per tier. Vanilla-style play is 15; the default of 20 spreads the same power over more checks.
This is a range option.

Accepted values:
Normal range: 15 - 30
0
25
0
0
0
0
0

Shop Price Per Tier

Coins a hub shop's price climbs per tier already bought. The Nth purchase from a shop costs N times this. Vanilla is 25, so the first upgrade is 25 coins and the tenth is 250.
This is a range option.

Accepted values:
Normal range: 1 - 200
0
25
0
0
0
0
0

Shop Price Cliff

Extra coins-per-tier added every 10 tiers bought. Vanilla raises the per-tier rate by 25 for every 10 upgrades you already own, which is the sudden price wall in the back half of a shop. Set this to 0 for a purely linear curve, or higher to make depth hurt more.
This is a range option.

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

Level Locks

Require an item before the hero may descend into each level. On (the default), levels 2-11 are locked and Progressive Level Access items open them in order. Taking the exit portal of a level whose successor is still locked still counts that level as cleared, but drops you back into the village with your hero, coins and unlocks intact -- the descent simply stops there until Archipelago says otherwise. Off, every level is open from the start and only the shop-upgrade curve gates how deep the logic expects you to get.
0
25
0

Shrine Checks Per Level

How many shrines on each level are Archipelago locations. Shrines spawn at random through a level and always do exactly what they always did; the first this many you activate on a level also check a location. After that the level is out of Archipelago slots and its shrines are back to being ordinary shrines. 0 turns the feature off entirely.
This is a range option.

Accepted values:
Normal range: 0 - 10
0
25
0
0
0
0
0

Trap Fill Percentage

Percentage of the leftover filler slots that become traps instead. Only the slots no progression or skill item wanted are affected, so this never displaces anything that matters. At 0 there are no traps at all.
This is a range option.

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

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
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 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.