Mercenaries

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

Win Condition

Select a win condition. The default is to complete chapter 4 by verifying the Ace of Spades, but if you want a shorter game you can select an earlier chapter as your goal.
This is a range option.

Accepted values:
Normal range: 1 - 4

The following values have special meanings, and may fall outside the normal range.
  • 1: Chapter1
  • 2: Chapter2
  • 3: Chapter3
  • 4: Chapter4
0
25
0
0
0
0

Progressive Intel

In normal play, all intel items are specific to a suit, and collecting intel for one Ace doesn't help you unlock any of the others. Enabling this will replace all suited intel items with progressive intel items, that provide intel towards whatever your next Ace is.
25
0
0

Vanilla Intel

Enables the vanilla intel behaviour. If turned on, intel_in_pool is ignored; instead the 48 intel items from the vanilla game are shuffled into the pool. Each suit gets 3 "face" intel items worth 30 points, and 9 "number" intel items worth 2-10 points. To change how many you need, use vanilla_intel_target instead of intel_target.
25
0
0

Vanilla Intel Target

Number of intel points needed to unlock each Ace when vanilla_intel is on. The default is 80, which means each Ace needs either all three face cards, or any two face cards + 3-6 number cards. The maximum value of 144 requires you to collect every single intel item in the game.
This is a range option.

Accepted values:
Normal range: 5 - 144
0
25
0
0
0
0
0

Intel in Pool

Number of intel items added to the pool. You will need to collect intel_target of these *per Ace* to unlock the Ace missions. You can add more to the pool than you actually need if you want a faster game. If progressive_intel is off, this must be a multiple of the number of chapters you've selected, and it will be evenly split between the suits for those chapters. If it's on you can choose any amount you want. If vanilla_intel is enabled, this option is ignored.
This is a range option.

Accepted values:
Normal range: 4 - 48
0
25
0
0
0
0
0

Intel Target

Number of intel items needed to unlock each Ace. You will require a total of goal * intel_target items to complete the game. If vanilla_intel is enabled, this option is ignored.
This is a range option.

Accepted values:
Normal range: 1 - 12
0
25
0
0
0
0
0

Shop Unlock Count

Number of copies of each shop unlock to put in the pool.
This is a range option.

Accepted values:
Normal range: 1 - 5
25
0
0
0
0
0

Bounty Configuration

As in the vanilla game, you get rewarded for reaching bounty totals, not specific individual bounties. This setting controls how many checks are available in each bounty category. The default of 'vanilla' uses the same breakpoints as the vanilla game, which is every 10 + some extras depending on the bounty type. A setting of 'all' makes every bounty a distinct check. Using a number will cause that bounty type to have that many checks, evenly distributed. The available check counts are: blueprint: vanilla 14, all 110 treasure: vanilla 14, all 110 listening post: vanilla 6, all 56 monument: vanilla 2, all 21
This option cannot be modified here. Please edit your .yaml file manually.

Bounty Progression Limit %

Controls how far into the bounty checks progression items are allowed to occur. This prevents games where vital progression items can be locked behind stuff like "find every blueprint in the game", which is often more tedious than fun. A setting of 0% means that bounties will only contain filler. A setting of 100% means that progression items can be locked behind any number of bounties and completing the game could potentially require finding every single bounty. This is applied per-chapter, so a setting of 50% will only put half of the south province bounties in logic in chapter 2, etc.
This is a range option.

Accepted values:
Normal range: 0 - 100
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 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.