Running with Rifles

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 what is required to complete the game. Campaign Complete: Finish both final missions. Maps Conquered: Conquer a certain number of maps (see maps_to_win). Full Conquest: Conquer all 12 maps (10 regular + 2 final missions). All Weapons: Collect every shuffled weapon item. Only valid with weapon_shuffle set to categories or individual.
25
0
0
0
0

Maps to Win

Number of maps that must be conquered to win (only used when Goal is 'Maps Conquered').
This is a range option.

Accepted values:
Normal range: 3 - 10
0
25
0
0
0
0
0
Gameplay Options

Starting Rank

Number of Squadmate Slots pre-collected at start. Each slot = +1 rank = bigger squad. 0 = Private (default start).
This is a range option.

Accepted values:
Normal range: 0 - 3
25
0
0
0
0
0

Starting Map

Which campaign map the player starts on. The matching map key is precollected. Choices are limited to the first three campaign maps.
0
25
0
0

Trap Chance

Percentage chance that a filler item is replaced by a trap.
This is a range option.

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

Trap Severity

Controls the intensity of trap effects. Mild: Short durations (30s), reduced impact. Medium: Standard values (default). Harsh: Long durations (150s), maximum impact.
0
25
0
0

Weapon Shuffle

Controls how weapons are shuffled into the item pool. None: Weapons are unlocked by rank as in vanilla. No weapon items in the pool. Categories: 9 weapon category items (Assault Rifles, Machineguns, etc.). Receiving a category unlocks all weapons of that type. Individual: Each weapon is its own item (~196 items). Maximum randomization.
0
25
0
0

Base Capture Mode

Controls how base captures generate location checks. Progressive: "Captured N bases on Map X" milestones. Number controlled by base_captures_per_map. Individual: Each named base is its own check (~130 locations total). Maximum randomization.
25
0
0

Base Captures Per Map

Number of progressive capture milestones per map (only used when Base Capture Mode is 'Progressive'). Example: 3 means checks at "Captured 1/3 bases", "Captured 2/3 bases", "Captured 3/3 bases" for each map.
This is a range option.

Accepted values:
Normal range: 1 - 10
0
25
0
0
0
0
0

Include Side Missions

Whether side missions are included as locations (one per map). Turning this off reduces the total location count.
0
25
0

Shuffle Radio Calls

Whether radio calls are shuffled into the item pool instead of being unlocked by rank.
0
25
0

Grenade Shuffle

Controls how vanilla grenades (hand grenade, stun grenade, event grenades) are handled. None: Available freely as in vanilla. No grenade items in the pool. Grouped: One "Vanilla Grenades" item unlocks all grenades at once. Individual: Each grenade is its own item (4 items).
0
25
0
0

Vest Shuffle

Controls how vanilla vests (exo suit, navy vest, camo vest) are handled. None: Available freely as in vanilla. No vest items in the pool. Grouped: One "Vanilla Vests" item unlocks all vests at once. Individual: Each vest is its own item (3 items).
0
25
0
0

Costume Shuffle

Controls how cosmetic costumes are handled (purely visual, no gameplay impact). None: Available freely as in vanilla. No costume items in the pool. Grouped: One "Costumes Pack" item unlocks all 12 costumes at once. Individual: Each costume is its own item (12 items).
25
0
0
0

Shuffle Weapon Deliveries

Whether delivering 5 enemy weapons to the armory creates location checks. Each of the 15 deliverable weapons becomes its own check.
25
0
0

Shuffle Briefcases & Laptops

Whether delivering briefcases and laptops to the armory creates location checks. 8 briefcase deliveries + 6 laptop deliveries = 14 checks.
25
0
0

RP Shop

Spend in-game RP to purchase Archipelago checks via /apbuy command. Each map gets a number of purchasable checks (see rp_shop_per_map).
25
0
0

RP Shop Per Map

Number of RP Shop checks available per map (only used when RP Shop is enabled).
This is a range option.

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

RP Shop Cost

RP cost for each shop purchase.
This is a range option.

Accepted values:
Normal range: 200 - 5000
0
25
0
0
0
0
0

Start with Grenades

Start with all vanilla grenades already unlocked. Only relevant when Grenade Shuffle is not None.
25
0
0

Start with Vests

Start with all vanilla vests already unlocked. Only relevant when Vest Shuffle is not None.
25
0
0

Start with Costumes

Start with all vanilla costumes already unlocked. Only relevant when Costume Shuffle is not None.
25
0
0

Start with Radio

Start with the Radio master item already unlocked. Only relevant when Shuffle Radio Calls is enabled.
25
0
0

Start with Basic Weapons

Start with basic weapon access. In categories mode, precollects Assault Rifles and Pistols. In individual mode, precollects one assault rifle and one pistol. No effect with weapon_shuffle=none.
25
0
0
Multiplayer

Death Link

When you die, everyone who enabled Death Link dies. When someone else dies, you die.
25
0
0

Death Link Mode

What happens when you receive a death link from another player. Kill: You die instantly (default). Random Trap: A random trap is applied instead of killing you.
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.