Sly 2: Band of Thieves

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

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0

Ring Link

Whether your coin gain/loss is linked to other players. When you gain or lose coins, ring-linked players gain or lose the same amount, and vice versa.
25
0
0

Permissive Yaml

If permissive yaml is on, incompatible yaml options will be changed to more suitable ones. If turned off, these yaml options will throw an error and cause generation to halt. This is intended for yamls with random values. If you're not randomizing any options, it's recommended that you turn permissive yaml off.
25
0
0

Starting Episode

Select Which episode to start with. Starting with Anatomy for disaster is not compatible with the "first section", "whole episode" and "progressive sections" options for "Episode 8 Keys".
25
0
0
0
0
0
0
0
0
Goal

Goal

Which boss you must defeat to goal, or Clockwerk Hunt. Clockwerk Hunt requires you to collect a certain number of Clockwerk parts/keys to goal. All Vaults requires you to open all 8 vaults. Pick and Mix lets you combine several victory conditions; configure which ones with the "Pick and Mix" option.
0
0
0
0
25
0
0
0
0
0

Pick and Mix

The victory conditions for the "Pick and Mix" goal. Only takes effect if goal is set to Pick and Mix. Set a condition to 1 to enable it and 0 to disable it. You goal once every enabled condition is met. There is a condition for completing each episode, plus: - clockwerk_hunt: collect the number of Clockwerk parts set by "Goal Required Keys". - all_vaults: open all vaults. At least one condition must be enabled.
Clockwerk parts

Clockwerk Parts in Pool

How many Clockwerk parts are added to the pool. If this is lower than the required number of keys (for either Clockwerk Hunt or Episode 8 unlock), the generator warns and keeps your values as written, which can make the goal or Episode 8 impossible, or, with permissive_yaml on, lowers the requirement to match. Setting this to values close to 500 requires that you set tasksanity to true, bottle_location_bundle_size to 1, and bottle_item_bundle_size to at least 3 (4 if both vault and pickpocket checks are turned off).
This is a range option.

Accepted values:
Normal range: 1 - 500
0
25
0
0
0
0
0

Episode 8 Keys

Whether to have Anatomy for Disaster be unlocked with a number of Clockwerk parts, rather than with a single item like the other episodes. - First section: Unlock only the first section of Anatomy for Disaster with the required amount of Clockwerk Parts. - Last section: Unlock only the final mission of Anatomy for Disaster with the required amount of Clockwerk Parts. - Whole episode: Unlock every mission in Anatomy for Disaster with the required amount of Clockwerk Parts. - Gradual sections: Unlock the four sections of Anatomy for Disaster one at a time, each requiring a larger fraction of the required Clockwerk Parts, with the final section requiring the full amount. - Off: Unlock Anatomy for Disaster with progressive episode items, like the other episodes.
25
0
0
0
0
0

Episode 8 Required Keys

How many Clockwerk parts you need to unlock Anatomy for Disaster, if Episode 8 Keys is turned on.
This is a range option.

Accepted values:
Normal range: 1 - 500
0
25
0
0
0
0
0

Goal Required Keys

How many Clockwerk parts you need to goal, if goal objective is Clockwerk Hunt
This is a range option.

Accepted values:
Normal range: 1 - 500
0
25
0
0
0
0
0
Items

Include TOM

Add the TOM ability/gadget to the pool.
25
0
0

Include Mega Jump

Add the Mega Jump ability/gadget to the pool.
25
0
0

Include Time Rush

Add the Time Rush ability/gadget to the pool.
25
0
0

Coins Minimum

The minimum number of coins you'll receive when you get a "Coins" filler item.
This is a range option.

Accepted values:
Normal range: 0 - 1000
0
25
0
0
0
0
0

Coins Maximum

The maximum number of coins you'll receive when you get a "Coins" filler item.
This is a range option.

Accepted values:
Normal range: 0 - 1000
0
25
0
0
0
0
0

Bottle Item Bundle Sizes

How many bottles you receive from an item. Set to 0 to disable bottles as items. Both this and bottle_location_bundle_size must be non-zero for bottles to appear; setting only one is invalid.
This is a range option.

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

Trap Chance

The percentage of filler items that are replaced with traps.
This is a range option.

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

Trap Weights

Relative weights of each trap type. When a filler item becomes a trap (see Trap Chance), its type is chosen according to these weights. Set a weight to 0 to disable that trap. The trap types are: - Sly 1 Trap: sets the current character's health to 1. - Energy Drain Trap: empties the gadget meter. - Slow-mo Trap: slows the game down for a few seconds. - Sugar Rush Trap: speeds the game up for a few seconds. - Ice Trap: makes the ground slippery for a few seconds. - Noise Trap: alerts nearby guards for a few seconds.
Locations

ThiefNet Cost Minimum

The minimum number of coins items on ThiefNet will cost.
This is a range option.

Accepted values:
Normal range: 0 - 9999
0
25
0
0
0
0
0

ThiefNet Cost Maximum

The maximum number of coins items on ThiefNet will cost.
This is a range option.

Accepted values:
Normal range: 0 - 9999
0
25
0
0
0
0
0

Include Vaults

Whether to include vaults as checks.
0
25
0

Include Pickpocketing

Whether to include pickpocketing loot from guards as checks.
25
0
0

Task Sanity

Whether to include the individual tasks that make up each job as checks.
25
0
0

Bottle Location Bundle Sizes

How many bottles you need to collect for each check. Set to 0 to disable bottles as checks. Both this and bottle_item_bundle_size must be non-zero for bottles to appear; setting only one is invalid.
This is a range option.

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

Bottlesanity

Each bottle is its own check, rather than counting the number of bottles collected. Only takes effect if bottle_location_bundle_size is 1.
0
25
0

Scout Thiefnet

Whether to scout/hint ThiefNet checks. They will still be displayed in game.
0
25
0
Pick-pocketing

Randomize Loot

Whether to shuffle all pickpocketing loot locations. A guard could have the same piece of loot multiple times on their table, so there is no guaranteeing that each guard will have exactly 6 different pieces of loot.
25
0
0

Dynamic Loot Tables

Whether the pickpocketing loot tables update during play, making loot whose checks have not been collected more common than loot that has already been checked.
25
0
0

Small Guard Loot Chance

The chance that any given small guard will have pick-pocketable loot.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0

Large Guard Loot Chance

The chance that any given large guard will have pick-pocketable loot.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0

Loot Table Distribution

How "evenly" the loot table chances will be distributed. By default, the 6 pieces of loot a guard can carry will be distributed with the chances (30%/30%/15%/15%/5%/5%). A lower value will make first pieces of loot even more likely, and a higher value will flatten out the chances.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0
Sell values

Loot Values

How much each piece of pickpocketing loot sells for. - Vanilla: Loot sells for what it does in the base game. - Shuffled: The vanilla sell values are shuffled between the pieces of loot. - Randomized: Each piece of loot gets a new sell value, rolled between "Loot Value Minimum" and "Loot Value Maximum".
25
0
0
0

Loot Value Minimum

The lowest a piece of loot can sell for. Only takes effect if loot_values is set to Randomized.
This is a range option.

Accepted values:
Normal range: 0 - 999
0
25
0
0
0
0
0

Loot Value Maximum

The highest a piece of loot can sell for. Only takes effect if loot_values is set to Randomized.
This is a range option.

Accepted values:
Normal range: 0 - 999
0
25
0
0
0
0
0

Treasure Values

How much each treasure sells for. - Vanilla: Treasures sell for what they do in the base game. - Shuffled: The vanilla sell values are shuffled between the treasures. - Randomized: Each treasure gets a new sell value, rolled between "Treasure Value Minimum" and "Treasure Value Maximum".
25
0
0
0

Treasure Value Minimum

The lowest a treasure can sell for. Only takes effect if treasure_values is set to Randomized.
This is a range option.

Accepted values:
Normal range: 0 - 9999
0
25
0
0
0
0
0

Treasure Value Maximum

The highest a treasure can sell for. Only takes effect if treasure_values is set to Randomized.
This is a range option.

Accepted values:
Normal range: 0 - 9999
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.