Wargroove 2

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
General Options

Victory Locations

How many checks are sent per level completed.
This is a range option.

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

Objective Locations

How many checks are sent per side objective completed.
This is a range option.

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

Level Shuffle Seed

What seed to use for level shuffling. 0 uses the world seed.
This is a range option.

Accepted values:
Normal range: 0 - 4294967295
25
0
0
0
0
0

Commander Choice

How the player's commander is selected for missions. - Locked Random: The player's commander is randomly predetermined for each level. - Unlockable Factions: The player starts with Mercival and can unlock playable factions. - Random Starting Faction: The player starts with a random starting faction and can unlock the rest. When playing with unlockable factions, faction items are added to the pool.
25
0
0
0

Enabled Commanders

The commanders available to the player and the AI. If no commanders are enabled, Mercival will be the only available commander. Format as a comma-separated list of commander names: ["Mercia", "Valder"]

FinalLevels

How many final levels to beat before victory is achieved.
This is a range option.

Accepted values:
Normal range: 1 - 4
0
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
Filler Options

Income Boost

How much extra income the player gets per turn per boost received.
This is a range option.

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

Commander Defense Boost

How much extra defense the player's commander gets per boost received.
This is a range option.

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

Groove Boost

How much extra groove the player's commander gets per boost received.
This is a range option.

Accepted values:
Normal range: 0 - 10
0
25
0
0
0
0
0
Sacrifice and Summon Options

Player Sacrifice Limit

How many times the player can sacrifice a unit at the Stronghold per level attempt. Sacrificed units are stored in the multiworld for other players to summon.
This is a range option.

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

Player Summon Limit

How many times the player can summon a unit at the Stronghold per level attempt. Summoned units are from the multiworld which were sacrificed by other players.
This is a range option.

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

AI Sacrifice Limit

How many times the AI can sacrifice a unit at the Stronghold per level attempt. Sacrificed units are stored in the multiworld for other AIs to summon.
This is a range option.

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

AI Summon Limit

How many times the AI can summon a unit at the Stronghold per level attempt. Summoned units are from the multiworld which were sacrificed by other AIs. If a level becomes impossible, use /sacrifice_summon in the client to toggle sacrifices and summons on and off.
This is a range option.

Accepted values:
Normal range: 0 - 5
25
0
0
0
0
0
Dynamic Unit Cost Options

Player Barracks Early Sphere Cost

The cost multiplier of units purchased from the player's barracks in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Barracks Late Sphere Cost

The cost multiplier of units purchased from the player's barracks in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Barracks Early Distance Cost

The cost multiplier of units purchased from the player's barracks closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Barracks Late Distance Cost

The cost multiplier of units purchased from the player's barracks farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Barracks Random Low Cost

The cost multiplier of units purchased from the player's barracks determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Barracks Random High Cost

The cost multiplier of units purchased from the player's barracks determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Tower Early Sphere Cost

The cost multiplier of units purchased from the player's tower in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Tower Late Sphere Cost

The cost multiplier of units purchased from the player's tower in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Tower Early Distance Cost

The cost multiplier of units purchased from the player's tower closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Tower Late Distance Cost

The cost multiplier of units purchased from the player's tower farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Tower Random Low Cost

The cost multiplier of units purchased from the player's tower determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Tower Random High Cost

The cost multiplier of units purchased from the player's tower determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Hideout Early Sphere Cost

The cost multiplier of units purchased from the player's hideout in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Hideout Late Sphere Cost

The cost multiplier of units purchased from the player's hideout in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Hideout Early Distance Cost

The cost multiplier of units purchased from the player's hideout closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Hideout Late Distance Cost

The cost multiplier of units purchased from the player's hideout farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Hideout Random Low Cost

The cost multiplier of units purchased from the player's hideout determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Hideout Random High Cost

The cost multiplier of units purchased from the player's hideout determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Port Early Sphere Cost

The cost multiplier of units purchased from the player's port in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Port Late Sphere Cost

The cost multiplier of units purchased from the player's port in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Port Early Distance Cost

The cost multiplier of units purchased from the player's port closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Port Late Distance Cost

The cost multiplier of units purchased from the player's port farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Port Random Low Cost

The cost multiplier of units purchased from the player's port determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Player Port Random High Cost

The cost multiplier of units purchased from the player's port determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Barracks Early Sphere Cost

The cost multiplier of units purchased from the AI's barracks in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Barracks Late Sphere Cost

The cost multiplier of units purchased from the AI's barracks in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Barracks Early Distance Cost

The cost multiplier of units purchased from the AI's barracks closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Barracks Late Distance Cost

The cost multiplier of units purchased from the AI's barracks farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Barracks Random Low Cost

The cost multiplier of units purchased from the AI's barracks determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Barracks Random High Cost

The cost multiplier of units purchased from the AI's barracks determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Tower Early Sphere Cost

The cost multiplier of units purchased from the AI's tower in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Tower Late Sphere Cost

The cost multiplier of units purchased from the AI's tower in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Tower Early Distance Cost

The cost multiplier of units purchased from the AI's tower closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Tower Late Distance Cost

The cost multiplier of units purchased from the AI's tower farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Tower Random Low Cost

The cost multiplier of units purchased from the AI's tower determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Tower Random High Cost

The cost multiplier of units purchased from the AI's tower determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Hideout Early Sphere Cost

The cost multiplier of units purchased from the AI's hideout in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Hideout Late Sphere Cost

The cost multiplier of units purchased from the AI's hideout in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Hideout Early Distance Cost

The cost multiplier of units purchased from the AI's hideout closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Hideout Late Distance Cost

The cost multiplier of units purchased from the AI's hideout farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Hideout Random Low Cost

The cost multiplier of units purchased from the AI's hideout determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Hideout Random High Cost

The cost multiplier of units purchased from the AI's hideout determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Port Early Sphere Cost

The cost multiplier of units purchased from the AI's port in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Port Late Sphere Cost

The cost multiplier of units purchased from the AI's port in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Port Early Distance Cost

The cost multiplier of units purchased from the AI's port closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Port Late Distance Cost

The cost multiplier of units purchased from the AI's port farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Port Random Low Cost

The cost multiplier of units purchased from the AI's port determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

AI Port Random High Cost

The cost multiplier of units purchased from the AI's port determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0
Level Playlists

Custom early level playlist

A list of levels available after the first level. Removing levels from this list prevents them from showing up in the game. If the number of levels removed is less than the available levels, then filler levels will be in their place. Filler levels do not contain items and automatically provide a victory. Format as a comma-separated list of early level names: ["Swimming at the Docks", "Floran Trap"]

Custom main level playlist

A list of levels available after the early levels. Removing levels from this list prevents them from showing up in the game. If the number of levels removed is less than the available levels, then filler levels will be in their place. Filler levels do not contain items and automatically provide a victory. Format as a comma-separated list of main level names: ["Wagon Freeway", "Operation Seagull"]

Custom final level playlist

A list of final levels available. Removing levels from this list prevents them from showing up in the game. If the number of levels removed is less than the available levels, then filler levels will be in their place. Filler levels will automatically provide a victory. Format as a comma-separated list of final level names: ["Doomed Metropolis", "Dark Mirror"]
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 needs to be configured manually in the YAML file.