Releases: ing-gom/sts2-random-map
StS2 Random Map v0.1.1
Bug fix
-
?-room relic / quest-card effects are now respected. The custom room roll fully replaced the game's nativeUnknownMapPointOdds.Roll, which silently skipped theModifyUnknownMapPointRoomTypeshook. As a result:- Juzu Bracelet ("no normal-enemy combats in
?rooms") did nothing — monsters still appeared. - Lantern Key and the Golden Path's Event-only acts no longer forced Events.
The roll now re-runs that hook, so any relic/quest card that filters
?rooms works again. - Juzu Bracelet ("no normal-enemy combats in
No distribution or gameplay-tuning changes otherwise.
Install
Unzip into the game's mods/ folder so you have mods/Sts2RandomMap/Sts2RandomMap.dll. Co-op: all players should run the same version.
StS2 Random Map v0.1.0
First public release.
What it does — right after the act map is generated, nearly every node is turned into an Unknown (?) node whose room type is rolled when you enter it, using the game's seeded RNG (deterministic, co-op safe).
Target distribution: Monster 40 / Event 18 / Rest 14 / Elite 12 / Shop 8 / Treasure 8.
- Per-node structural bias (on by default) — each
?leans (×2 weight) toward the room type that originally occupied that spot, so the map keeps a faint echo of its real structure instead of being uniform noise. - Weak pity — softens streaks (3 monsters in a row ~16% → ~8%, worst no-rest gap 85 → ~30 nodes) while preserving the target odds.
- Exceptions keep their real type: start node, boss (and second boss), the pre-boss rest, and fixed treasure (relic) nodes.
Unlike its sister mod Blind Map (visual fog-of-war only), Random Map changes what the rooms actually are.
Install — extract the Sts2RandomMap/ folder from the zip into <Slay the Spire 2 install>/mods/, then launch. Disable without uninstalling via STS2_RANDOM_MAP_DISABLED=1.