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Random Map
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Random Map

작성자: Inggom0111v0.1.1

Turns nearly every map node into a "?" — the room is rolled when you enter (Monster 40 / Event 18 / Rest 14 / Elite 12 / Shop 8 / Treasure 8). Each "?" leans toward its original room. Seeded RNG, co-op safe.

생성일

2026년 6월 4일

업데이트

2026년 6월 8일

Nexus Mods에서 보기

설명

이 모드 설명은 제작자가 Nexus Mods에 영어로 작성한 내용입니다.
What it does

Right after the act map is generated, nearly every node is turned into a [?] (random) node. Unlike its sister mod Blind Map — which only hides the icons — Random Map changes what the rooms actually are. Your route is a real gamble, not just a guess.

Each [?] node rolls its room type when you enter it, using the game's own seeded RNG (deterministic and multiplayer-safe), with this target distribution:
  • Monster — 40%
  • Event — 18%
  • Rest (fire) — 14%
  • Elite — 12%
  • Shop — 8%
  • Treasure — 8%
StS2's built-in [?] odds are roughly Event ~85% / Rest & Elite 0%, so a fully random map would be nearly unplayable. This distribution is re-tuned around combat while bringing rest and elite rooms back.

Per-node structural bias (on by default)
A perfectly uniform map is just noise. So each [?] is gently biased (×2 weight) toward the room type that originally occupied that spot — the map keeps a faint echo of its original structure while still being random. It's invisible to you (every node still shows as [?]); it only acts as the map's statistical texture. For example, a spot that was originally a Rest comes up Rest ~24% of the time instead of 14% — but the majority of the time you still get something else.

Weak pity (streak smoothing)
Because every node is hidden, rolling each one independently can force blind stretches of monsters and elites with no rest in sight. A weak pity system softens this: the more a room type repeats, the slightly lower its next chance, while rooms that haven't shown up (especially Rest/Shop) gain a small bonus. The target odds above are preserved — only streaks are smoothed (e.g. three monsters in a row drops from ~16% to ~8%, and the worst no-rest gap shrinks from 85 nodes to ~30).

Exceptions (keep their original type)
  • Your starting node
  • The boss (including the second boss)
  • The rest site (fire) right before the boss — your pre-boss heal/upgrade stop
  • Fixed treasure (relic) nodes

Installation
  1. Download the latest Sts2RandomMap-vX.Y.Z.zip from the GitHub Releases page (or the Files tab here).
  2. Extract the Sts2RandomMap/ folder into <Slay the Spire 2 install>/mods/.
  3. Launch the game.

You should end up with:

<Slay the Spire 2>/mods/Sts2RandomMap/Sts2RandomMap.dll
<Slay the Spire 2>/mods/Sts2RandomMap/Sts2RandomMap.json
Multiplayer notes
Random Map uses the game's existing seeded RNG, so all clients roll the same room for the same node and there are no extra network messages. As with any gameplay mod, every player in a co-op session should run the same version.

Configuration
  • Disable the mod — set STS2_RANDOM_MAP_DISABLED=1 before launching the game (no need to uninstall).

Caveats
  • Save→load resets the per-node bias and pity state — already-resolved rooms are unaffected; only not-yet-entered [?] nodes fall back to uniform odds for the rest of that session.
  • The mod patches StandardActMap and UnknownMapPointOdds.Roll. If a future game patch changes those classes, the source may need an update.
  • Special maps (Spoils / Golden Path) are intentionally out of scope.

Credits / Source