
COMMUNITY INTEGRATION
Assassin's Creed IIArchipelago randomizer mod
An early, partial multiworld bridge for Ezio's journey. Missions and optional collectibles send checks, while florins, consumables and selected traps affect the game. Received progression and equipment items are not yet enforced or granted in-game.
Maintained by TomDouaud
- Reviewed build
- 0.1.9-alpha
- OS
- Windows
- Last reviewed
- 9 Oct 2026
- Installation
- Manual installation
How the game changes
- Story missions, shop purchases and optional collectibles send multiworld checks. Florins, consumables and selected traps affect the game; received progression and equipment items remain partly implemented and do not enforce the World's gates in-game.
- Version 0.1.9-alpha prevents progression items from being placed on twelve locations without a usable game mapping. These entries remain in the World as excluded locations and may contain filler that cannot be collected.
- The client now records the seed and clears selected check and item ledgers when it detects a different seed. This addresses checks suppressed by records from a previous campaign, but does not provide complete save or slot isolation.
- Viewpoints no longer create locations, even when their toggle is enabled. The underlying record was a mission step, not a reliably identified viewpoint. The Sequence 13 district checks now have their own DLC districts counter.
- Optional chest and feather checks can use district groups or individual collectibles. Codex pages count when decoded; tombs use save records, while glyph puzzles need the game running for live detection.
- The F8 connection menu, item and check notifications, category counters and final-goal message provide in-game feedback. Equipment notifications explicitly identify items that have not been granted in-game.
Before you start
- This is an early alpha for the Windows 32-bit 1.01 game build. Received Progressive Sequence, Codex, Seal, Hidden Blade and shop equipment do not grant their named upgrades or enforce access inside the game. Buy and progress normally where those effects are missing.
- Use the 0.1.9-alpha APWorld and client together and generate a new seed for the changed placement rules. Back up the game save and integration state first. Create a scripts folder next to the game executable for AC2AP.asi, AC2AP.ini and AC2AP_map.txt; keep unrelated mod files.
- Install the Win32 DirectX 9 ASI loader separately and use Archipelago 0.6.7 or newer. Make a first autosave before connecting. Verify the selected save path and set it explicitly if automatic detection chooses another slot or account; follow the maintainer's guidance on Ubisoft cloud synchronization.
- Use a dedicated campaign and restart the game when changing seed or slot. The new seed marker does not bind the game save to a room, does not distinguish slots and runs after some queued work. Old queued items and final-goal state are not fully reset.
- Twelve unmapped checks can still leave filler unreachable, and the first Sequence 2 mission checks have known naming/timing mismatches. Several option descriptions are outdated; viewpoints are ignored, while partially supported categories should be left off unless their limitations are understood.
- Only the Rodrigo finale is implemented as a goal; other goal names fall back to it. Templar Grip is experimental, and Wanted may alter notoriety without making guards hostile. Traps and DeathLink are optional.
- Checks normally wait for server acknowledgement, but all persistence is not atomic. Keep backups and verify rewards and completion after interruption; live glyph recording and final-goal retransmission retain recovery gaps.
- The connection password is stored in AC2AP.ini. Keep that file and diagnostic bundles private. The exact native networking dependencies are not provided with the pinned source, so this review does not establish an encrypted-transport guarantee for every connection.