Team Fortress 2 Mann vs Machine

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
Run shape

Mission Count

How many missions the run uses. The run draws them from the tiers that the difficulty pool allows. A request for more missions than the pool holds gives you the whole pool.
This is a range option.

Accepted values:
Normal range: 1 - 82
0
25
0
0
0
0
0

Difficulty Pool

The easiest tier that the run can draw. The run also draws every tier above it. The haunted tier holds only Caliginous Caper. Its wave, tank, giant and completion checks provide exactly enough locations for its remaining class unlocks, but it has no mission-ticket progression.
0
25
0
0
0
0

Excluded Missions

Missions the run never draws, by name. Use it to keep out a mission that is too long for the evening. Caliginous Caper is one mission of 666 robots and takes an hour on its own.

Start Mission

The mission the run starts on. `random` starts the run on the easiest mission it drew. Name a mission instead and the run always draws that one and starts there. The difficulty pool has to hold it, and Excluded Missions must not.
This option allows custom values only. Please enter your desired values below.
25

Start Class

The mercenary the run starts with. `random` draws every starting class at random. Name one instead and the run always starts with it. The tier of the start mission decides how many classes the run starts with, and this option names one of them.
This option allows custom values only. Please enter your desired values below.
25
Goal

Goal

What ends the run. Final Boss marks the most difficult mission that the run drew. Clear that mission to win. Missionsanity asks for a part of the missions instead, in any sequence.
25
0
0

Missionsanity Percentage

How much of the run Missionsanity asks for. The percentage applies to the missions that the run drew, and it rounds up. The Final Boss goal ignores this option.
This is a range option.

Accepted values:
Normal range: 10 - 100
0
25
0
0
0
0
0
Rewards

Mission Ticket Importance

Progression tickets are required to deploy to their missions. Useful tickets do not gate deployment; all missions drawn by the seed are available from the start.
0
25
0

Class Unlock Importance

Progression class unlocks satisfy each mission tier's class requirement. Useful class unlocks still expand the roster but never block deployment.
0
25
0

Weapon Slot Importance

Progression weapon slots satisfy each mission tier's loadout requirement. Useful slots still expand loadouts but never block deployment.
0
25
0

Weapon Buff Importance

Useful buffs are optional upgrades. Progression buffs are also required in increasing numbers for harder mission tiers.
25
0
0

Cash Rewards

Put cash filler in some spare checks. Disabled by default because cash is temporary and less satisfying than a persistent weapon buff. When disabled, every spare check is a buff.
25
0
0

Weapon Buff Percentage

Percentage of spare checks that award a weapon buff when cash rewards are enabled. The remaining space contains cash filler. With cash rewards disabled, every spare check awards a weapon buff and this option is ignored.
This is a range option.

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

Weapon Buff Stack Chance

Chance that a weapon-buff reward adds another level to a numeric buff already drawn for this seed. On/off effects are never repeated. At zero every buff reward is a distinct weapon/effect permutation.
This is a range option.

Accepted values:
Normal range: 0 - 100
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 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.