README
Important note: Scepter and Captain-Swap have an incompatibility. If you intend to grab the scepter as captian, it will upgrade what you selected in the character select screen. Be aware that artifact of the phantom is affected by artifact of the king. Press tab and click on an equipement aspect to convert it into a yellow. There's some weird thing happening where behemoths just appear in your invertory. I don't know what's causing it.
If you have no friends, Don't worry at all! This mod was tested mostly solo. 'how did you playtest providirector then' shshshshhhhhutup. shut up. I tried.
If you have comments or weird instabilities, you can reach me at my alt on discord, whalefallinthedeep. Be aware it's intentionally edgy-looking, I use it to be an ass. I also don't check it too often.
Required Artifact, aka the only one I couldn't make auto-artifact give you and have it work:
- Artifact of the King
All other artifact choices will either be selected for you, or are not intended. Any artifacts you pick up are making the game harder faster. Fair warning!
Mod Progression:
- Stage 1 is the beginning. take your time, build what you can. This is more of an enemy introduction.
- Stage 2 puts you on a timer and starts the invasions. Get Ready! things are about to get very hectic for you.
- Stage 3 is the final real spike until the postloop. Welcome to the true heart of Man Vs Nature. Enemies get smart, and the Phantom will now await you at the end of the storm.
- Stage 7, the postloop begins. Safekeeping is now active to prevent looting making you even stronger midrun. This of course means you'll have to do a little bosshunting. You'll also find the order of things uprooted..
- Stage 9! Trying to fight a final boss will now have you welcome the Tyrant, an Empyrean by any other name. Scaling also increases. Welcome to the show.
- Stage 10! Very impressive, Very Impressive. Prepare for everything to get faster and rougher. This is the part where it kills you!
- Stage 20, Huh? You know you aren't supposed to be able to get here, right? Ok, Cool.
- Stage 30. You're really commited, you know that?
- Stage 40 Fine, you win. Take my sincere compliments if you made it this far or further and still won.
ChangeLog
- Decided to Consilidate the difficulty spike into stage 10 by moving the Multitudes trigger there instead.
- Got a new qol mod! So a bunch of icons changed, Merc now has Red Sword, and elites now have projectile coloring
- Nerfed the life out of abyss-adze so it didn't stack into the sky. Now it really is a consideration!
- Had to remove Wake of Vultures, It had a million Bad Interactions. Good news, Behemoth Bug Fixed!
- I'm gonna look into nerfing empyreans somehow, but for now, Echo Elite removed.
Before I get into it.. Isn't this a shock, the pack's back! Having discovered AutoArtifact, Man Vs Nature has gone through a dramatic overhaul. Here's what to expect.
- Almost every artifact for play (excluding artifact of the king) will now be added during your run. Be prepared for things to evolve.
- Balance changes to hunted. Now that it can be triggered mid-run, I don't worry as much.
- The postloop has been almost entirely revamped. If you're going in there, expect pain. and a lot of it.
- Vengeance has been uprooted from the mod.
- FUMO IS THAT YOU!?!?
- Have friends, eh weirdo? Cool, actually! TooManyFriends has been added so you can make even more people suffer with you.
- Evolution has been.. Upgraded to suit the pack's needs.
- No more empty chests!
- The director has been reworked, thank you nuxlar for making that mod! this will hopefully make things more fun.
- TinkersSatchel mods added! go screw with it yourself if you want items.
- BetterPillars was removed because it was starting to annoy me. Go do pillars you peasants.
- The void wasn't hard enough. Now the Void is bigger, the Cradles more risky, and the Gaming more Insane.
- RealerCheatUnlocks. By this point you should set up an alt account to use MvN with, and this is the way to do that.
- Adjusted Voidling so it attacks more often, and gains more HP. Tank god!
- Adjusted Mithrix so he uses slam more and side-swing less. increased leap CD because mithrix is super overwhelming when he does it.
- Alien Head Green. welcome to interesting play with extraterrestrial exhaust, nerds
- Red. Scrap. Cauldron. Shrimple.
- Nerfed the commando FMJ.
- Nerfed the ice aspect for players. that thing was strong enough.
- Phase Round Buff??? No way!!! Ok. technically a move replacement. But fight me.
- forgetting to put in the config file when you update moment. Also speed tweaks are a fickle, fickle thing.
- ADDED SOMETHING TO FIX PIZZA LAG. RAAAHHH NO PIZZA LAG
- More tweaks to mithrix. His pizzas felt less threatening than the rest of his fight. Hopefully corrected!
- Added a few pack clientside mods (ItemStats, PrinterIcon)
- artificer's m1 buff added to scrap launcher!
- Stage asthetics come back!!
- Bazaar Immortality. Hopefully that does not break horribly.
- Secret :3
- 1.8.5
This is the biggest update to the modpack i've done in a while. So before I go in, I want to give a thank you to all the mod devs out there. You guys made MvN possible, configgable, and as nightmarish as it is. Love you all, keep going ham.
- Artifact of the Phantom has returned as an additive to Instability. Use both together for intended experience!
- Nuxlar's MoreElites has been added! enjoy the horrible nightmare combos :)
- Aetherium has been added specifically for their artifacts. Jury's out on the items and the braziers, but I could be convinced.
- A few minor buffs to mithrix so he still scares you half to death when you fight him.
- Diluvian's Difficulty has been returned as a way to give yourself (presently untested and underbalanced) hell!
- Defense Nucleus buff. With how things spawn, it's worth it now. Trust me.
- If it wasn't kinda obvious, I gave up on fixing overloading shields. I don't know how to make it fine again. :( I DO know what broke it though, no hate to you zetaspects.
- Mithrix may or may not have difficulty tweaked me simply due to how damage spongy I accidentally made him combined with his newfound speed. Fixed!
- We came full circle! Artifact of the King restored because honestly it's the only mithrix mod with a phase 4 that makes sense. He is Stronger than Base though.. so there is that.
- Added Item Every Stage as a way to hopefully pray for better balancing on the harder levels while managing the lower levels by turning it off.
- Railgunner Hunter (From artifact of the hunted) removed. 10k damage auto crit? ew.
- Added the direseeker.
- Many a balance check to vanillavoid as configged. Void Red go Brrrr.
- Added drop-in multiplayer. Literally show up mid-run who tf cares
- Added Boss diversity. Get jumpscared by an imp+overloading worm combo.
- Rebalanced origination, as it had unsuspecting affects combined with cruelty.
- Changed some Viending around to remove the speed boost but add a kaboom.
- VanillaVoid Added. More items go RAAHHHH
- added more QOL to avoid certain shenanigans like items falling off the stage.
- Better Pillars and I are now mortal enemies. removed it's scaling, made it extremely rewarding.
- Inferno Mithrix got his scaling back.
- Fought with the concept of balance for like 10 years, then sighed and let go
- Inferno Mithrix's scaling is utterly removed. I played with it, it isn't working.
- I'm a big silly goober who forgot that without apostles, the voidsent flame is fine! Unbanned it.
- played with the balance of inferno mithrix, in an attempt to make him less horrifying!
- Tried to fix whatever overbuffed Overloadings to 40% hp converting.
- Added Risk of Rain Returns Harpoon instead of base harpoon.
- Removed Apostles. They just kept doing stupid things, and then they broke pillars.
- Hopefully shut off momentum locks.
- Tried again to fix collapse. I still don't know what shattered it. Beware da Needletick.
- Added ZetArtifacts for further customization, but more specifically itemtoss. (I've always wanted a way to burn void items, and this is close enough.)
- Inferno (Artifact and Mithrix!) added.
- Umbral Mithrix removed. I liked him a lot but that STUPID phase 4.
- Actually, truely fixed starstorm this time.
- Finally looked at cripple and said "Ten whole seconds is too much."
- Rescaled Overloadings.
- Added Configurable bands, then configured void band so it's WORTH IT. Ffs.
- Scaled down Mending and Overloading debuffs.
- Since starstorm updated it's config, sniped monster spawns from starstorm. (I've always felt they were not built for the modpack in mind, and I really only care about starstorm because I want typhoon.)
- At the risk of making Hardcore physically impossible.. added a spawn boost to stages 1 and 2.
- Added Ancient Scepter so there was a way to buff the survivor at it's core during the run. PLEASE Be aware of incompatibility with modded survivors.
- Added Several memes, and one buff to the void reaver. Cue the vine thuds and enjoy transgendance.
- New Wisp added!
- Added AgilePowerSaw for MUL-T, Railgunner, and Loader, as well as others.
- Tried to mess with a few things in the config, made sure blacklist is working correctly.
- Removed loader buff upon feedback it was a nerf.
- Tenative Buff to umbral mithrix, making him more comparable to Artifact of the King.
- Artifact of the Hunted has been reworked so survivors are cheaper and stronger, making them more common in the boss pool.
- Lunar Apostles have had some of their strength returned, because every time you get there you one or two shot them.
- Removed railgunner buff upon feedback that it was a nerf.
- Added ChangeLog (Strange's friend Dontmindm3 made it because Strange too lazy)
- Item Blacklist added
- Buffed every non-modded character (excluding Captain, Captain buff was updated on 1.2.0)
- Fixed Cruelty so that elites now re-scale accordingly
- Removed Revival Mods (they broke the game in the bad way)
- Balance Changes (Strange forgor some of the changes but here are some because Dontmindm3 remembered. KEEP IN MIND, THESE ARE NOT ALL OF THE CHANGES)
- Re-added Variants dropping items to give the player(s) a bit more wiggle room on Typhoon
- Configured Artifact of the Phantom to no longer be an option in the Character Select Screen because it conflicted with Umbral Mithrix (Phantom Mithrix with Umbral mod active made Phantom Mithrix not take Status Effects or any on-hit effects for some reason)
- Fixed stacking Elites (Elites with more than one type) to not have additive or multiplicative stats so they could be easier to fight, especially boss elites
- Re-Configured StarStorm 2, items should now drop and fog events should now be active, Nemesis' however, are still not added
- Added Fatmando (if you don't like it, just disable it, not that hard)
- Added Captain Utility Swap for Captain (Strange is a captain main)
- Config changes Strange does not remember
- Cut out/Removed Artifact Of The King for Umbral Mithrix and Fathomless Voidling
- Shifted around Phantom Mithrix spawning from Artifact of the Phantom to make him noticably less vile
- VERMIN NERF
- Cut Scavenger Scaling in half in hope that will fix their issues
- Finally nerfed Glacials (reduced slow on-hit from 8 seconds to 4) from ZetAspects due to the request of Dontmindm3 and another friend
- StarStorm 2 has been configured, completely removing items and fog events as well as Nemesis spawns (enemy spawns could not be turned off, but to avoid this you could simply just turn off the expansion)
- Strange upon playing the mod with a friend, it was uncovered that tier 2 Elites felt too spongy for the spawn rate on typhoon and as such, have been nerfed
- Altered Pillars on Lunar Apostles so that they were actually required, along with nerfing the Lunar Scavenger Fights
- Fixed Variants from VariantPack and SHBones to no longer drop items
- Released Mishahu's ManVsNature Modpack