AskaEnemyScaling
Enemies grow stronger as your playthrough progresses: health, damage and spawn count scale with days survived and villagers summoned. Shows how ASKA's own difficulty settings and the mod compound, and lets you retune respawns and bosses.ASKA Enemy Scaling
Enemies grow stronger as your playthrough progresses, so the late game stops being a victory lap.
Enemies scale on three axes — health, damage and spawn count — driven by two measures of progress: in-game days survived and villagers summoned.
Presets
| Preset | What it does |
|---|---|
| Standard | Vanilla. Nothing changes. This is the default, so installing the mod never silently alters an existing world. |
| Rising Tide | Gentle. You still outgrow the world the way vanilla intends, but late-game enemies stop being scenery. |
| Ragnarok | Aggressive. By the end of a 150–200 day playthrough, a fully-geared player faces roughly the pressure an unequipped day-1 player felt — and it keeps climbing past that. |
What Ragnarok actually produces:
Milestone Vill Health Damage Count Boss HP
--------------------------------------------------------------------------
Day 1 - washed ashore 0 1.00x 1.00x 1.00x 1.00x
Day 25 - small camp 6 1.19x 1.10x 1.07x 1.10x
Day 50 - working village 15 1.59x 1.29x 1.21x 1.29x
Day 100 - established 40 2.49x 1.75x 1.51x 1.75x
Day 175 - normal finish 75 4.00x 2.50x 2.00x 2.50x
Day 250 - long haul 110 4.55x 2.75x 2.20x 2.77x
Day 500 - obsessive 200 6.36x 3.58x 2.89x 3.68x
It tells you what your world settings and this mod add up to
ASKA has its own difficulty options, and this mod applies on top of them. So if you set the game's creature-spawn option to 4x and this mod's spawn multiplier to 1.3x, you are actually facing 5.2x the spawns of an untouched world — and neither number on its own tells you that.
The panel shows all three figures side by side:
This mod World setting vs default world
Enemy health x3.20 x2.00 x6.40
Enemy damage x2.10 x1.00 x2.10
World spawns x1.80 x4.00 x7.20
Invasion spawns x1.80 x1.00 x1.80
The last column is the one that matters: how much harder your world is than a default world with no mod installed. Each tuning slider also shows what a change would come to against a default world, updating as you drag, and a reference list names every ASKA option the mod can see with its current and default value — so if you want a different result you know which control to go and change.
Respawning at camps, caves and dens
ASKA refills points of interest on a timer, and clears dens come back after a fixed wait. You can now change all of it:
| Setting | What it does |
|---|---|
| How many come back | Creatures a camp, cave or den holds |
| How often they come back | The refill wait — 2x means enemies return twice as often |
| Creatures a den fields | A den's own attached creatures |
| How quickly a cleared den revives | The cooldown a cleared den waits out |
These run below 1.0 as well as above, because "the world refills faster than I can clear it" is as real a complaint as the opposite. They also apply on top of any preset, including Standard — so "vanilla enemy strength, but camps refill twice as fast" is a valid setup. No preset changes them, so updating the mod will not alter how your existing world refills.
The panel shows the real before-and-after numbers from your own world — the last camp that was set up and the last den you cleared — so you can confirm a setting actually took hold.
Bosses are yours to decide
Bosses take half the increase by default. That is a reasoned default rather than a rule: boss health pools are already large, so doubling them mostly lengthens a fight instead of making it more dangerous.
It is a slider now, from 0 (bosses untouched entirely) up to 1.5 (bosses scale harder than everything else). The panel says what the current value produces in concrete terms — "a boss reaches x3.00 health while ordinary enemies reach x5.00" — and warns when you move away from the default. The per-axis safety caps still apply, so no setting can produce an unwinnable fight.
Sliders you can actually land on a round number
Every numeric setting has arrow buttons either side of its slider.
[<<] [<] ====slider==== [>] [>>]
The inner arrows move one step — 0.01 for a multiplier, 1 for a day count. The outer
arrows move ten. The slider snaps to the same grid, so a sloppy drag followed by one
click still lands on x2.00 rather than x2.03.
Short controls, like the progression driver, only get the inner pair — a 10x arrow there would save you nothing.
Using it
Press F7 (rebindable) at any point during a playthrough to open the settings panel. You can switch presets or retune individual values mid-save. Health and damage changes apply to enemies that spawn after you press Apply; enemies already in the world keep what they spawned with. Respawn changes apply the next time a camp or den is set up.
Everything is configurable: thresholds, per-axis strength, respawn pacing, the boss
share, which enemy categories are affected, and whether days or villagers drive the
pace. Settings also live at BepInEx/config/aska.enemy.scaling.cfg and are documented
inline in that file.
Switching preset keeps your respawn, boss and category choices — those are separate from how strong enemies get, so trying Rising Tide will not discard them.
To rebind the panel, edit PanelHotkey under [1 - General] in that config file — any
Unity KeyCode name works, and the accepted values are listed beside the setting. The
mod does not add an entry to ASKA's own controls menu. If you would rather change
settings in game than in a text file, installing BepInEx ConfigurationManager gives
every setting here a live UI, the hotkey included.
Because the default preset is Standard, installing this mod changes nothing until you choose otherwise.
Multiplayer
Enemy spawning, health and damage resolution are host-authoritative under Photon Fusion, so the host's settings govern the world. Clients want the mod installed for the settings panel, but their local values do not change the game.
Requirements
- BepInEx 6 (IL2CPP x64) — installed automatically as a dependency.
Known issues
- Requires a BepInEx build that can hook
il2cpp_runtime_invokeon Unity 6000.3. If the game closes instantly on launch with BepInEx installed, your BepInEx pack predates that fix — update it before reporting a problem here.
