ASKA
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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_invoke on 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.
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