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AdjustableGameEconomy

Item prices scale dynamically based on settings, player count, and progression. Adjustments apply to upgrades, health packs, power crystals, and more, with optional cost randomization.

CHANGELOG

Releases

1.3.1
  • Several improvements to cost calculation
  • Fixed a bug with the player scale array
1.2.0
  • Added configurable multipliers: PurchaseHistoryScaleMultiplier and LevelsCompletedScaleMultiplier to control how much upgrade count and levels completed affect item prices
  • Improved safety in item value calculation logic — added error logging to catch unexpected issues that might cause price to drop to 0
  • Implemented compact debug logging for normal price calculations and detailed error logs in case of failure
1.1.0
  • Added new toggles for scaling prices based on the number of players for different items (e.g., drones, health packs, weapons)
  • Added new toggles to disable price scaling based on number of upgrades purchased and number of levels completed
  • Utilities now split into two separate types - Orbs, Trackers
  • Added example items for each type in Item Type Mappings
  • Major code redisign and refactor
1.0.2
  • Fixed an issue with item price set to 0
1.0.1
  • Fixed an issue with small item price values (actual error in game logic 💀)
  • Added float parameters for the PlayerScaleArray config
1.0.0
  • Initial Release