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.
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