Allows configuration of the new Overcharge mechanic on beta to explore balancing based on Strength upgrades.
It's helpful to note the original intent of this mechanic is to introduce a more tactical approach to the game at later levels.
Introducing an EXPLOSIVE new mechanic!
And the response to feedback post-beta-launch:
Let's do something about OVERCHARGE!
Discussion on the R.E.P.O. Beta discord, as well as some discussions of the solutions and approaches, led to me getting this idea as a relatively simple approach to try this.
New or inexperienced players need time to see, understand, and be comfortable with the U.I. and what it means. Players need to be exposed to the red circle Overcharge interface early on, at level 1, in order to know that this is a part of the game and to act appropriately to avoid any possible repercussions.
So, what to do? It's hard for newer players and doesn't seem to shake up things enough for the target audience.
I think that, since the main component of lifting enemies around at zero-cost is the Strength upgrades themselves, we just scale the gain rate to the amount of strength upgrades the player has as well as the enemy being targeted.
It also gives newer players a gentle on-ramp, as they typically don't offer up to take the responsibility of turbo-stacking strength for the lobby anyways.
There are two main components:
I set the defaults at 5% and 15%, respectively, to try both providing a gentle on-ramp for new players while also making each upgrade be worth thinking about.
Looking at some common breakpoints:
Again, the mod is configurable, so if you disagree, you're free to play around with the values in the configuration yourself.