
OverchargeScalesToStrength
Configurable modification to allow Overcharge buildup to scale with Strength upgrades
Date uploaded | a week ago |
Version | 1.0.0 |
Download link | Necrofancy-OverchargeScalesToStrength-1.0.0.zip |
Downloads | 3925 |
Dependency string | Necrofancy-OverchargeScalesToStrength-1.0.0 |
This mod requires the following mods to function

BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Allows configuration of the new Overcharge mechanic on beta to explore balancing based on Strength upgrades.
Semiworks mechanics as Context
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!
Purpose
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.
- Most newer players seem to be impacted by overcharge pretty harshly. As well, there's no on-ramp for the proposed solution of barring it at L10, quoting a user on the discord:
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.
- Most experienced players or content creators handle or play around it very well,
or have an easy time playing around the mechanic entirely.
- Judging by this gameplay video it seems to be an overwhelingly strong mechanic at higher strength levels.
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.
Default Configuration
There are two main components:
- A constant factor, meaning the relative amount of scaling at L0 strength
- A scaling factor, gained with each strength upgrade.
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:
- Zero upgrades have 5% (or 1/20th) the overcharge gain rate of vanilla. This means it basically stops existing.
- Four upgrades will have 65% (~2/3rds) the gain rate.
- Nine upgrades will have 140% the gain rate.
- The full thirteen upgrades to be able to ragdoll any enemy in the game will gain overcharge at twice the rate
Again, the mod is configurable, so if you disagree, you're free to play around with the values in the configuration yourself.