R.E.P.O.
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Latest version
1.0.0
Last Updated
First Uploaded
Downloads
636
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0
Size
172KB
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Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[1.0.0] - 2026-10-01

Added

  • Initial public release of ExtractionPointReward for R.E.P.O.
  • Reward item spawning upon extraction point completion with physics separation.
  • Configurable per-slot weighted probability tables.
  • Item preservation across levels: reward items secured in the truck, held by players, or in player inventory can persist across levels throughout the run when PreserveItemsBetweenLevels is enabled.
  • Configurable MaxPreservedItems setting (range 0..100, default 10) to cap maximum concurrently preserved reward items.
  • Centralized reusable item preservation routines in RepoAPI.Items.ItemPreservation.
  • Patches for SemiFunc.OnSceneSwitch, PunManager.SetItemNameLOGIC, StatsManager.ItemRemove, and StatsManager.RunStartStats.
  • Distinct visual aura for rewarded items: Visuals/RewardItemVisuals.cs attaches a centered pulsating light aura (defaulting to sci-fi electric cyan/teal) that dynamically disables while grabbed or equipped. By default, original item material colors and textures remain completely unchanged (EnableColorModification defaults to false), with optional material color tinting available via config.
  • Comprehensive [Visuals] configuration section in com.osmar.ExtractionPointReward.cfg allowing customization of aura RGB channels, intensity, radius, and optional material color multipliers.

Changed

  • Migrated project structure to the modern RepoKit methodology.
  • Integrated RepoAPI as git submodule for shared item providers and weighted keys.
  • Modernized build configuration with Directory.Build.props and dynamic game path resolution.
  • Standardized BepInEx plugin GUID to com.osmar.ExtractionPointReward.
  • Renamed Harmony patches to <TargetType>_<TargetMethod>_Patch standard.
  • Balanced default item drop weights across reward slots: cheap consumables are common (weight 10), utility/support is moderate (weight 6), standard weapons are rare (weight 3), high-end weapons/carts are very rare (weight 2), permanent upgrades are ultra-rare jackpot rewards (weight 1), and Power Crystal is disabled by default (weight 0).
  • Expanded reward capacity from 3 to 5 slots with independent Enabled toggles per slot. By default, Slot 1 (drops only health packs) and Slot 2 (balanced random pool) are active, while Slots 3 to 5 are disabled.
  • Implemented symmetric horizontal spawn placement dynamically centered based on the number of currently active slots.
  • Updated documentation with ARCHITECTURE.md and refreshed README.md.
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