REPOConomyPlus
Enhanced dynamic economy system & gameplay modifiers! 84+ unique events modify gameplay each level. Includes upgrade rework system (Configurable). Evolution of REPOConomy with new modifier system, difficulty/level/map scaling, Seed System, and improved UI.
CHANGELOG
Version 1.4.7 โ "The Localization Update"
๐ Going Global! A huge thank you to our Korean community! This update adds full Korean language support, making REPOConomyPlus accessible to even more players worldwide.
๐ฐ๐ท Full Korean Language Support
Added complete Korean (ํ๊ตญ์ด) localization for the entire mod!
- All 104 Economy Events โ fully translated names and descriptions.
- All 77 Gameplay Modifiers โ fully translated names and descriptions.
- Complete UI โ all interface elements, categories, labels, and tooltips now display in Korean.
- Custom Events Support โ JSON files now support
name_koanddesc_kofields for your custom economies.
Configuration
- New Language Option: Select
KoreaninUILanguageconfig (alongsideEnglishandRussian).
For Custom Event Creators
If you create custom economy events via JSON, you can now add Korean translations:
{
"id": "my_custom_event",
"name_en": "My Event",
"name_ru": "ะะพะต ะกะพะฑััะธะต",
"name_ko": "๋ด ์ด๋ฒคํธ",
"desc_en": "Description in English",
"desc_ru": "ะะฟะธัะฐะฝะธะต ะฝะฐ ััััะบะพะผ",
"desc_ko": "ํ๊ตญ์ด ์ค๋ช
",
"min": -10,
"max": 20,
"color": [255, 200, 100]
}
๐ Special Thanks
- Thanks to the Korean R.E.P.O. community for requesting this feature!
- Thanks to everyone who continues to support and play REPOConomyPlus!
๋ค์ ์ ๋ฐ์ดํธ์์ ๋ง๋์! (See you in the next update!) ๐ฎ
Version 1.4.6 โ "The Precision & Performance Update"
๐ First Update of 2026! We are kicking off the new year with a massive optimization update. Game startup is now significantly faster, and logs are cleaner!
Mechanics Rework: Smart Size Scaling
We completely overhauled how Compact Storage and Extraction Shrink work.
- Old Logic: Based on mass/physics size (could be inconsistent).
- New Logic: Based on Item Type (Tiny, Small, Medium, Big, Wide, Tall, Very Tall).
- Why it's better: Now "Tiny" items (like rings) won't shrink into microscopic dust, while "Very Tall" items (like statues) will shrink significantly to fit. It feels much more natural and predictable!
- Config Change: Settings now use the
Type:Scaleformat (e.g.,Big:0.55) instead of mass thresholds.
Pacifist Mode Overhaul & Optimization
The Pacifist Mode event has been rewritten from scratch.
- Massive Optimization: Removed the old "blind" patching method that scanned every single class in the game code looking for vision methods. Game startup is now much faster, and the console log is clean of Harmony warnings!
- Improved Logic: Instead of just blocking vision, we now intercept AI targeting logic directly. Enemies are truly blind and won't remember you.
Bug Fixes
- Forced Modifiers on Level 1: Fixed a bug where Forced Modifiers (like Compact Storage) wouldn't activate on the very first level because the random event system was waiting for Level 2. Now, forced events activate immediately on Level 1.
Note for Config
If you use custom scaling settings, please check your config file. The ScaleInCartSettings and ExtractionShrinkSettings have been updated to the new Format (Tiny:0.9, Small:0.8...). The mod will automatically generate valid defaults if you reset them.
Version 1.4.5 โ "Happy New Year! The Final 2025 Update" ๐๐
A gift to the community: As we say goodbye to 2025, this update brings massive stability improvements, and critical bug fixes. Thank you for playing! ๐
๐งฒ Magnetic Valuables Rework
- "Delivery Service" Logic: Valuables flying towards you are now Invulnerable until you touch them. No more items breaking against walls while magnetizing!
- Smart Safety: Once you grab an item, it becomes fragile again.
- Cart Protection: Items inside the Shopping Cart or Extraction Zone stop magnetizing to prevent them from flying out.
- Re-activation: Threw an item out of the cart? It starts magnetizing again!
๐ ๏ธ Critical Bug Fixes
- Haul Goal Scaling: Fixed a bug where the Quota was multiplied multiple times per level, resulting in impossible goals. It now scales exactly once.
- One Hit Kill vs. Boss: The Invincible Horror is now truly invincible. The "One Hit Kill" modifier no longer bypasses his immunity.
- Death Pit Fix: Fixed an exploit with Half Player Damage where players could survive falling into the void. The Pit is now always lethal.
- Night Vision Fix: Fixed ambient lighting getting "stuck" after the level ends. The lobby and future levels will no longer be permanently bright.
See you in 2026! Happy Heisting! ๐ฅ
Version 1.4.4 โ "The Ultimate Compatibility Update"
๐ค Major Compatibility Improvements
This update focuses on making REPOConomyPlus play nice with other popular mods. We realized our total overhaul of game systems was breaking other mods, so we built custom bridges for them!
-
Fixed Compatibility with ItemBundles:
- Shop items are now correctly filtered based on ItemBundles config.
- Bundles now spawn correctly and are fully deterministic (synced with your Seed).
- Shop logic no longer overwrites ItemBundles' modifications.
-
Fixed Compatibility with MoreUpgrades:
- Disabled upgrades in MoreUpgrades config will now correctly disappear from the shop.
- Price multipliers from MoreUpgrades now stack correctly.
-
Fixed Compatibility with PocketCartPlus:
- Fixed RNG desync. PocketCartPlus now uses REPOConomy's Seed System.
- Cart upgrades and rarity rolls are now deterministic (same seed = same shop items).
-
Fixed Compatibility with LevelScaling:
- Fixed a conflict where Economy prices would overwrite LevelScaling's price adjustments (or vice versa).
- Patches now execute in the correct order: LevelScaling applies its base logic first, and REPOConomy applies economy on top of it.
Version 1.4.3 โ "Beta Release, Deterministic Seeds & New Forced Settings"
Important: Starting from this version the mod enters BETA. Bugs and issues are possible โ please report them on my Discord server!
Config Changes
UseLevelBasedSeedis now disabled by default.
Event Fixes
- Compact Storage โ valuables now shrink at the correct/expected speed.
Bug Fixes
- Fixed issue with level seed reroll โ new seeds are now generated and applied correctly.
New Config Options
Four new options were added under Forced Modifiers:
-
ForceScaleInCart
- Always forces the Compact Storage / ScaleInCart effect.
- When enabled, this modifier will not appear in random rolls (because it is permanently active).
-
ScaleInCartSettings
- Controls how strongly valuables shrink inside the cart based on their mass.
- Uses format:
mass:scalelist (example already in default value). - Example interpretation:
1.0:0.65means items under 1kg are scaled to 65% size; heavier thresholds use their own scale values.
-
ForceExtractionShrink
- Always forces the Extraction Shrink modifier.
- When enabled, this event does not appear in random selection (because it is always active).
-
ExtractionShrinkSettings
- Controls shrink strength of valuables on extraction points based on mass.
- Same
mass:scalemapping format asScaleInCartSettings.
Global Seed Improvements
-
Added support for modded valuables and items in seed calculations.
-
Seeds are now fully deterministic across:
- level generation
- valuables (including modded ones)
- enemies
- shop
-
When using custom seed, you will consistently receive the same layouts, enemies, and valuables every time.
Coming Next
- New mod-aware modifiers that activate only when certain mods are installed.
- Additional bug fixes and improvements.
Version 1.4.0 GLOBAL UPDATE โ "The Deterministic Update"
New Major Feature: Full Seed System
R.E.P.O. is now fully deterministic! Just like in The Binding of Isaac or Minecraft, sharing a Seed now guarantees an identical playthrough for everyone.
Completely rewritten the game's RNG (Random Number Generation) to run on isolated streams. This means:
- Map Selection: The sequence of levels (e.g., Arctic -> Museum -> Metro) is now fixed by the seed.
- Level Generation: Walls, corridors, and room layouts generate identically.
- Shop: The shop inventory and prices.
- Loot Spawning: Items appear in the exact same spots with the exact same names.
- Item Prices:
- Items on shelves always have the same price.
- Enemy Orbs now have fixed prices! Killing a specific enemy will always drop an orb with the same value, regardless of kill order.
- Enemy Spawning:
- Enemy types.
- Spawn locations.
- Spawn timers.
- Truck Text: Even the funny text on the truck screen is now seeded!
Seed Configuration
- RandomizeSeedEachLevel (New!):
true(Default): Generates a fresh random seed for every level. Feature: The generated seed is automatically written toCustomSeedValue, so if you find a cool run, you can just check the config and share it!false: Uses the fixed seed defined inCustomSeedValue.
- CustomSeedValue: Field where your seed is stored. You can type your own (e.g., "TOURNAMENT_1") or copy the one generated by the game.
- UseLevelBasedSeed:
true(Default): Roguelike mode. Level 1 seed is different from Level 2, but the sequence is fixed based on your main seed.false: Loop mode. Every level generates exactly the same (perfect for training/testing).
Event Improvements
- SETTLE IT IN SMASH: Now launches players 2x further for more intense knockback action!
Bug Fixes
- Sticky Feet Event: Fixed an issue where players would drop held items when stuck. Items now stay glued to your hands as intended!
- Events Chances UI: Text now displays at the correct distance and is properly readable.
Version 1.3.8 โ "Multiplayer Stability & Config Tweaks"
Multiplayer Fixes
- Fixed a critical SendBufferFull error affecting clients in multiplayer sessions.
Event Fixes
- Compact Storage and Extraction Shrink are now fully compatible with each other.
Config Changes
-
Maximum level required to reach the module cap increased from 81 โ 92.
-
Module gain progression adjusted:
- Previously: +1 module every 3 levels.
- Now: +1 module every 4 levels.
Version 1.3.7 โ "The Seed Update & Competitive Standards"
New Major Feature: Seed System
Turned REPOConomy into a Competitive Tool! You can now share a specific Seed with friends to get the exact same run.
- Deterministic Gameplay: Economy events, Modifiers, and even Item Prices are now generated using a custom Seed system.
- No More "Unity Random": Replaced
UnityEngine.Randomwith a custom isolatedSystem.Random.
New Configurations
- Custom Seed: Input any text (e.g., "REPO_2025") to set a fixed seed.
- Level-Based Mode:
true(Default): Roguelike style. Seed "TEST" gives different events on Level 1, 2, 3, but they are always the same sequence for everyone.false: Groundhog Day style. Seed "TEST" gives the exact same result on every level (useful for testing specific modifier combos).
UI Improvements
- Seed Display: The current Seed is now displayed in the UI Footer, making it easy to share.
Technical
- Complete overhaul of the RNG (Random Number Generation) logic across the entire mod to support the new Seed architecture.
Modifier Changes
- Removed Modifier: Super Jump
Version 1.3.6 โ "Event Balance Adjustments"
Event Fixes
-
Turtle Mode โ fixed to correctly apply 25% movement speed reduction instead of 75%. (Sorry about that!)
-
Fixed size-restricted events: tiny_only, small_only, medium_only, big_only, wide_only, tall_only, verytall_only:
- Spawn chances reduced by 7x.
- These events are now designed to be handled as a single combined event rather than separate ones.
- Fixed an issue where too few valuables were spawning โ for example, only_tiny now spawns 200+ items with the full map value instead of 50โ80 items worth ~30k.
Event Changes
- Tiny Enemies โ EventType changed from Good โ Bad.
Version 1.3.5 GLOBAL UPDATE โ "New Modifiers & Enhanced Scaling"
New Modifiers
| Modifier | Description | EventType |
|---|---|---|
| Level Glitch | Valuables from ALL locations can spawn here. (Thanks for idea: Darkmega) | VeryGood |
| Too Quiet... | Enemies take a long time to appear initially. (Thanks for idea: Darkmega) | Bad |
| Invincible Horror | One foe is invulnerable to damage. Can still be stunned or launched. (Thanks for idea: Darkmega) | VeryBad |
| Rubber Pits | Enemies take no damage from pits and are launched out. | VeryBad |
| Boss Fight! | One enemy boss. x1.3 Size, triple HP, faster respawn, drops upgrade on first kill. Other enemies weaker. (Thanks for idea: Darkmega) | VeryBad |
| Settle it in Smash! | Attacks deal KNOCKBACK based on damage %. Only physics/pits kill. (Thanks for idea: Darkmega) | Neutral |
| Pit Immunity | Players do not take damage from pits, but are now pushed out of them. | Good |
| Unstable Grabbing | Overcharge enabled early and when lifting heavy objects. (Thanks for idea: Darkmega) | Bad |
| Stable Grip | Grav-gun never overcharges, even on later levels. | VeryGood |
| Found the Location Map | The entire map and all items are explored from the start. (Thanks for idea: Darkmega) | VeryGood |
Event Changes
- Turtle Mode: Speed reduced from 50% โ 25%
- Explosive Valuables and Unbreakable Valuables: Added conflict
Configuration Updates
- New Scaling Configs: Added MaxLevel and LevelCap options for Enemy HP, Enemy Cap, and Map Value scaling systems (Value by default: 100 levels)
- Updated Defaults:
MaxHaulLevelchanged from 30 โ 60HaulIncreasePerLevelchanged from 0.01 โ 0.005
Critical Bug Fixes
- Map Value Scaling Fix: Fixed critical bug where Map Value Scaling completely stopped working after level 10.
Removed Events
- Lucky Find: Removed due to bug with large number of valuable prices
Update README
- Updated README: Added Discord Button
Version 1.3.2 โ "Event Fixes, New Modifiers & UI Overhaul"
Event Fixes
- ZeroGravityLoot โ valuables inside the cart now correctly regain gravity.
- Extraction Chaos โ fixed issue where enemies were not being summoned to the extraction point during extraction.
- Hot Potato โ fixed a bug where clients did not receive damage while holding valuables. (Thanks to Lorchibo for finding the issue!)
Event Changes
- Extraction Magnet โ temporarily disabled until further fixes are implemented.
New Events
| Event | Description | EventType |
|---|---|---|
| Extraction Shrink | Valuables shrink when located on extraction points | VeryGood |
| Glass Cannon Players | Players die instantly from any damage | VeryBad |
| Omniscient Enemies | Enemies always know the player's position | VeryBad |
Global UI Update
- Complete UI overhaul โ redesigned to be cleaner, more professional, and more compact.
Version 1.3.1 โ "Global Cleanup & Scaling Fixes"
Global Code Cleanup
- Major internal cleanup and overall optimization.
- Removed redundant operations and improved performance across multiple systems.
Bug Fixes
-
Enemy HP Scaling fully fixed:
- HP scaling will no longer repeatedly apply additional HP every time an enemy respawns.
- Scaling now correctly synchronizes in multiplayer.
-
Level Scaling Fix โ no longer attempts to modify client-side values; only the host controls scaling logic.
-
Fixed several functions that were incorrectly running outside of levels or gameplay, improving overall performance.
-
Additional general bug fixes and stability improvements.
Version 1.3.0 GLOBAL UPDATE - "Advanced Scaling Systems"
New Scaling Systems
-
Added comprehensive Level Scaling system that dynamically scales game elements based on completed levels:
- Module Scaling: Increases available extraction modules (4 base + configurable scaling additions every few levels)
- Extraction Scaling: Increases maximum extraction points (0 base + configurable scaling additions every few levels)
- Haul Goal Scaling: Scales extraction goal requirements for increased challenge (0.7x base + gradual increases)
- Fully Configurable: All scaling can be disabled or customized through config options
-
Added Map Scaling system that scales enemy difficulty and map economics:
- Enemy HP Scaling: Increases enemy health with configurable multipliers (starts at level 4, default +2% per level)
- Enemy Cap Scaling: Increases maximum enemy count with configurable multipliers (starts at level 5, default +3% per level)
- Map Value Scaling: Increases total valuable prices with configurable multipliers (starts at level 3, default +2% per level)
- Progression Options: Choose between exponential (accelerating) or linear (steady) scaling curves for each category
- Individual Controls: Each scaling category can be enabled/disabled separately
UI Improvements
- Enhanced UI Layout: Added new categories for Level Scaling and Map Scaling sections
- Conditional Separators: Scaling section separator only appears when scaling is active
Configuration Updates
-
New Scaling Configs: Added 16 new configuration options across 4 scaling categories
- Level Scaling: 12 options for modules, extractions, and haul scaling
- Map Scaling: 4 options per category (HP, Cap, Value) including exponential/linear toggles
-
New UI Config: Added
UIAutoShowOnLevelStartoption to control automatic UI display when entering levels (Thanks to garrett for the idea) -
Updated Defaults:
ClampMaxLimitincreased from 1000 to 10000 for higher value rangesDifficultyPerLeveladjusted to 1 for balanced progression
-
Exponential/Linear Scaling: Added toggles for each map scaling category to choose between accelerating exponential growth or steady linear increases
Technical Improvements
- Conditional Rendering: Scaling sections only display when active, optimizing UI space
- Enhanced Config Structure: Organized scaling configs into logical categories
- Improved Performance: Optimized scaling calculations and UI rendering
Documentation Updates
- Updated README: Added comprehensive scaling system documentation with examples
- Updated Manifest: Added level and map scaling mentions within character limits
- Enhanced Config Tables: Complete documentation of all new scaling options
Version 1.1.9 โ "Scale Fix & Improved Shrinking"
Bug Fixes
- Fixed issue with ScaleInCart event where valuables were not shrinking while inside the cart.
- Improved and strengthened the shrinking effect for valuables affected by this event.
Version 1.1.8 - "Critical Bug Fixes"
Bug Fixes
- Fixed Half Player Damage exploit - previously, when players transferred health, the giver lost -5 HP and the receiver gained +10 HP, allowing abuse. This behavior is now corrected.
- Fixed Explosive Valuables - valuables located inside Extraction during the Extracting phase will no longer trigger explosions (Thanks for Darkmega for the found bug)
- Fixed a bug related to grenade spawning.
Version 1.1.7 - "Compatibility & QoL Improvements"
Config Improvements
- Updated config for Revival Hotkey and UI Hotkey - now displays all available keys, not just predefined ones.
Compatibility Additions
-
Added compatibility with REPORoles_Classic - huge thanks to Jettcodey for allowing collaboration and helping fix the player stat calculation issue that previously broke the mod.
-
Added compatibility with Unique Potions:
- Fixed HealPotion behavior: previously, when used on valuables, their price reverted to the original unmodified value.
- Now HealPotion correctly restores the price to the economy-adjusted original value, preventing situations where a 10k valuable turned into 3k after breaking the potion.
Modifier Adjustment
- Phantom Objects - valuables inside the cart will no longer disappear.
README
- Updated Readme: Added a new category with mod compatibility
Version 1.1.6 โ "UI Expansion & Shared Pool"
Bug Fixes
- Fixed Upgrades Rework behavior.
- Fixed UI integer rounding bug.
- Fixed Masochist Event โ Shadow Child no longer becomes aggressive when you look at it.
New Features
- Added new Lobby UI displaying current modifier drop chances per category.
New Configs
-
Added Shared Pool config:
- When enabled, all categories and all modifiers are merged into a single global pool.
- The mod stops selecting a category first โ instead, it picks 1 event from a unified pool based on difficulty weight.
- This makes events more unpredictable and more exciting.
-
Updated README
Version 1.1.5 โ "Balance & Modifier Expansion"
Bug Fixes
- Fixed slippery floor bug โ bots can now crawl under obstacles again.
- Fixed Extraction Shield โ invincibility is now only granted during Warning and Extracting phases.
- Fixed Pacifist Mode โ Hunter no longer reacts to player sounds/touch and no longer freezes in shooting state.
Balance & Difficulty
DifficultyPerLevelincreased from 2 โ 3.5 for better progression scaling.DifficultyPerPlayerandDifficultyPerValuableare now disabled due to malfunctioning - onlyDifficultyPerLevelremains active.
New Modifiers
| Modifier | eventType |
|---|---|
| Compact Storage | VeryGood |
| Heavy Enemies | Bad (Idea by Crony) |
| Light Enemies | VeryGood (Idea by Crony) |
| Instant Respawn | VeryBad |
| Persistent Enemies | Bad |
| Explosive Valuables | Bad |
| Hot Potato | Bad |
| Unbreakable Doors | Neutral (Idea by Crony) |
| Player Revival | VeryGood |
Modifier Adjustments
- Extraction Shield rarity changed to Good.
New Configs
- New config for Player Revival event.
- New config for enabling/disabling Economy & Modifier UI.
Readme
- Added all Modifiers from the mod to Modifier Categories
- Updated Readme
Version 1.1.0 Global Update โ "Upgrades & Physics Mayhem"
New Global Upgrade System
- Added a new mechanic for upgrades โ upgrades now give 50% of previous bonuses.
- This change was made for balance purposes.
- You can disable this behavior by changing Global Upgrades Multiplier = 1.0 instead of 0.5.
New Modifiers
- Unbreakable Valuables โ Valuables no longer break
- Fragile Valuables โ Valuables break 2x faster
- Feather Weight โ All objects become 5x lighter
- Heavy Burden โ All objects become 3x heavier
- Slippery Chaos โ Objects slide infinitely without friction
- Zero Gravity Loot โ Objects float with zero gravity
- Phantom Objects โ Objects periodically disappear and reappear
- Bouncy Havoc โ All objects become extremely bouncy
- Double Enemy Health โ Enemies have double health
- Double Enemy Damage โ Enemies take double damage
- Double Player Damage โ Player receives double incoming damage
- Half Player Damage โ Player takes 50% less damage
New Configuration Options
- Global Upgrades Multiplier โ upgrade scaling control (1.0 = original, 0.5 = default reduced, 2.0 = double bonus)
- Modifier Start Level โ choose when modifiers begin spawning (1โ12)
- Individual Toggles โ ability to disable any modifier or economy individually
Removed Modifiers
- Darkness
- Bright Day
Bug Fixes
- Many bugs fixed and stability improved
Compatibility
- Added support for RepoAdminMenu
Readme
- Updated for better readability
- Added full modifier list
- Added full economy breakdown with descriptions
๐ฎ Future Development
More modifiers, balance updates, and mechanic improvements are planned for future versions!
Version 1.0.3
- Fixed Extraction Magnet - Modifier and changed to Neutral
Version 1.0.2 - "Combat Overhaul & Extraction Events"
๐ New Combat Modifiers
- Infinite Ammo - All firearms never run out of battery - VeryGood
- One Hit Kill - Any damage instantly kills enemies - VeryGood
- Health Vampire - Killing enemies restores 10 HP to all players - Good
๐ New Extraction Modifiers
- Extraction Rush - Halves extraction time requirement - Bad
- Extraction Magnet - Attracts valuables to active extraction point - Good
- Extraction Shield - Players become invincible during extraction - VeryGood
- Extraction Chaos - Enemies become aggressive during extraction - Bad
- Single Extraction - Only 1 extraction point spawns per level - VeryGood
๐ง Technical Fixes
- Unlimited Valuables - The limit on enemy orbs has been removed
- Level-Only Events - Events now only activate during levels, not in lobbies/shops
๐ง UI Fixes
- Increased Time - for closing UI to "20 seconds"
๐ง Events Fixes
- Fixed Modificator - Slippery Floor - effect reduced by half
- Fixed Modificator - Magnetic Valuables - effect reduced by half
Version 1.0.1
- Updated Mod
Version 1.0.0 - "The Modifier Revolution"
Initial Release of REPOConomyPlus
๐ New Features
- 45 Unique Gameplay Modifiers across 4 categories
- Dynamic Difficulty System with adaptive scaling
- Completely Redesigned UI with scrolling and categories
- Granular Configuration for each modifier category
- Weighted Event System based on difficulty
- Conflict Resolution prevents contradicting events
- Real-time Difficulty Display with color coding
- Enhanced Multiplayer Sync for all systems
โ Inherited from REPOConomy
- 104 Economy Events with full functionality
- Bilingual Support (English/Russian)
- Custom Events via JSON files
- Full Configuration options
- Level Scaling system
- Custom Colors per economy
- Multiplayer Support with Photon sync
๐ง Technical Improvements
- Optimized event selection algorithm
- Improved memory management
- Better error handling
- Enhanced logging system
- Streamlined patch system