REPOConomyPlus
Enhanced dynamic economy system with gameplay modifiers! 73+ unique events modify gameplay each level. Includes upgrade rework system (Configurable). Evolution of REPOConomy with new modifier system, difficulty/level/map scaling, and improved UI.
| Date uploaded | 3 weeks ago |
| Version | 1.3.0 |
| Download link | PxntxrezStudio-REPOConomyPlus-1.3.0.zip |
| Downloads | 1855 |
| Dependency string | PxntxrezStudio-REPOConomyPlus-1.3.0 |
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
โ ๏ธ IMPORTANT NOTICE: REQUIRED FOR ALL CLIENTS โ ๏ธ
This mod must be installed by all players in multiplayer games.
REPOConomyPlus
The Ultimate Enhanced Edition - A complete reimagining of the original REPOConomy mod with revolutionary gameplay modifiers!
Every level brings TWO layers of chaos:
- ๐ฒ Random Economy Event (104+ unique economy types) - affects valuable prices
- โก Gameplay Modifiers (73+ unique events) - transforms how you play
The result? Every run feels completely different! Fight invisible enemies while prices skyrocket, or navigate in darkness while loot multiplies. The possibilities are endless!
๐ What's New in REPOConomyPlus?
โก Revolutionary Modifier System
- 73+ Unique Gameplay Modifiers that spawn randomly each level
- 4 Categories: Loot, Enemy, Player, Environment
- 2-5 Modifiers per level creating unique challenge combinations
- 5 Difficulty Tiers: Very Good ๐ข, Good ๐ก, Neutral โช, Bad ๐ , Very Bad ๐ด
๐ฏ Dynamic Difficulty System
- Adaptive Scaling based on level, player count, and valuable count
- Real-time Calculation adjusts as the game progresses
- Visual Feedback with color-coded difficulty display (Easy โ Extreme)
- Fully Configurable caps and multipliers
๐จ Completely Redesigned UI
- Scrollable Interface with auto-scroll and manual controls
- Category Organization - Economy, Modifiers, Level Scaling, and Map Scaling sections
- Event Icons with color-coded difficulty indicators
- Detailed Descriptions for every modifier and scaling info
- Difficulty Footer showing current challenge level
- Dynamic Height Calculation for smooth scrolling experience
๐ง Enhanced Configuration
- Granular Control over each modifier category
- Separate Event Chances for vanilla and custom events
- Difficulty Customization per level/player/valuable
- Min/Max Modifier Count configuration (2-5 per level)
- Shared Pool Mode - combine all events into one pool with difficulty-adjusted weights
๐ Advanced Scaling Systems (New Feature)
- Level Scaling: Dynamic module, extraction, and haul goal scaling based on completed levels
- Map Scaling: Enemy HP, enemy cap, and map value scaling with exponential/linear progression options
- Flexible Progression: Choose between exponential (accelerating) or linear (steady) scaling curves
- Per-Level Adjustments: Fine-tune scaling multipliers and intervals for balanced gameplay
๐ผ Upgrade Rework System (New Feature)
- Introduced a new upgrade scaling mechanic to balance progression
- All upgrades now provide 50% less power by default
- This can be reverted or customized in the config:
Global Upgrades Multiplier = 1.0โ original balanceGlobal Upgrades Multiplier = 0.5โ default new balanceGlobal Upgrades Multiplier = 2.0โ double upgrade strength - Fully configurable and compatible with REPOConfig UI
๐ Economy System (From Original REPOConomy)
On every level (starting from level 2 configurable), the game rolls (with 50% chance) one of 104 unique economy events like Inflation, Chaos, or Treasure Rush โ each with different effects on valuable prices. The chance is fully configurable.
Valuable prices are no longer fixed. Instead, each item dynamically rolls a value based on the current economy type and level scaling with (custom config settings).
โก Modifier Categories
Below are all available Modifiers and their effects.
More Modifiers will be added with every updates!
๐ Click to see the full list of all modifiers
๐ Loot Modifiers (25 Events)
Transform how valuables spawn and behave:
- Jackpot ๐ข - x2 valuables spawned on map
- Golden Touch ๐ข - All valuables worth x2, but 25% fewer spawn
- Value Lottery โช - 10% items get x10 value, rest -50%
- Empty Facility ๐ - 50% less valuables spawn
- Tiny Only โช - Only tiny valuables spawn
- Small Only โช - Only small valuables spawn
- Medium Only โช - Only medium valuables spawn
- Big Only ๐ก - Only big valuables spawn
- Wide Only ๐ก - Only wide valuables spawn
- Tall Only ๐ก - Only tall valuables spawn
- Very Tall Only ๐ข - Only very tall valuables spawn
- Magnetic Valuables โช - Valuables are attracted to players
- Lucky Find โช - Random valuables appear periodically
- Extraction Magnet โช - Valuables are attracted to extraction points during extraction
- Unbreakable Valuables ๐ข - Valuables never break
- Fragile Valuables ๐ - Valuables break twice as fast
- Feather Weight ๐ข - All objects are 5x lighter
- Heavy Burden ๐ด - All objects are 3x heavier
- Slippery Chaos ๐ - All objects slide forever
- Zero Gravity Loot ๐ก - Objects float in zero gravity
- Phantom Objects ๐ด - Objects disappear periodically
- Bouncy Havoc โช - All objects are super bouncy
- Explosive Valuables ๐ - Valuables explode when broken
- Hot Potato ๐ - Holding valuables too long hurts
- Compact Storage ๐ข - Valuables shrink in carts
๐พ Enemy Modifiers (16 Events)
Change how enemies behave and challenge you:
- Pacifist Mode ๐ข - Enemies don't attack
- Enemy Horde ๐ด - x2 enemies spawn
- Speed Demons ๐ - Enemies 50% faster
- Invisible Enemies ๐ด - Enemies are invisible
- Tiny/Giant Enemies ๐ก๐ด - Size variations
- Boss Rush ๐ด - Only Difficulty 3 enemies spawn
- Fast Spawn ๐ - Enemies spawn instantly
- Heavy Enemies ๐ - Enemies require 2x more force to grab
- Light Enemies ๐ข - Enemies require 3x less force to grab
- Instant Respawn ๐ด - Enemies respawn immediately after death
- Persistent Enemies ๐ - Enemies never despawn
- Frozen Enemies ๐ก - Enemies freeze periodically
- Enemy Multiplication ๐ด - x1.5 enemy spawn rate
- One Hit Kill ๐ด - Any damage kills enemies instantly
- Extraction Chaos ๐ด - Enemies become aggressive during extraction
- Double Enemy Health ๐ - Enemies have double health
- Double Enemy Damage ๐ก - Enemies take double damage
๐ค Player Modifiers (21 Events)
Modify player capabilities and challenges:
- Sonic Speed ๐ข - Players 50% faster
- Turtle Mode ๐ - Players 50% slower
- Low/Heavy Gravity ๐ก๐ - Gravity modifications
- Glass Cannon ๐ด - Max health = 1
- Tank Mode โช - +100 health, -50% speed
- Infinite Stamina ๐ข - Never run out of energy
- Health Regeneration ๐ข - Slowly regenerate health
- Random Boosts โช - Random stat boosts every 2 minutes
- Inverted Controls ๐ด - Movement controls reversed
- Invisible Players ๐ด - Players can't see each other
- Super Jump ๐ข - Jump 3x higher
- Sticky Feet ๐ - Players stick to surfaces randomly
- Infinite Ammo ๐ข - All firearms never run out of battery
- Health Vampire ๐ก - Killing enemies restores 10 HP
- Extraction Shield ๐ก - Players become invincible during extraction
- Double Player Damage ๐ - Players take double damage
- Half Player Damage ๐ก - Players take 50% less damage
- Clumsy ๐ - Random tumble every 30s
- Flashlight Fail ๐ด - Flashlight doesn't work
- Player Revival ๐ข - Press hotkey to revive once when dead (1 HP)
๐ Environment Modifiers (9 Events)
Alter the world around you:
- Disco Lights โช - Colors constantly change
- Slippery Floor ๐ - Physics friction = 0
- Foggy Vision ๐ - Reduced visibility with fog
- Night Vision ๐ก - Enhanced visibility in darkness
- Time Warp ๐ด - Time slows down periodically
- Extraction Rush ๐ - Halves extraction time requirement
- Single Extraction ๐ข - Only 1 extraction point spawns per level
- Toxic Air ๐ - Players take damage over time
- Unbreakable Doors โช - Doors cannot be broken or removed
๐ฏ Difficulty System Explained
The mod calculates difficulty dynamically based on:
Formula: Difficulty = (Level ร LevelMultiplier) + (Players ร PlayerMultiplier) + (Valuables ร ValuableMultiplier)
Default Values:
- Level: +3.5 difficulty per level
- Players: +0 difficulty per player
- Valuables: +0 difficulty per valuable
- Cap: 100 (fully configurable)
Difficulty Tiers:
- ๐ข Easy (0-20): Easier modifiers, more buffs
- ๐ก Medium (20-40): Balanced mix
- ๐ Hard (40-60): Challenging modifiers
- ๐ด Very Hard (60-80): Serious challenge
- โซ Extreme (80-100): Maximum chaos
Higher difficulty increases the chance of Bad and Very Bad modifiers!
๐ Scaling Systems Explained
The mod includes two advanced scaling systems that progressively increase challenge and rewards as players advance through levels.
๐๏ธ Level Scaling System
Dynamically scales game elements based on completed levels for balanced long-term progression.
Features:
- Modules: Increases available extraction modules (4 base + scaling additions)
- Extractions: Increases maximum extraction points (0 base + scaling additions)
- Haul Goals: Scales extraction goal requirements for increased challenge
Scaling Types:
- Additive: Fixed amounts added per interval (e.g., +1 module every 3 levels)
- Multiplicative: Exponential growth (e.g., ร2 modules every interval)
Default Configuration:
- Modules: 3 base + 1 every 3 levels (up to level 81)
- Extractions: 0 base + 1 every 10 levels (up to 9 total)
- Haul: 0.7x base ร 1.01 per level (up to 1.0x max)
๐บ๏ธ Map Scaling System
Scales enemy difficulty and map economics based on current level progression.
Scaling Categories:
- Enemy HP: Increases enemy health (default: ร1.02 per level from level 4)
- Enemy Cap: Increases maximum enemy count (default: ร1.03 per level from level 5)
- Map Value: Increases total valuable prices (default: ร1.03 per level from level 3)
Progression Options:
- Exponential Scaling: Accelerating growth (default behavior)
- Level 1: ร1.00, Level 2: ร1.03, Level 3: ร1.0609, Level 4: ร1.092727
- Linear Scaling: Steady, predictable increases
- Level 1: ร1.00, Level 2: ร1.03, Level 3: ร1.06, Level 4: ร1.09
UI Display:
- Shows current multipliers with percentage increases
- Color-coded display (HP: Red, Cap: Yellow, Value: Green)
- Only appears when scaling is active (multipliers > 1.0)
๐ฒ Shared Pool Mode
When EnableSharedPool is set to true, the mod switches from category-based selection to a unified event pool:
- All Events Combined: Instead of picking from separate Loot/Enemy/Player/Environment pools, all 73+ events are in one big pool
- Difficulty-Adjusted Weights: Each event type has base weights that scale with difficulty:
- Very Good: 11 โ 11-23 (increases with difficulty)
- Good: 23 โ 13-23 (slight decrease)
- Neutral: 13 โ 7-13 (slight decrease)
- Bad: 43 โ 28-43 (slight increase)
- Very Bad: 9 โ 9-34 (increases with difficulty)
- Balanced Selection: Events are picked randomly from the combined pool using these scaled weights
- UI Display: Lobby shows "Shared Pool" with chances for each event type across all categories
This mode provides more unpredictable and potentially extreme combinations, as any event can appear regardless of category!
๐ฎ How Modifiers Work
Event Selection
Each level (starting from level 2):
- Economy Event rolls first (104 possible events)
- 2-5 Random Modifiers are selected based on:
- Current difficulty level
- Enabled categories in config
- Weighted probability (higher difficulty = more bad events)
- Conflict system (no contradicting events together)
Conflict System
Smart event filtering prevents contradictions:
- โ Can't have Jackpot + Empty Facility simultaneously
- โ Can't have Sonic Speed + Turtle Mode simultaneously
- โ Can't have Darkness + Bright Day simultaneously
- โ 60+ conflict rules ensure logical combinations
UI Display
Press G anytime to toggle the UI:
- Economy Section: Current economy event and value range
- Modifiers Section: Active gameplay modifiers with icons
- Level Scaling Section: Module, extraction, and haul scaling info
- Map Scaling Section: Enemy HP, cap, and value multipliers (when active)
- Footer: Difficulty, Level, and Player count
- Controls: Auto-scroll after 1.5s, manual scroll with arrow keys
๐จ UI Features
Smart Scrolling
- Auto-scroll starts after 1.5 seconds of inactivity
- Smooth Animation up and down
- Manual Override with โฌ๏ธโฌ๏ธ arrow keys
- Auto-hide after 20 seconds (toggle with G)
Visual Indicators
- ๐ข Very Good - Green indicators for buffs
- ๐ก Good - Yellow for beneficial events
- โช Neutral - White for balanced effects
- ๐ Bad - Orange for challenges
- ๐ด Very Bad - Red for severe challenges
Dynamic Layout
- Category Headers separate Economy and Modifiers
- Color-coded Events match difficulty tier
- Responsive Height adjusts to content
- Bilingual Support (English/Russian)
๐ Example Gameplay Scenarios
๐ Click to see the gameplay examples with mod
Scenario 1: "The Golden Nightmare"
- ๐ฐ Economy: Treasure Rush (+100% to +200% values)
- ๐ข Golden Touch: All valuables x2 value
- ๐ด Invisible Enemies: Can't see threats
- ๐ Speed Demons: Enemies 50% faster
- ๐ข Sonic Speed: You're 50% faster too
Result: Insanely valuable loot, but terrifying invisible fast enemies!
Scenario 2: "Easy Money"
- ๐ฐ Economy: Stable (default ranges)
- ๐ข Jackpot: x2 valuables on map
- ๐ข Pacifist Mode: Enemies don't attack
- ๐ก Bright Day: x3 lighting
- โช Disco Lights: Just for fun
Result: Relaxing loot collection with visual flair!
Scenario 3: "Extreme Challenge"
- ๐ฐ Economy: Crash & Burn (-90% to 0% values)
- ๐ด Glass Cannon: 1 HP only
- ๐ด Enemy Horde: x2 enemies
- ๐ด Invisible Players: Can't see teammates
- ๐ Darkness: x0.1 lighting
Result: Hardcore survival mode with minimal rewards!
๐ How It Works (Quick Guide)
๐ Click to Expand Full Guide
๐งฉ 1. Level Start
- Host rolls 1 Economy Event (affects prices)
- Host rolls 2-5 Modifiers (affects gameplay)
- All data synced to clients via Photon
๐ฐ 2. Economy Application
Each valuable gets a unique price within the current range:
- Base range from config (default: -5% to +10%)
- Modified by economy event
- Scaled by level (default: +1% per level)
- Random roll within final range
โก 3. Modifier Application
Modifiers apply immediately on level load:
- Loot: Changes valuable spawning/behavior
- Enemy: Modifies AI behavior/stats
- Player: Affects player capabilities
- Environment: Alters world conditions
๐ฏ 4. Difficulty Calculation
Difficulty = (Level ร 1) + (Players ร 0) + (Valuables ร 0)
Example: Level 5, 4 players, 100 valuables
= (5 ร 3.5) + (4 ร 0) + (100 ร 0)
= 17.5 + 0 + 0 = 5 (Easy difficulty)
๐ 5. UI Display
- Shows at level start automatically
- Press G to toggle anytime
- Auto-scrolls through all modifiers
- Hides after 20 seconds (or toggle off)
๐ง Configuration
๐ก Recommended: Install the REPOConfig mod to change these settings directly in-game via a GUI.
Located in:
BepInEx/config/PxntxrezStudio.REPOConomyPlus.cfg
Below are all available configuration options.
๐ Click to see available configurations
๐น Economy
| Setting | Description | Default |
|---|---|---|
| DefaultBaseMin | Base minimum multiplier applied before level scaling | 5.0 |
| DefaultBaseMax | Base maximum multiplier applied before level scaling | 10.0 |
| UseTwoStepPercentRoll | Separate negative and positive percent rolls | false |
| PercentRollMode | Determines weighed percentage RNG: Random = Uniform (Flat), Stable = Near center (Bell curve), Volatile = Near Min/Max (Inverse bell curve), Dynamic (Changes per level) | Random |
| EconomyStartLevel | Level at which economy events can begin | 2 |
| NoEvents | Force all runs to use Stable economy (disable events) | false |
| DisableVanillaEvents | If true, disables all built-in vanilla events. Only custom events will be used, if EnableCustomEvents enabled. | false |
| EnableCustomEvents | Enable loading of custom economy events from JSON files to appear in-game. | true |
๐น LevelScale
| Setting | Description | Default |
|---|---|---|
| LevelScaleMin | Percent increase added to minimum per level | 1 |
| LevelScaleMax | Percent increase added to maximum per level | 2 |
๐น Limits
| Setting | Description | Default |
|---|---|---|
| ClampMinLimit | Lowest allowed percent (e.g. โ100% reduction) | 100.0 |
| ClampMaxLimit | Highest allowed percent (e.g. +10000% increase) | 10000.0 |
๐น EconomyChance
| Setting | Description | Default |
|---|---|---|
| UseEventsChance | Enable the event drop system based on chance. | true |
| EventChance | Chance (1โ100) for an event to occur instead of a stable economy | 50 |
๐น CustomEconomyChance
| Setting | Description | Default |
|---|---|---|
| UseCustomEventChance | Enable a separate chance check for custom events (only applies if UseEventsChance is true). If this feature is disabled, there will be a 50/50 chance of either a vanilla event or a custom event occurring. | true |
| CustomEventChance | Chance (1โ100%) for custom events to occur instead of vanilla events if UseCustomEventChance is enabled. | 50 |
๐น Debug
| Setting | Description | Default |
|---|---|---|
| ShowTotalMapValue | Log (In console) total dollar value of all valuables on the map | false |
๐น UI Settings
| Setting | Description | Default |
|---|---|---|
| UI Language | Language used for the economy UI | English |
| UIToggleHotkey | Hotkey to toggle the economy UI on/off | G |
| UIAutoShowOnLevelStart | Automatically show UI when entering a level | true |
๐น Difficulty System
| Setting | Description | Default |
|---|---|---|
| DifficultyPerLevel | How much difficulty to add per level (e.g., level 5 = +5 difficulty) | 1 |
| DifficultyPerPlayer | How much difficulty to add per player (e.g., 4 players = +0 difficulty) | 0 |
| DifficultyPerValuable | How much difficulty to add per valuable on map (e.g., 100 valuables = +0 difficulty) | 0 |
| DifficultyMaxCap | Maximum difficulty cap. Difficulty will never go above this value. | 100 |
๐น Level Scaling
| Setting | Description | Default |
|---|---|---|
| EnableLevelScaling | Enable level scaling for modules, extractions, and haul multiplier | true |
| EnableMultiplicativeScaling | Enable multiplicative scaling instead of additive | false |
| MinModules | Minimum number of modules per level | 4 |
| MaxModulesLevel | Up to which level modules will increase | 81 |
| ModulesInterval | Every how many levels to add modules | 3 |
| ModulesPerInterval | How many modules to add every interval levels | 1 |
| BaseExtractions | Base number of extractions (0 = 1 extraction) | 0 |
| MaxExtractions | Maximum number of extractions | 9 |
| ExtractionsInterval | Every how many levels to add extractions | 10 |
| ExtractionsPerInterval | How many extractions to add every interval levels | 1 |
| BaseHaulMultiplier | Base haul goal multiplier | 0.7 |
| MaxHaulMultiplier | Maximum haul multiplier | 1.0 |
| MaxHaulLevel | Up to which level haul multiplier will increase | 30 |
| HaulIncreasePerLevel | How much to increase haul multiplier per level | 0.01 |
๐น Enemy HP Scaling
| Setting | Description | Default |
|---|---|---|
| EnableEnemyHPScaling | Enable enemy HP scaling per level | true |
| StartLevel | Level at which enemy HP scaling starts | 3 |
| Multiplier | Enemy HP multiplier per level (1.02 = +2% per level) | 1.02 |
| UseExponentialScaling | Use exponential scaling (pow) instead of linear scaling | true |
๐น Enemy Cap Scaling
| Setting | Description | Default |
|---|---|---|
| EnableEnemyCapScaling | Enable max enemy cap scaling per level | true |
| StartLevel | Level at which enemy cap scaling starts | 4 |
| Multiplier | Max enemy cap multiplier per level (1.03 = +3 per level) | 1.03 |
| UseExponentialScaling | Use exponential scaling (pow) instead of linear scaling | true |
๐น Map Value Scaling
| Setting | Description | Default |
|---|---|---|
| EnableMapValueScaling | Enable total map value scaling per level | true |
| StartLevel | Level at which map value scaling starts | 2 |
| Multiplier | Total map value multiplier per level (1.02 = +2% per level) | 1.02 |
| UseExponentialScaling | Use exponential scaling (pow) instead of linear scaling | true |
๐น Upgrades Rework
| Setting | Description | Default |
|---|---|---|
| GlobalUpgradesMultiplier | Multiplier for upgrades (1.0 = default, 2.0 = double upgrades bonus) | 0.5 |
๐น Player Revival
| Setting | Description | Default |
|---|---|---|
| RevivalHotkey | Hotkey to revive player when dead (only works once per player per round). | R |
๐น Event Modifiers
| Setting | Description | Default |
|---|---|---|
| ModifierStartLevel | At what level modifiers will start appearing (1โ12). 1 = immediately, 2 = from the second level, etc. | 2 |
| MinModifierCount | Minimum number of gameplay modifiers per level (2-5) | 2 |
| MaxModifierCount | Maximum number of gameplay modifiers per level (2-5) | 5 |
| EnableLootModifiers | Enable loot-related events (e.g., Jackpot, Empty Facility, Value Lottery) | true |
| EnableEnemyModifiers | Enable enemy-related events (e.g., Enemy Horde, Speed Demons, Pacifist Mode) | true |
| EnablePlayerModifiers | Enable player-related events (e.g., Sonic Speed, Glass Cannon, Infinite Stamina) | true |
| EnableEnvironmentModifiers | Enable environment-related events (e.g., Darkness, Disco Lights) | true |
| EnableSharedPool | Enable shared pool mode: all events are in one pool, selected based on difficulty-adjusted chances instead of separate category pools. | false |
๐น Individual Economy Enables
Individual economy events can be enabled/disabled in the "Economies" section of the config. Each economy type has its own enable/disable setting.
๐น Individual Modifier Enables
Individual modifier events can be enabled/disabled in the "Modifiers" section of the config. Each modifier has its own enable/disable setting.
๐ Complete Economy List (104 Varieties)
Below are all available Economies and their effects.
More economies will be added with every updates!
๐ Click to see the full list of all economies
| Event (EconomyType) | Effect on baseMin / baseMax |
In-Game Description |
|---|---|---|
| Stable | No change (Uses the values from the config) | Economy by default |
| Deflation | โ10% min, โ5% max | Market Crash |
| Inflation | +0% min, +10% max | Moment to Get Rich! |
| Chaos | โ10% min, +10% max | Financial chaos... |
| FreezeMarket | 0% min, 0% max | Economy frozen :( |
| BlackMarketSurge | โ10% min, +20% max | Values have become more expensive... |
| Overload | โ100% min, +100% max | 50/50 |
| RareBoom | +5% min, +30% max | Values are suddenly in price! |
| CommonCrash | โ30% min, โ10% max | Values are devalued! |
| LegendaryOnlyMatters | โ20% min, +5% max | Only the best makes sense... |
| EchoMarket | โ25%โ0% min, 0%โ+25% max (random) | Prices are jumping like crazy... |
| ReverseInflation | โ15% min, โ5% max | Budget is better than wealth... |
| LuxuryHunt | +10% min, +40% max | Values are much more expensive! |
| DumpsterDive | +5% min, +60% max | Everything has become expensive! |
| ExtraProfit | +0% min, +50% max | Today you can sell more profitably! |
| ScamSeason | โ30% min, โ10% max | Prices are falling... :( |
| SuddenDrop | โ50% min, โ20% max | Almost everything has depreciated! |
| TreasureRush | +100% min, +200% max | Every value is โ treasure! |
| ZeroGravity | โ50% min, +150% max | Everything is unstable... |
| Turbulence | ยฑ30% equally to min & max (random) | Prices behave unpredictably... |
| BubbleBurst | โ40% min, โ5% max | The market was booming... until it wasnโt |
| CollectorsFrenzy | +30% min, +80% max | Everything is worth more than it should be |
| PanicSale | โ40% min, โ20% max | Players are panic-selling everything for pennies! |
| EconomicTwister | Ignores min/max โ 0%โ200% per valuable | Every valuable gets a completely random value. |
| TaxAudit | โ15% min, โ15% max | The Tax Department has reviewed your valuables. |
| Crash & Burn | โ90% min, 0% max | The market is collapsing โ brace for losses. |
| GoldenHour | +20% min, +50% max | A perfect time to sell โ prices are booming! |
| CrystalBubble | +50% min, +100% max | Market euphoria! Prices are sky-highโฆ for now |
| CoinDecay | โ20% min, โ60% max | Everything feels worthless. Time to sell or hold? |
| EchoCrash | ยฑ50% equally to min & max (random) | Residual shockwaves shake the market unpredictably |
| SpeculationBubble | โ20% min, +100% max | Prices are inflating without logic... Bubble may burst any time! |
| ColdStorage | โ10% min, โ10% max | Nothing sells well. Prices are frozen under market value |
| PriceWhirlwind | โ60%โ0% min, 0%โ+60% max (random) | An unstable market surge throws prices into a whirlwind! |
| ExperimentalPricing | โ20% min, +40% max | Prices fluctuate wildly due to market experiments |
| ShadowMarket | โ60% min, +5% max | A secret market drains value from most valuables |
| AuctionFever | +10% min, +80% max | A bidding war is driving prices through the roof! |
| MemoryMarket | ยฑ5% random offset to current range | Prices mirror the past โ but with a twist |
| LoopbackSpike | Doubles current min/max range | History repeats with extreme volatility |
| GlitchedGoldrush | Sets min/max to +20% / +100% | Somethingโs brokenโฆ but youโre getting rich |
| MarketEclipse | โ5% min, +5% max | An economic blackout... almost no movement |
| JackpotMirage | Random โ50% to +150% | Everything looks like gold... but some of itโs foolโs gold |
| CollectorsVoid | โ90% min, โ50% max | All value is lost โ nothing is collectible anymore |
| VolatileExperiment | โ100% min, +250% max | A dangerous economic experiment โ chaos reigns |
| CleanSweep | +0% min, +5% max | A calm period โ nothing to fear, nothing to gain |
| ValueVortex | โ100% โ +100% (per valuable, random) | A swirling mess of prices โ unpredictable and wild |
| TemporalSurge | โ20% min, +60% max | Prices shift with a pulse of time itself. |
| EchoOfWealth | Keeps previous range | Prices mimic those from two levels ago. |
| ArtifactBloat | +50% min, +100% max | Old junk is now gold. |
| MarketDrain | โ60% min, โ30% max | All prices slowly drain into the void. |
| InversionProtocol | Flips positive/negative | Low-value becomes high-value. High-value drops. |
| SyntheticDemand | Random +0% to +80% max increase | Artificial demand spikes at random. |
| TaxFrenzy | โ50% min, โ20% max | Tax rates hit hard! Prices plummet. |
| AssetDump | โ80% min, +20% max | Everyoneโs dumping assets! |
| SmugglersSurge | Custom (based on item value) | Expensive items skyrocket, cheap ones tank |
| CollectorsCraze | +200% for rare, โ10~โ30% for others | Rare collectibles soar โ the rest is junk |
| MarketKraken | 30% of items get ร4, others = $0 | The market goes wild. 30% of valuables get ร4 boost! |
| MarketBoom | +20% min, +50% max | Prices surge across the entire market! |
| PriceLockdown | โ5% min, +5% max | All prices are frozen by decree |
| WildSpeculation | โ50%โ+100% min & max (random) | Speculators drive prices wildly up and down! |
| SilentAuction | +0% min, +30% max | Auctions run in silence, prices unclear |
| FlashCrash | โ50% min, โ20% max | Instant crash wiping out asset values! |
| CryptoSurge | +10% min, +100% max | Cryptocurrencies push the market sky-high! |
| ResourceRush | +5% min, +25% max | Resource scarcity drives prices up |
| DemandSpike | +0% min, +60% max | Explosive demand floods the market! |
| SupplyShortage | โ20% min, โ5% max | Severe supply shortages cripple prices |
| ConsumerConfidence | +5% min, +15% max | Consumers irrationally confident! |
| MarketMeltup | +50% min, +200% max | A melt-up as prices climb uncontrollably! |
| BargainHunt | โ10% min, +10% max | Hunting bargainsโsome crash, others spike |
| MarketRebound | +10% min, +20% max | After a crash, the market swiftly rebounds! |
| PriceCascade | random โ20%โ0% min, 0%โ+20% max | Prices cascade downward, but may bounce back |
| BullRun | +30% min, +60% max | A bull runโprices charge skyward! |
| BearTrap | โ60% min, โ30% max | A bear trapโbrief gains before a fallโฆ |
| PanicBuying | +50% min, +100% max | Players panic-buyโsupplies vanish! |
| SupplyGlut | โ50% min, +10% max | Oversupplyโprices sink under glut |
| SpeculatorFrenzy | ยฑ40% equally to min & max (random) | Speculators push prices to chaotic extremes! |
| ValueStabilizer | clamp to ยฑ5% | Regulatory measures keep prices in check |
| MarketMirroring | repeat previous range | The market mirrors its previous level |
| InflationSpike | +15% min, +25% max | A sudden spike in inflation! |
| DeflationDip | โ15% min, โ25% max | Prices plunge into a deflationary dip |
| EconomicEquilibrium | 0% min, 0% max | A perfect balance of supply and demand |
| PriceSurge | +20% min, +40% max | Sudden price surgeโeverything jumps 20โ40%! |
| BargainBlitz | โ30% min, โ10% max | Flash discountsโprices drop 30โ10% instantly! |
| CollectorCarnival | if โฅ50% โ ร2; else โ10% | Collectibles ร2, others โ10%. |
| GhostPrices | ยฑ25% equally to min & max (random) | Ghostly pricesโrandom offset ยฑ25%. |
| BarterBonanza | โ20% min, +15% max | Barter bonanzaโlow items down, high items up. |
| SeasonalShift | +15% min, โ5% max | Seasonal shiftโmin +15%, max โ5%. |
| BlackoutSale | โ50%โโ30% equally to min & max (random) | Blackout saleโprices slashed โ50โฆโ30%. |
| InflationEbb | โ20% min, โ10% max | Inflation ebbโprices fall 10โ20%. |
| FoolsGold | โ10% base, +0โ+50% offset (random) | Foolโs Goldโsome +50%, others โ10%. |
| HoardersHavoc | โ40% min, +10% max | Hoarderโs Havocโcheap โ40%, expensive +10%. |
| PennyPinch | โ60%โโ40% equally to min & max (rand.) | Penny Pinchโprices slump โ60โฆโ40%. |
| Trendsetter | +30%โ+60% equally to min & max (rand.) | Trendsetterโpremium items surge +30โฆ+60%! |
| Price Spike | +40% min, +80% max | Prices suddenly spike across the board! |
| Clearance | โ60% min, โ20% max | Massive clearance cuts values everywhere! |
| Boomerang Market | โ20%โ+10% min, +10%โ+40% max | Values swing backโbut unpredictably! |
| Silent Dip | โ10% min, โ5% max | Quiet dip... nothing sells well |
| Luxury Only | โ40% min, +5% max | Only luxury items hold value now |
| Early Bubble | +30% min, +100% max | A bubble forms earlyโbrace for boom |
| Late Deflation | โ70% min, โ10% max | Late-stage deflation drains the market |
| Price Slalom | ยฑ30% equally (random) | A slalom of ups and downs |
| False Demand | +10% min, +40% max | Artificial demand inflates prices! |
| Underground Trade | โ40% min, +5% max | Trade continues in the shadows |
| Crystal Crash | โ100% min, โ40% max | The bubble shatters into a crystal crash |
| Ghost Rush | +50% min, +150% max | Phantom value rushes sweep the market! |
All events roll each level (if level โฅ EventsStartLevel and chance roll succeeds) and are clamped between ClampMinLimit and ClampMaxLimit.
๐ ๏ธ Custom Events Support
Create your own economy events! Full JSON support inherited from original REPOConomy.
๐ Click for Custom Events Guide
JSON Structure
[
{
"id": "my_event",
"name_en": "My Event",
"name_ru": "ะะพั ะกะพะฑััะธะต",
"desc_en": "Description",
"desc_ru": "ะะฟะธัะฐะฝะธะต",
"color": [255, 200, 100],
"min": -10.0,
"max": 20.0,
"useDelta": true
}
]
Place files in: BepInEx/config/CustomEvents/*.json
Note: Custom economy events only. Custom modifiers coming in future updates!
๐พ Installation
- Install BepInExPack for R.E.P.O.
- (Optional) Install REPOConfig for in-game GUI
- Download and extract
REPOConomyPlus.dll - Place in
BepInEx/pluginsfolder - Launch R.E.P.O. and enjoy the chaos!
๐ Differences from Original REPOConomy
| Feature | REPOConomy | REPOConomyPlus |
|---|---|---|
| Economy Events | โ 104 events | โ 104 events |
| Gameplay Modifiers | โ None | โ 73 events |
| Difficulty System | โ None | โ Dynamic scaling |
| Level Scaling | โ None | โ Modules/Extractions/Haul |
| Map Scaling | โ None | โ Enemy HP/Cap/Value scaling |
| Scaling Progression | โ None | โ Exponential/Linear options |
| UI Design | โ Basic | โ Enhanced scrollable |
| Event Categories | โ None | โ 4 categories |
| Conflict System | โ Basic | โ Advanced |
| Custom Events | โ Yes | โ Yes (economy only) |
| Multiplayer Sync | โ Basic | โ Enhanced |
๐ Compatibility
- โ Supports valuables from other mods
- โ Supports latest Version of R.E.P.O.
- โ Compatible with REPOConfig for GUI configuration
- โ Works with existing custom economy JSON files
- โ ๏ธ Not compatible with original REPOConomy (use one or the other)
๐ Mod Compatibility
REPOConomyPlus is currently compatible with the following mods:
- โ REPORoles_Classic - Classic role system integration
- โ Unique_Potions - Unique potion effects support
- โ RepoAdminMenu - Administrative menu compatibility
More mod compatibilities will be added in future updates!
If you find a conflicting mod or one that's not compatible with REPOConomyPlus, please report it on our Discord server!
๐ Known Issues
- Extraction Magnet modifier may cause FPS drops on maps with many valuables due to physics calculations running every frame during extraction. This is being investigated for optimization.
- Report bugs on Discord or GitHub.
๐ Support & Community
Report bugs, suggest features, or provide feedback:
| Discord Server | Channel | Post |
|---|---|---|
| Pxntxrez Studio | #released-mods |
REPOConomyPlus |
๐ Credits
- Original Mod: REPOConomy by PxntxrezStudio
- Enhanced By: PxntxrezStudio
- Special Thanks: Darkmega, larion, Crony, Jettcodey, garrett. (For ideas and help in improving the mod)
License
- This mod is provided under the MIT License.
Made with โค๏ธ by PxntxrezStudio
Transform every R.E.P.O. run into a unique adventure!
"More events and new features coming soon!"
CHANGELOG
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
