Swaggies-LevelScaling icon

LevelScaling

Highly configurable mod to adjust difficulty progression before and after Level 20. Includes challenge levels and run modifiers to spice up your games, and stats tracking for individual levels, whole saves, and globally everywhere.

Last updated 3 days ago
Total downloads 68624
Total rating 11 
Categories Mods Misc Levels
Dependency string Swaggies-LevelScaling-1.1.0
Dependants 13 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2304 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2304
nickklmao-MenuLib-2.5.1 icon
nickklmao-MenuLib

A library for creating UI!

Preferred version: 2.5.1

README

Level Scaling

Level Scaling is a R.E.P.O. mod that aims to adjust the game's general difficulty curve/progression, and support levels past 20 up to 100.

Notable Features

  • The following is adjusted based on level number (up to 100):
    • Map size
    • Number of extraction points
    • Total map value
    • Quota difficulty
    • Number of tier 1/tier 2/tier 3 enemies
    • (optionally) Enemy health multiplier
  • Realtime in-game level stats, run stats on the save file selection screen, and global stats that persist across all runs and lobbies.
  • 12 types of Challenges that may appear in your levels
  • 8 types of custom "Malfunctions" if you want to add extra spice to your runs
  • Some UI tweaks and improvements, such as enabling the old overcharge UI (number at the top left)
  • Level Simulation menu to know what to expect on a certain level number (& helps with configuration testing)
  • Everything above can be configured/adjusted/disabled using REPOConfig or your mod manager. Be sure to read config descriptions.

Notices

ALL clients require this mod for Challenge Levels and Malfunctions to work. Otherwise, feel free to use in vanilla lobbies in client-side mode (available in config).

Incompatibilities

  • SpawnConfig (minor) - prevents Level Scaling from changing enemy counts. Some Challenges and Malfunctions will be blacklisted if SpawnConfig is installed, everything else should work fine.

Feel free to join the discord server for updates, and to make any bug reports or give suggestions! (Alternatively you can just add me - @swaggies)

Previews

Preview 1

Preview 2

Preview 3

Preview 4

Challenge Details

All Challenge Levels (SPOILERS!)

Each challenge level has a set chance to appear and can only start appearing after a certain level. Challenges come with a major downside to hinder players, and a minor upside to assist them. These are included in each of the notes below, so spoilers ahead!

Lights Out (Level 3) "The level's lights have stopped working - you'll be stuck in the dark."
  • Base Chance: 30

  • Downside: All lights in the level will be permanently deactivated (similarly to final extraction).

  • Upside: Player walking speed is increased by 20%. Sprint/crouch speed unaffected.

Increased Damage (Level 5) "All incoming damage for both Semibots and enemies will be greatly increased. Be careful."
  • Base Chance: 30

  • Downside: All damage to players is doubled.

  • Upsides: All sources of healing are doubled; enemies take 33% more damage.

Overtime (Level 7) "Taxman is requiring extra effort for this level - Your quotas will be significantly higher."
  • Base Chance: 50

  • Downside: Each extraction's quota difficulty will be significantly higher, making potential softlocks due to too much valuable damage easier.

  • Upside: Up to 40% more valuables will spawn, players will earn more money than they normally would.

Broken Map (Level 7) "Your map is disabled, however Semibots will naturally regenerate health slowly; up to the health they started the level with."
  • Base Chance: 40

  • Downside: Players are unable to use their map for the duration of the level.

  • Upsides: Map is up to 10% smaller; players will slowly regenerate health up to the health they started the level with. Healing via health packs or other players will increase their max regeneration limit. Regeneration is slower with more players alive, as follows:

    • 1 player: +1 HP per 3.0 sec
    • 2 players: +1 HP per 4.0 sec
    • 3 players: +1 HP per 5.0 sec
    • 4 players: +1 HP per 5.5 sec
    • 5 players: +1 HP per 6.0 sec
    • 6+ players: +1 HP per 6.5 sec
Over-Overcharge (Level 10) "Overcharge will build up from holding valuables too - Pay close attention and don't explode yourself."
  • Base Chance: 50

  • Downside: Valuables will cause overcharge to build up, heavier valuables will build overcharge quicker, similarly to enemies. Feather drone will counter Over-Overcharge. Over-Overcharge buildup is 10% slower in duo runs, and 40% slower in solo runs, and not affected by moon phases.

  • Upsides: Overcharge will decay at an extra 3% per second, even with enemies; overcharge decay cooldown is 10% shorter.

Enemy Rush (Level 10) "There are many more enemies than usual on this level, but enemies are lighter, and have significantly reduced health."
  • Base Chance: 35

  • Downside: Number of enemies on the level is greatly increased. About 60-80% more tier 1s, about 30-40% more tier 2s, about 10-20% more tier 3s.

  • Upsides: All enemies will have halved health; enemies require 25% less grab force to grabstun; overcharge decays an extra 6% per second during decay cooldown, and an extra 8% per second outside of decay cooldown; overcharge decay cooldown is 50% shorter.

Hidden Information (Level 10) "This level's size and length are randomized, and some important information will be obstructed for the duration of the level."
  • Base Chance: 15

  • Downside: Player health, stamina, and current quota progress will be hidden for the duration of the level. Players can still see the health bars of other players to determine their health.

  • Upside: The level size and number of extractions are randomized (between 5 and 8 modules, between 2 and 4 extractions, independent of config). Map value is unaffected.

Enlarged Level (Level 12) "This level's layout is much larger than normal - Remember to use your map."
  • Base Chance: 20

  • Downside: The level size is roughly 40% larger.

  • Upside: Stamina will regenerate 2x quicker.

Dense Fog (Level 15) "There's lots of heavy fog on this level - Visibility will be low, tread carefully."
  • Base Chance: 20

  • Downside: Fog distance is reduced by 60%, players will barely be able to see a few feet in front of them.

  • Upside: Map size is about 55% smaller; players take 20% less damage overall.

Fragile Valuables (Level 15) "All valuables are very fragile, regardless of how they look on the outside. Each valuable will be priced slightly higher."
  • Base Chance: 50

  • Downside: All valuables will be extremely fragile.

  • Upside: Each valuable's value is increased, as follows:

    • Originally $1.000 or less: +75% value
    • Originally $1.100 to $5.000: +45% value
    • Originally $5.100 to $10.000: +25% value
    • Originally $10.100 or more: +13% value
Danger Zone (Level 5) "Semibots will take damage over time, gradually speeding up the longer you spend on the level. Damaging enemies heals all Semibots."
  • Base Chance: 20

  • Downside: All players constantly take damage every few seconds. The rate starts at once every 4 seconds, then decreases by 0.1 sec. per minute spent in the level, up to 30 minutes where it'll stop at once per second. Rate is halved if the player is at 10 HP or less.

  • Upsides: 50% of damage dealt to enemies is healed to players, evenly split across all alive players; enemies dying will revive all dead players (but not heal them).

Shared Durability (Level 12) "A portion of damage valuables take is instead given to Semibots. More value lost, more damage given. Extractions will heal Semibots based on value extracted."
  • Base Chance: 15

  • Downside: Damage to valuables will damage players holding the valuable, up to 100 HP (combined) for $5.000 lost. Damage is split between players holding the valuable. If no one's holding the valuable, all players take damage. Players do not take damage from valuables that have yet to be grabbed for the first time.

  • Upsides: Valuables take 72% less damage to their value; valuables extracted will heal 1 HP per $1K extracted to all alive players.


levelscaling version 1.1.0

repo version 0.3.1