
LevelScaling
Introduces further difficulty progression both before and after Level 11. Additionally includes level stats, challenge levels, and a few balancing changes.
Last updated | 4 hours ago |
Total downloads | 1273 |
Total rating | 3 |
Categories | Mods Misc Levels |
Dependency string | Swaggies-LevelScaling-0.6.2 |
Dependants | 1 other package depends on this package |
This mod requires the following mods to function

BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100
README
Level Scaling
Level Scaling is a R.E.P.O. mod that aims to adjust the general difficulty curve and support levels past 11. Level Scaling will allow levels to become larger and contain higher quotas and more extractions past Level 6, and include a chance for certain "challenge levels" to appear.
Additionally, Level Scaling adds realtime stats as you progress through each level (see below for an example).
Feel free to join the discord server for any bug reports or suggestions!
All clients require this mod.
This mod is made for the current BETA branch of R.E.P.O.
EARLY NOTICE
This mod is not finished! Things are still being worked on, added to, or might be subject to change in the future. If you notice anything off or have ideas, join the discord linked above and let me know!
Preview
Details
Level Scaling Chart
Level | Modules | Extractions | Map Value | Challenge % |
1 | 4 | 1 | about $30K | Impossible |
2 | 5 | 1 | about $45K | Impossible |
3 | 5 | 2 | about $60K | ~5.3% |
4 | 6 | 2 | about $75K | ~6.1% |
5 | 6 | 2 | about $90K | ~6.8% |
6 | 7 | 3 | about $105K | 7.5% |
7 | 8 | 3 | about $120K | ~8.1% |
8 | 8 | 3 | about $135K | ~8.7% |
9 | 9 | 4 | about $150K | ~9.2% |
10 | 9 | 4 | about $165K | ~9.7% |
11 | 10 | 4 | about $180K | ~10.2% |
15 | 11 | 5 | about $194K | ~11.9% |
20 | 12 | 5 | about $212K | ~13.7% |
25 | 14 | 6 | about $230K | ~15.3% |
30 | 15 | 6 | about $248K | ~16.8% |
40 | 16 | 7 | about $284K | ~19.3% |
50 | 18 | 7 | about $320K | ~21.7% |
60 | 20 | 8 | about $356K | ~23.7% |
70 | 21 | 8 | about $392K | ~25.6% |
80 | 22 | 8 | about $428K | ~27.4% |
90 | 23 | 9 | about $464K | ~29.0% |
100 | 24 | 10 | about $500K | 30.0% |
200 | 25 | 10 | about $567K | 30.0% |
400 | 25 | 10 | about $700K | 30.0% |
600 | 25 | 10 | about $833K | 30.0% |
800 | 25 | 10 | about $967K | 30.0% |
999+ | 25 | 10 | about $1.1M | 30.0% |
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 - Use your flashlight well."-
Chance: 30
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Downside: All lights in the level will be permanently deactivated (similarly to final extraction).
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Upside: Player walking speed is slightly increased. Sprint/crouch speed unaffected.
Increased Damage (Level 5)
"All incoming damage for both Semibots and enemies will be greatly increased. Be careful."-
Chance: 30
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Downside: All damage to players is doubled.
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Upside: All sources of healing is also doubled. Enemies also take extra damage, but not as much as players.
Overtime (Level 7)
"Taxman is requiring extra effort for this level - Your quotas will be significantly higher."-
Chance: 50
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Downside: Each extraction's quota will be significantly higher, requiring players to be careful with valuables.
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Upside: More valuables will spawn, allowing players to 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."-
Chance: 40
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Downside: Players are unable to use their map for the duration of the level.
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Upside: 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.
Over-Overcharge (Level 10)
"Overcharge will build up from holding valuables too - Pay close attention and don't explode yourself."-
Chance: 50
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Downside: Valuables will cause overcharge to build up, heavier valuables will build overcharge quicker, similarly to enemies.
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Upside: Overcharge will drain at a quicker rate, even with enemies.
Enemy Rush (Level 10)
"There are many more enemies than usual on this level, but enemies are lighter, and have significantly reduced health."-
Chance: 35
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Downside: Enemy amounts will be roughly doubled. Lower tiers will be prioritized over higher tiers.
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Upside: All enemies will have halved health, and require less player strength to grabstun.
Hidden Information (Level 10)
"This level is much shorter than others, but some information will be obstructed."-
Chance: 15
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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.
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Upside: The level is significantly shorter than usual, including map size and number of extractions.
Enlarged Level (Level 12)
"This level appears to be much larger than normal - Remember to use your map."-
Chance: 20
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Downside: The level size is roughly 30% larger.
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Upside: Stamina will regenerate much quicker.
Dense Fog (Level 15)
"There seems to be lots of fog on this level - Visibility will be low, tread carefully."-
Chance: 20
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Downside: The fog distance is greatly reduced, players will barely be able to see a few feet in front of them.
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Upside: The level size is reduced by a considerable amount.
Fragile Valuables (Level 15)
"All valuables are very fragile, regardless of how they look on the outside. Each valuable will be priced slightly higher."-
Chance: 50
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Downside: All valuables will be extremely fragile (unless they were already).
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Upside: Each valuable's value is increased. Cheaper valuables will see a larger difference in price, while expensive valuables will have less of a difference.
levelscaling version 0.6.2
repo version 0.1.2.32_beta