LevelScaling
Introduces further difficulty progression both before and after Level 20. Additionally includes level & run stats, challenges, and a few balancing changes.
| Date uploaded | 4 days ago |
| Version | 0.10.0 |
| Download link | Swaggies-LevelScaling-0.10.0.zip |
| Downloads | 4625 |
| Dependency string | Swaggies-LevelScaling-0.10.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2304README
Level Scaling
Level Scaling is a R.E.P.O. mod that aims to adjust the general difficulty curve and support levels past 20. Level Scaling will allow levels to become larger and contain higher quotas and more extractions past Level 20, and include a chance for certain "challenge levels" to appear. Level Scaling also adds realtime stats as you progress through each level, and displays general run stats on the save selection screen (see below for an example).
You can additionally configure the mod to your heart's content, be sure to read config descriptions when doing so! Whether you only want the level stats or want to play a challenge on every level, almost everything is configurable.
Feel free to join the discord server for updates, and to report any bug reports or make suggestions! (Alternatively you can add me - @swaggies)
ALL clients require this mod for Challenge Levels to work. Otherwise feel free to use in vanilla lobbies in client-side mode (available in config). REPOLib is required for Challenge Levels, but not required outside of them.
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, contact me or join the discord linked above and let me know!
Preview
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
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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 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
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Downside: All damage to players is doubled.
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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
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Downside: Each extraction's quota difficulty will be significantly higher, making potential softlocks due to too much valuable damage easier.
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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
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Downside: Players are unable to use their map for the duration of the level.
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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
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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.
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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
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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.
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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
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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 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
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Downside: The level size is roughly 40% larger.
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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
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Downside: Fog distance is reduced by 60%, players will barely be able to see a few feet in front of them.
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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
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Downside: All valuables will be extremely fragile.
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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
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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.
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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
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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.
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Upsides: Valuables take 72% less damage to their value; valuables extracted will heal 1 HP per $1K extracted to all alive players.
levelscaling version 0.10.0
repo version 0.3.0
CHANGELOG
0.10.0
- Adjustable Challenge Starting Levels: choose when challenges can start to appear from the config.
- Client-side mode: (off by default) - disables challenge levels in exchange for vanilla compatibility, and the ability to use Level Scaling independently of REPOLib.
- Custom Value UI: (on by default) - when holding a valuable, the text colour will fade from green to red depending on current value compared to original value. (just something i thought would be nice for the mod, idk why)
- Alternate Stamina UI: (off by default) - displays stamina starting at 100 instead of 40, each upgrade adding 25 instead of 10. helps stamina feel more consistent with health. stamina will functionally remain the same as vanilla, just have its display multiplied.
- Broken Map: map will now be usable, but the screen will be blank.
- some general fixes and adjustments.
- stats are no longer synced as they don't really need to be, and will be handled by each client on their own.
- the "Found" stat will now take into account if a valuable has broken before it was found by a player. it will function similarly to the "Extracted" stat if a valuable were to be damaged. you can change how this displays in the config.
- by default, the "extracted display option" and "found display option" will now be set to Alternate in the config
- fixed an issue where challenges could appear even if the chance multiplier was set to 0
- fixed an issue where loading a save without level scaling data would sometimes just not work
0.9.4
- Updated for v0.3.0
- Enlarged Level will now always spawn one extra extraction point
- Dense Fog fog distance reduction will now constantly oscillate between -70% and -45% throughout the whole level (originally just -62%)
- Level timer will no longer stop during "destroying slackers", only when the engine starts
- Fixed an issue where surplus valuables (the tax return bag) were being affected by Fragile Valuables - it's not supposed to be
- Fixed an issue where enemy strength breakpoints were not reverted when Enemy Rush occurs
0.9.2 - 0.9.3
- Added a config option to disable the level minimums for each challenge type (allowing any challenge to appear on any level number)
- (0.9.3 hotfix - fixed this being enabled by default, it's not supposed to be)
- Changes to Danger Zone:
- Time before passive damage begins: 5s -> 10s
- Time between damage is now doubled when at 10 HP or below
- Damage is now completely paused while there are no enemies spawned on the map, and will resume 7.5 seconds after one respawns
- The spawn cap for valuable types is now based on the configured total map value (partially fixes an issue where setting a super high map value on early levels wouldn't spawn enough valuables due to the limit - the cap will be raised up to 10 times its original value, but the map value may still be below what's set in the config)
- Fixed an issue where challenges weren't counted to the counter for run stats
- Fixed an issue where run stats would persist between runs
- Fixed an issue where deaths in the Disposal Arena would count towards the death counter
- Updated the README to show exact information about challenge levels (rather than being vague)
0.9.1
- Fixed an issue where completed extractions weren't being counted if a moneybag was extracted
- Swapped the starting levels of Danger Zone (now lv 5) and Shared Durability (now lv 12)
- Danger Zone and Shared Durability's gimmicks are now disabled if the truck is in its leaving state (either "destroying slackers" or "starting engine")
0.9.0
- Run Stats - alongside level stats, LevelScaling will now record stats for the entire run; these stats will be displayed on the save file in the main menu. When loading a save without run stats, they will be automatically created for that save. Run stats will be deleted if a save is deleted, even if LevelScaling is not installed when deleting the save.
- New challenge level: "Shared Durability" - appears starting level 5
- When "guaranteed challenges" is enabled, you may now have the same challenge type appear consecutively
- this fixes an issue where guaranteed challenges would not occur if only one challenge type was enabled in the config
- Dense Fog: player damage is now reduced by 20%
- Enemy Rush: the camera glitch effect that plays when healing will now be omitted for small heals that occur in quick succession (to hopefully prevent your screen from flashing a lot)
- Over-Overcharge: will no longer occur earlier than level 10; overcharge speed will no longer be affected by moon phases
- Fixed an issue where the progress bar would not display when challenge tutorials are shown at the start of a level
0.8.1
Some small balance changes to challenges
- Dense Fog: reverted the visibility change, made level size even smaller than previously (by about 17%)
- Lights Out: lowered the visibility further by about 5%, increased walk speed by about 5%
- Enlarged Level: increased size by about 10%, increased stamina regen speed by 33%
- Danger Zone: revivals no longer put you at 11 hp, extra damage via Increased Damage is no longer accounted for (although at the moment challenges cannot be combined... yet!)
- Fragile Valuables: increased fragility and reduced durability by 10%, increased average value by 10%, made values round to 100 after applying the multiplier
- Overtime: increased total map value by 7%
- Broken Map: level is now 10% smaller
0.8.0
- You are now able to configure most changes that Level Scaling previously made. The list is as follows:
- For module count: base amount, randomness, per-player scaling, and map-specific multipliers.
- For extraction count and total map value: base amount, randomness, and per-player scaling.
- For haul goal (quota): base difficulty, extraction point scaling, and rounding (eg. to hundreds or to thousands)
- For challenges: you can now guarantee challenges on each level should you wish, and re-enable the possibility for challenges to occur on levels where the moon phase switches
- Note that when challenges are guaranteed, the level requirements for each challenge are ignored
- New challenge level: "Danger Zone" - appears starting level 12
- Slightly reduced visibility during Foggy Level and Lights Out challenges
- Increased the rate at which overcharge discharges during Enemy Rush and Over-Overcharge
- Level stats will now be hidden during a challenge tutorial popup
- Hopefully fixed an issue where challenge levels could happen on the disposal arena
- Hopefully fixed an issue where items falling in pits might incorrectly increment the Broken value stat
0.7.0
- You can now configure if Level Scaling modifies the base game scaling, including module counts, extraction counts, quota scaling, and total map value scaling. (all host only)
- If any Challenge Level types modify these values, the modifications will adjust accordingly to the vanilla amount or Level Scaling amount, whichever is selected in the config
- You can now configure the individual weights of each challenge level type (all host only)
- You can now toggle each individual statistic on the level stats UI (client-side)
0.6.4
- Updated for 0.1.2.47_beta
- You can now choose how the Extracted value displays on the stats UI - original total map value, current remaining map value, or alternate between the two (see config)
- Challenge levels will now be impossible on Levels 5, 10, 15, 20, and 25
- Some balancing changes to the Enemy Rush challenge to account for the new moon phases
0.6.3
- Updated for 0.1.2.37_beta
0.6.2
- Added configuration options for hiding the level stats UI under certain conditions
- Added a configuration option to hide the legacy overcharge UI
- Added a configuration option to multiply the chances of or disable Challenge Levels altogether