


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.
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!
| 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 | Impossible |
| 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 | Impossible |
| 11 | 10 | 4 | about $180K | ~10.2% |
| 15 | 11 | 5 | about $194K | ~11.9% (impossible on lv 15) |
| 20 | 12 | 5 | about $212K | ~13.7% (impossible on lv 20) |
| 25 | 14 | 6 | about $230K | ~15.3% (impossible on lv 25) |
| 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% |
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!
Chance: 30
Downside: All lights in the level will be permanently deactivated (similarly to final extraction).
Upside: Player walking speed is slightly increased. Sprint/crouch speed unaffected.
Chance: 30
Downside: All damage to players is doubled.
Upside: All sources of healing is also doubled. Enemies also take extra damage, but not as much as players.
Chance: 50
Downside: Each extraction's quota will be significantly higher, requiring players to be careful with valuables.
Upside: More valuables will spawn, allowing players to earn more money than they normally would.
Chance: 40
Downside: Players are unable to use their map for the duration of the level.
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.
Chance: 50
Downside: Valuables will cause overcharge to build up, heavier valuables will build overcharge quicker, similarly to enemies.
Upside: Overcharge will drain at a quicker rate, even with enemies.
Chance: 35
Downside: Enemy amounts will be roughly doubled. Lower tiers will be prioritized over higher tiers.
Upside: All enemies will have halved health, and require less player strength to grabstun.
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 is significantly shorter than usual, including map size and number of extractions.
Chance: 20
Downside: The level size is roughly 30% larger.
Upside: Stamina will regenerate much quicker.
Chance: 20
Downside: The fog distance is greatly reduced, players will barely be able to see a few feet in front of them.
Upside: The level size is reduced by a considerable amount.
Chance: 50
Downside: All valuables will be extremely fragile (unless they were already).
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 0.6.4
repo version 0.1.2.46_beta to 0.1.2.47_beta