


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.
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!
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!
Base 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.
Base Chance: 30
Downside: All damage to players is doubled.
Upside: All sources of healing is doubled. Enemies also take extra damage, but not as much as players.
Base 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.
Base 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.
Base 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.
Base 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.
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 is randomized, being a lot smaller than most lategame levels, without affecting map value.
Base Chance: 20
Downside: The level size is roughly 30% larger.
Upside: Stamina will regenerate much quicker.
Base 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, and players take reduced damage.
Base 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.
Base Chance: 20
Downside: All players constantly take damage every few seconds. The rate at which speeds up the longer you take to complete the level, up to 30 minutes when it's the fastest.
Upside: Enemies taking damage will heal all players. Enemies dying will revive all dead players.
Base Chance: 15
Downside: Damage to valuables will also cause damage to players. By default, damage is only dealt to players grabbing the valuable, however if no one is grabbing, then damage is dealt to all players. Damage is equally split between the number of players it's given to.
Upside: Valuables take significantly less damage to their value, and extracting valuables will heal all alive players. (healing is NOT split between players)
levelscaling version 0.9.0
repo version 0.2.1+