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Swaggies-LevelScaling-0.9.1 icon

LevelScaling

Introduces further difficulty progression both before and after Level 20. Additionally includes level & run stats, challenges, and a few balancing changes.

Date uploaded 2 weeks ago
Version 0.9.1
Download link Swaggies-LevelScaling-0.9.1.zip
Downloads 3522
Dependency string Swaggies-LevelScaling-0.9.1

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

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

Preferred version: 5.4.2100
Zehs-REPOLib-2.1.0 icon
Zehs-REPOLib

Library for adding content to R.E.P.O.

Preferred version: 2.1.0

README

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.

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

Preview 1

Preview 2

Preview 3

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 slightly increased. 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.

  • Upside: All sources of healing is 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."
  • 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.

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.

  • 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."
  • 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.

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: 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.

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 is randomized, being a lot smaller than most lategame levels, without affecting map value.

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 30% larger.

  • Upside: Stamina will regenerate much quicker.

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

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 (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.

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 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.

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 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 0.9.1

repo version 0.2.1+

CHANGELOG

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.

Preview

  • 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