


Level Scaling is a R.E.P.O. mod that aims to adjust the game's general difficulty curve/progression, and support levels past 20 up to 100.
ALL clients require this mod for Challenge Levels and Malfunctions to work. Otherwise, feel free to use in vanilla lobbies in compatibility mode (available in config).
Feel free to join the discord server for updates, and to make any bug reports or give suggestions! (Alternatively you can just add me - @swaggies)
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 increased by 20%. Sprint/crouch speed unaffected.
Base Chance: 30
Downside: All damage to players is doubled.
Upsides: All sources of healing are doubled; enemies take 33% more damage.
Base Chance: 50
Downside: Each extraction's quota difficulty will be significantly higher, making potential softlocks due to too much valuable damage easier.
Upside: Up to 40% more valuables will spawn, players will earn more money than they normally would.
Base Chance: 40
Downside: Players are unable to use their map for the duration of the level.
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:
Base Chance: 50
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.
Upsides: Overcharge will decay at an extra 3% per second, even with enemies; overcharge decay cooldown is 10% shorter.
Base Chance: 35
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.
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.
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 and number of extractions are randomized (between 5 and 8 modules, between 2 and 4 extractions, independent of config). Map value is unaffected.
Base Chance: 20
Downside: The level size is roughly 40% larger.
Upside: Stamina will regenerate 2x quicker.
Base Chance: 20
Downside: Fog distance is reduced by 60%, players will barely be able to see a few feet in front of them.
Upside: Map size is about 55% smaller; players take 20% less damage overall.
Base Chance: 50
Downside: All valuables will be extremely fragile.
Upside: Each valuable's value is increased, as follows:
Base Chance: 20
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.
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).
Base Chance: 15
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.
Upsides: Valuables take 72% less damage to their value; valuables extracted will heal 1 HP per $1K extracted to all alive players.
levelscaling version 1.2.3
repo version 0.3.2