R.E.P.O.
You are viewing a potentially older version of this package. View Latest Version
Install

Details

Date Uploaded
3 weeks ago
Downloads
1.9K
Size
137KB
Dependency string
headclef-Train-1.0.8

Train

A BepInEx mod for R.E.P.O. that lets you level up your character stats by using them in the field — capped by your Improve level.

Where Improve is the wealth axis (bank your lifetime haul → earn points → buy stat levels), Train is the mastery axis: practise a stat during a run and it levels itself up. The two stack — your final in‑game stat is base + Improve allocation + Train level.

Train is a companion to Improve, not a replacement. Improve does not need Train; Train reads your Improve level as the ceiling for everything it can train.

What This Mod Does

  • Tracks how much you use each trainable stat, only while you're in a level.
  • Raises that stat's trained level when its lifetime usage crosses a threshold.
  • Caps every trained level at your current Improve level — so practice and wealth advance together.
  • Persists progress globally across all saves, and never loses it on death.
  • Applies trained levels through Improve's own stat application, so they land natively — real max health, sprint speed, grab strength, launch force — and the rest of the suite (Armor, Increase Tumble Damage, Constitution, Agility, UI) reacts automatically. A level earned mid‑level is felt within about a second.

How leveling works

Each stat has a lifetime progress counter measured in use‑points. The total progress needed to be at trained level L is a single threshold:

threshold(L) = L × factor      factor = 9   for levels 1–3
                                       = 25  for levels 4–10
                                       = 100 for levels 11+
Level Total use‑points Level Total use‑points
1 9 7 175
2 18 8 200
3 27 9 225
4 100 10 250
5 125 11 1100
6 150 12 1200

The tier boundaries are deliberate walls (level 3→4 jumps 27→100; level 10→11 jumps 250→1100): early levels come fast, late levels are a serious grind. Your effective trained level is min(level‑from‑progress, Improve level), so progress you bank above the ceiling unlocks the instant your Improve level rises.

Trainable stats

Discrete actions earn 1 point each; continuous stats convert raw activity to points via a configurable unit, so the same curve is fair for everyone.

Stat Counted action
Tumble Launch each launch
Extra Jump each air/extra jump
Throw each throw (planned — see note below)
Grab Range each grab
Grab Strength each heavy grab
Tumble Climb each tumble‑climb
Tumble Wings time gliding (planned — see note below)
Health damage taken + health restored (any source)
Sprint Speed distance sprinted
Stamina distance walked + standing stamina regen
Crouch Rest stamina regained while crouching

Throw and Tumble Wings don't accumulate progress yet — the stats are listed in the Train menu, but their counting arrives in a future version. You can still raise them through Improve as usual.

Map Player Count and Death Head Battery are not trainable (no natural in‑field action). They remain point‑buyable in Improve.

Counting happens only inside a level — never in the truck, the shop, between maps, or in menus — and your progress is never reset by dying or finishing a run.

Requirements

  • BepInEx 5.x installed for R.E.P.O.
  • Improve — provides the level ceiling and carries trained levels into the game.
  • MenuLib — for the Train menu.
  • Relay — arrives automatically with Improve 1.2.0. Train never talks to it, but it is what lets trained Grab Strength and Tumble Launch work while you are a co-op client.

Installation

  1. Install via Thunderstore (recommended) — dependencies are pulled in automatically.
  2. Or manually: place Train.dll into your BepInEx/plugins folder (alongside Improve, Relay and MenuLib).
  3. Launch the game and open the Train menu to watch your progress.

Upgrading to 1.0.7

No Train setting changes — every option keeps its name, its place and your value, and your training progress is untouched. 1.0.7 only follows Improve to 1.2.0, which now requires Relay.

If you play as a co-op client and want trained Grab Strength or Tumble Launch to actually work, there is one switch to set, and it is not in Train — see Multiplayer.

Multiplayer

  • Train only ever reads and boosts your own local player — tracking, leveling and saving are fully client‑side, and it never affects other players.
  • As the host or in single player, every trained stat applies in full.
  • Safe in any lobby. As a co-op client, trained stats apply exactly the way Improve's allocations do, because they travel the same road: Health, Sprint, Stamina, Extra Jump, Grab Range, Tumble Climb and Crouch Rest are read on your own machine and always work.

Trained Grab Strength and Tumble Launch, as a client

R.E.P.O. computes those two on the host, from the host's copy of your character — which only knows what you purchased. No client-side mod can change that on its own. Relay carries them there, and it arrives with Improve 1.2.0.

Train needs no code and no setting of its own for this. Improve reports its allocation to Relay, and Train's trained levels are already folded into that number, so they ride along without Train knowing Relay exists.

What you do need, on both your machine and the host's:

  1. Relay installed (it comes with Improve).
  2. BepInEx/config/headclef.Relay.cfg[Multiplayer]Enabled = true, or the in-game mod config menu.

Against a host without it, nothing happens and nothing breaks — those two stats just stay vanilla for you, exactly as before. Relay ships off by default; read its readme first.

License

This project is licensed under the MIT License — see the LICENSE file for details.


These mods (all) generated by using AI tools. If there's anything wrong use NexusMods to give a feedback, I use there more than ThunderStore.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.