Uncap monster level
Lets the monsters level past 99, with settings for how high and how fastUncap monster level
In vanilla the monsters stop levelling at 99, which a long run gets to long before it gets interesting. From there on they stay what they are while you keep getting stronger. This mod takes that cap away.
Made mostly with AI. Tested over long runs and in multiplayer.
Found a bug? Report it on the gitlab: https://gitlab.com/360gaggi/ror2mods
what it does
- monsters keep levelling past 99 up to 2,147,483,647, which is as far as the game itself can count (around stage 115). Up to 99 everything is vanilla
- if you want, they also keep going past that, up to a level with 27 zeros ("Level limit" set to NoLimit)
- from level 1000 on the HUD shortens it: 1.00K, 12.5K, 3.20B and so on
- you pick how far they go (99, as high as the game counts, or past that) and can set a cap of your own on top, also one below 99
- you can slow down (or speed up) the levels past 99
- the level up sound of the monsters doesn't play more than once a second anymore, and every character shows the ring of light of a level up once a second at most. Late in a run the monsters level many times a second
settings
In the config file or ingame if you have Risk of Options. All of them apply right away, also in the middle of a run.
- Level limit: how far the monsters can level
- Vanilla: 99, gets vanilla back without removing the mod
- GameLimit (default): 2,147,483,647, as high as the game itself can count
- NoLimit: past that as well, up to a level with 27 zeros
- Max level (default: 0, which is none): a cap of your own. Whichever of the two is lower counts
- Level speed past 99: how fast the levels past 99 come, in percent. 100% is what the difficulty of the run asks for. That gets out of hand in a long run because the levels come faster with every stage, with 50% they come half as fast
- Level up sound: turn it off to never hear the level up sound of the monsters
- Level up sound interval: the least time between two level up sounds of the monsters, in seconds. 0 plays every single one like vanilla
- Ally level up effects (default: on): the ring of light and its sound of allies that level with the monsters (drones, turrets and the like). Past 99 they level up all the time
- Warbanners past 99 (default: on): whether everything that levels with the monsters still puts down a Warbanner for a level up past 99 (drones and turrets that carry your items, monsters with items). Your own Warbanners are not touched
- Level up effect / Level up effect interval: to never see the level up ring of light, on any character
- Level up effect interval: the least time between two level up rings of light on the same character, in seconds. Counts for every character (monsters, allies and players). 0 shows every single one like vanilla
How the level is shown on the HUD (section "Display"), every player picks that for themselves:
- Number style: how a level of 1000 or more is shown. Short (12.5K), Scientific (1.25e4) or Full (12,500). Full switches to scientific past 15 digits, a number that long isn't exact anymore
- Digits (3 to 10, default 3): how many digits a shortened level shows. With 3: 1.00K, 12.5K, 125K, 1.25M
There is also a debug overlay for seeing the monsters get stronger, off by default (section "Debug"). F1 shows and hides it. Aim at a monster and it shows its level, health, damage and armor, the health bars of the game only show how much is left.
multiplayer
- the host needs the mod, the monsters get their stats from the host
- everyone else should have it too, with the same settings. Every player works the level of the monsters out on their own, so without it (or with other settings) they see the wrong level and health bars that don't add up
optional mods
- Risk of Options: settings menu
- Uncap player level: levels don't stop at 94 anymore, so Longstanding Solitude and Prayer Beads keep working
- Uncap gold: gold and prices keep working past what the game can count
- LoopStabilizer: keeps the run playable once the item count turns it into a slideshow
good to know
- past 99 everything that levels with the monsters reacts to a level up once a second at most: the monsters, but also drones and turrets, which the game gives the level of the monsters. Otherwise they would put down a Warbanner (turrets copy your items), play sounds and so on many times a second. Their level and stats are not touched
- very late in a run vanilla stops spawning monsters: the directors turn their credits into an int on the way, which flips over to minus two billion once the difficulty is high enough. This mod fixes that, also with "Level limit" set to Vanilla
- the Simulacrum has its own cap of 9999, this mod leaves it alone
- past 2,147,483,647 the game itself stays on that level and the mod makes the monsters as strong as their real level would. The HUD shows the real level, other mods that show the level of a monster show 2,147,483,648 from there on
- numbers that big are not exact anymore. The level moves in steps (128 levels at 2 billion, more further up) and a hit that is tiny next to the health of a monster does nothing at all. The game is like that in vanilla too, it just never gets there
- the level of the monsters grows faster and faster: roughly level 500 at stage 20 and over 10,000 at stage 40. That is what vanilla would do without its cap, "Level speed past 99" is there to tame it
