
LevelScaling
Introduces further difficulty progression both before and after Level 20. Additionally includes level & run stats, challenges, and a few balancing changes.Details
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, contact me or join the discord linked above and let me know!
Preview
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
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Downside: All lights in the level will be permanently deactivated (similarly to final extraction).
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Upside: Player walking speed is increased by 20%. 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
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Downside: All damage to players is doubled.
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Upsides: All sources of healing are doubled; enemies take 33% more damage.
Overtime (Level 7)
"Taxman is requiring extra effort for this level - Your quotas will be significantly higher."-
Base Chance: 50
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Downside: Each extraction's quota difficulty will be significantly higher, making potential softlocks due to too much valuable damage easier.
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Upside: Up to 40% more valuables will spawn, players will 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
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Downside: Players are unable to use their map for the duration of the level.
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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:
- 1 player: +1 HP per 3.0 sec
- 2 players: +1 HP per 4.0 sec
- 3 players: +1 HP per 5.0 sec
- 4 players: +1 HP per 5.5 sec
- 5 players: +1 HP per 6.0 sec
- 6+ players: +1 HP per 6.5 sec
Over-Overcharge (Level 10)
"Overcharge will build up from holding valuables too - Pay close attention and don't explode yourself."-
Base Chance: 50
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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.
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Upsides: Overcharge will decay at an extra 3% per second, even with enemies; overcharge decay cooldown is 10% shorter.
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
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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.
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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.
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
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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.
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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.
Enlarged Level (Level 12)
"This level's layout is much larger than normal - Remember to use your map."-
Base Chance: 20
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Downside: The level size is roughly 40% larger.
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Upside: Stamina will regenerate 2x quicker.
Dense Fog (Level 15)
"There's lots of heavy fog on this level - Visibility will be low, tread carefully."-
Base Chance: 20
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Downside: Fog distance is reduced by 60%, players will barely be able to see a few feet in front of them.
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Upside: Map size is about 55% smaller; players take 20% less damage overall.
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
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Downside: All valuables will be extremely fragile.
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Upside: Each valuable's value is increased, as follows:
- Originally $1.000 or less: +75% value
- Originally $1.100 to $5.000: +45% value
- Originally $5.100 to $10.000: +25% value
- Originally $10.100 or more: +13% value
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
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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.
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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).
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
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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.
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Upsides: Valuables take 72% less damage to their value; valuables extracted will heal 1 HP per $1K extracted to all alive players.
levelscaling version 0.9.3
repo version 0.2.1+