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Last Updated
3 days ago
First Uploaded
3 days ago
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Size
64KB
Dependency string
Swaggies-LevelScaling-0.9.1
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Categories

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+

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