
LevelScaling
Introduces further difficulty progression both before and after Level 20. Additionally includes level & run stats, challenges, and a few balancing changes.Details
0.9.1
- Fixed an issue where completed extractions weren't being counted if a moneybag was extracted
- Swapped the starting levels of Danger Zone (now lv 5) and Shared Durability (now lv 12)
- Danger Zone and Shared Durability's gimmicks are now disabled if the truck is in its leaving state (either "destroying slackers" or "starting engine")
0.9.0
- Run Stats - alongside level stats, LevelScaling will now record stats for the entire run; these stats will be displayed on the save file in the main menu. When loading a save without run stats, they will be automatically created for that save. Run stats will be deleted if a save is deleted, even if LevelScaling is not installed when deleting the save.
- New challenge level: "Shared Durability" - appears starting level 5
- When "guaranteed challenges" is enabled, you may now have the same challenge type appear consecutively
- this fixes an issue where guaranteed challenges would not occur if only one challenge type was enabled in the config
- Dense Fog: player damage is now reduced by 20%
- Enemy Rush: the camera glitch effect that plays when healing will now be omitted for small heals that occur in quick succession (to hopefully prevent your screen from flashing a lot)
- Over-Overcharge: will no longer occur earlier than level 10; overcharge speed will no longer be affected by moon phases
- Fixed an issue where the progress bar would not display when challenge tutorials are shown at the start of a level
0.8.1
Some small balance changes to challenges
- Dense Fog: reverted the visibility change, made level size even smaller than previously (by about 17%)
- Lights Out: lowered the visibility further by about 5%, increased walk speed by about 5%
- Enlarged Level: increased size by about 10%, increased stamina regen speed by 33%
- Danger Zone: revivals no longer put you at 11 hp, extra damage via Increased Damage is no longer accounted for (although at the moment challenges cannot be combined... yet!)
- Fragile Valuables: increased fragility and reduced durability by 10%, increased average value by 10%, made values round to 100 after applying the multiplier
- Overtime: increased total map value by 7%
- Broken Map: level is now 10% smaller
0.8.0
- You are now able to configure most changes that Level Scaling previously made. The list is as follows:
- For module count: base amount, randomness, per-player scaling, and map-specific multipliers.
- For extraction count and total map value: base amount, randomness, and per-player scaling.
- For haul goal (quota): base difficulty, extraction point scaling, and rounding (eg. to hundreds or to thousands)
- For challenges: you can now guarantee challenges on each level should you wish, and re-enable the possibility for challenges to occur on levels where the moon phase switches
- Note that when challenges are guaranteed, the level requirements for each challenge are ignored
- New challenge level: "Danger Zone" - appears starting level 12
- Slightly reduced visibility during Foggy Level and Lights Out challenges
- Increased the rate at which overcharge discharges during Enemy Rush and Over-Overcharge
- Level stats will now be hidden during a challenge tutorial popup
- Hopefully fixed an issue where challenge levels could happen on the disposal arena
- Hopefully fixed an issue where items falling in pits might incorrectly increment the Broken value stat
0.7.0
- You can now configure if Level Scaling modifies the base game scaling, including module counts, extraction counts, quota scaling, and total map value scaling. (all host only)
- If any Challenge Level types modify these values, the modifications will adjust accordingly to the vanilla amount or Level Scaling amount, whichever is selected in the config
- You can now configure the individual weights of each challenge level type (all host only)
- You can now toggle each individual statistic on the level stats UI (client-side)
0.6.4
- Updated for 0.1.2.47_beta
- You can now choose how the Extracted value displays on the stats UI - original total map value, current remaining map value, or alternate between the two (see config)
- Challenge levels will now be impossible on Levels 5, 10, 15, 20, and 25
- Some balancing changes to the Enemy Rush challenge to account for the new moon phases
0.6.3
- Updated for 0.1.2.37_beta
0.6.2
- Added configuration options for hiding the level stats UI under certain conditions
- Added a configuration option to hide the legacy overcharge UI
- Added a configuration option to multiply the chances of or disable Challenge Levels altogether