OverchargeScalesToStrength

v1.0.0·Updated 2025-05-18

Configurable modification to allow Overcharge buildup to scale with Strength upgrades

About this mod Author’s original text

Allows configuration of the new Overcharge mechanic on beta to explore balancing based on Strength upgrades.

Semiworks mechanics as Context

It's helpful to note the original intent of this mechanic is to introduce a more tactical approach to the game at later levels.

Introducing an EXPLOSIVE new mechanic!

And the response to feedback post-beta-launch:

Let's do something about OVERCHARGE!

Purpose

Discussion on the R.E.P.O. Beta discord,

as well as some discussions of the solutions and approaches,

led to me getting this idea as a relatively simple approach to try this.

  • Most newer players seem to be impacted by overcharge pretty harshly. As well, there's no on-ramp for the proposed solution of barring it at L10, quoting a user on the discord:

New or inexperienced players need time to see, understand, and be comfortable with the U.I. and what it means. Players need to be exposed to the red circle Overcharge interface early on, at level 1, in order to know that this is a part of the game and to act appropriately to avoid any possible repercussions.

  • Most experienced players or content creators handle or play around it very well,

or have an easy time playing around the mechanic entirely.

  • Judging by this gameplay video it seems to be an overwhelingly strong mechanic at higher strength levels.

So, what to do? It's hard for newer players and doesn't seem to shake up things enough for the target audience.

I think that, since the main component of lifting enemies around at zero-cost is the Strength upgrades themselves, we just scale the gain rate to the amount of strength upgrades the player has _as well as_ the enemy being targeted.

It also gives newer players a gentle on-ramp, as they typically don't offer up to take the responsibility of turbo-stacking strength for the lobby anyways.

Default Configuration

There are two main components:

  • A constant factor, meaning the relative amount of scaling at L0 strength
  • A scaling factor, gained with each strength upgrade.

I set the defaults at 5% and 15%, respectively, to try both providing a gentle on-ramp for new players while also making each upgrade be worth thinking about.

Looking at some common breakpoints:

  • Zero upgrades have 5% (or 1/20th) the overcharge gain rate of vanilla. This means it basically stops existing.
  • Four upgrades will have 65% (~2/3rds) the gain rate.
  • Nine upgrades will have 140% the gain rate.
  • The full thirteen upgrades to be able to ragdoll any enemy in the game will gain overcharge at twice the rate

Again, the mod is configurable, so if you disagree, you're free to play around with the values in the configuration yourself.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
OverchargeScalesToStrength-1.0.0.zip
File size
54.8 KiB