Behemoths
Boss levels for R.E.P.O. Deeper in a run a level can roll where every monster is a Behemoth: bigger, far tougher, hitting twice as hard, dropping orbs worth 2.5x. Only the host needs it, the whole lob
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Behemoths
Some levels in R.E.P.O. go badly. Behemoths makes a few of them go very badly.
Deeper into a run, a level can roll as a boss level. Every monster on it is a Behemoth: bigger, three times the health, shrugging off half your damage, and hitting twice as hard. Put one down and it drops an orb worth two and a half times the usual cash. Everything else on the level is worth more too, and the extraction goal doesn't move, so the extra is all profit. Sneak past them like always, or go after the payout.
The host decides. Only the host needs Behemoths installed, and the whole lobby gets the tougher monsters, the harder hits and the bigger payout, mod or no mod. Anyone else who installs it is told what the host rolled, so they get the BOSS LEVEL screen, the amber orb glow and the tremors as well, including if they join halfway through the level. To see the Behemoths at their full size, a player also needs ScalerCore, which Behemoths already depends on.
A note from Vippy
After way too long of a break, I'm finally back and working on these again:D Every one of my mods just got a full pass: bugs fixed, reports read, a few things I'd always meant to do. New builds and fixes land in Vippy's Discord before they hit, so come hang out. Thanks for sticking around.
What a boss level is like
- You find out when you land. Once the level loads, the moon-phase screen comes up reading BOSS LEVEL, with this level's numbers. Everyone running the mod sees it, reading the host's numbers; warn the rest of your crew, or let the first Behemoth do it.
- The deeper you go, the likelier it gets. Levels 1 and 2 are always safe. From level 3 each level rolls, and the odds climb with the game's own difficulty curve until they reach 60% at level 10. The map then nudges that up or down.
- Some maps are worse than others. Swiftbroom Academy and the Museum of Human Art roll boss levels more often. McJannek Station, with its tight corridors, rolls them less. Headman Manor sits in the middle.
- They stay special. After a boss level, the next three levels are normal. The cooldown is saved with your run.
- The Behemoths. Every monster grows 1.4x and gets three times the health and half damage from everything you throw at it. Its body grows wider with the look, so what you see is what you shoot and grab, and its swing reaches as far as it looks. It stays door height, so it can still follow you through the building.
- Hits hurt, within reason. Behemoth hits do double damage. One hit never takes more than 75% of your max health unless the normal hit already would, so a hit you'd survive at full health, you still survive.
- You feel them coming. A Behemoth on the move shakes your camera when it gets close, for every player running the mod.
- The payout. A Behemoth's orb is worth 2.5x, twice the size, heavier, and takes about five times the knocks before it loses value. Every other valuable on the level is worth 1.5x. The level still spawns its usual loot and keeps its usual goal.
Who sees what
| | Who gets it |
| --- | --- |
| Tougher monsters (health, damage resistance) | Everyone |
| Harder hits, with the fairness cap | Everyone |
| Richer orbs and loot, tougher orbs | Everyone |
| Monster and orb size | Players with ScalerCore |
| BOSS LEVEL screen, amber orb glow, camera tremors | Players with Behemoths |
A player with nothing installed sees a normal-sized monster that just won't go down.
Settings
Everything works out of the box. The four you're most likely to touch:
- How often: BaseChance, MaxChance and CooldownLevels. For a boss on every level, set 100, 100, 0 and EarliestLevel to 1. To tie them to the moon instead, turn on MoonLevelsOnly.
- How big: SizeMultiplier.
- How tough: HealthMultiplier, DamageMultiplier and DamageResistance. HitCap keeps a big multiplier from one-shotting anyone.
- How rich: OrbValueMultiplier and ValuableMultiplier.
Every slider also shows up in-game with REPOConfig.
General
| Setting | Default | What it do
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。
下面這些內容需要先安裝,否則該模組不會生效: