OverchargeScalesToStrength
Configurable modification to allow Overcharge buildup to scale with Strength upgrades
模組介紹 作者原文
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.
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: