AskaEnemyScaling
Enemies grow stronger as your playthrough progresses - health, damage and spawn count scale with days survived and villagers summoned, so the late game stops being a victory lap.
By Aska_Team
| Date uploaded | a month ago |
| Version | 0.1.2 |
| Download link | Aska_Team-AskaEnemyScaling-0.1.2.zip |
| Downloads | 76 |
| Dependency string | Aska_Team-AskaEnemyScaling-0.1.2 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
ASKA Enemy Scaling
Enemies grow stronger as your playthrough progresses, so the late game stops being a victory lap.
Enemies scale on three axes — health, damage and spawn count — driven by two measures of progress: in-game days survived and villagers summoned.
Presets
| Preset | What it does |
|---|---|
| Standard | Vanilla. Nothing changes. This is the default, so installing the mod never silently alters an existing world. |
| Rising Tide | Gentle. You still outgrow the world the way vanilla intends, but late-game enemies stop being scenery. |
| Ragnarok | Aggressive. By the end of a 150–200 day playthrough, a fully-geared player faces roughly the pressure an unequipped day-1 player felt — and it keeps climbing past that. |
What Ragnarok actually produces:
Milestone Vill Health Damage Count Boss HP
--------------------------------------------------------------------------
Day 1 - washed ashore 0 1.00x 1.00x 1.00x 1.00x
Day 25 - small camp 6 1.19x 1.10x 1.07x 1.10x
Day 50 - working village 15 1.59x 1.29x 1.21x 1.29x
Day 100 - established 40 2.49x 1.75x 1.51x 1.75x
Day 175 - normal finish 75 4.00x 2.50x 2.00x 2.50x
Day 250 - long haul 110 4.55x 2.75x 2.20x 2.77x
Day 500 - obsessive 200 6.36x 3.58x 2.89x 3.68x
Using it
Press F7 (rebindable) at any point during a playthrough to open the settings panel. You can switch presets or retune individual values mid-save; changes apply to enemies that spawn after you press Apply.
Everything is configurable: thresholds, per-axis strength, which enemy categories are
affected, and whether days or villagers drive the pace. Settings also live at
BepInEx/config/aska.enemy.scaling.cfg and are documented inline in that file.
To rebind the panel, edit PanelHotkey under [1 - General] in that config file — any
Unity KeyCode name works, and the accepted values are listed beside the setting. The
mod does not add an entry to ASKA's own controls menu. If you would rather change
settings in game than in a text file, installing BepInEx ConfigurationManager gives
every setting here a live UI, the hotkey included.
Because the default preset is Standard, installing this mod changes nothing until you choose otherwise.
Multiplayer
Enemy spawning, health and damage resolution are host-authoritative under Photon Fusion, so the host's settings govern the world. Clients want the mod installed for the settings panel, but their local values do not change the game.
Requirements
- BepInEx 6 (IL2CPP x64) — installed automatically as a dependency.
Known issues
- Requires a BepInEx build that can hook
il2cpp_runtime_invokeon Unity 6000.3. If the game closes instantly on launch with BepInEx installed, your BepInEx pack predates that fix — update it before reporting a problem here.
CHANGELOG
Changelog
0.2.0
Shows what your world settings and this mod add up to
ASKA's own difficulty options and this mod compound, so the panel now shows all three figures: what the mod multiplies by, what your world setting multiplies by relative to its default, and the product. The game's creature-spawn option at 4x plus this mod at 1.3x is a 5.2x world, and that is now stated rather than left to be worked out.
- The applied readout at the top of the panel is a table with a "vs default world" column, plus a plain-language summary.
- Each tuning slider shows what its value comes to against a default world, updating as you drag it.
- A reference list names every ASKA option the mod can read, with its current and default value, so you know which control produced a given figure.
- Where a game option cannot be read yet, the panel says so instead of presenting the mod's own figure as the whole story.
Respawn settings for camps, caves and dens
- How many come back at a point of interest, and how often it refills.
- How many creatures a den fields, and how quickly a cleared den revives.
- All four run below 1.0 as well as above, and all four apply on top of any preset — including Standard, so vanilla enemy strength with faster refills is now a valid setup. No preset changes them, so updating will not alter how your existing world refills.
- The panel reports the real before-and-after numbers from your own world, so you can confirm a setting took hold.
- A per-location population ceiling (default 60) guards framerate.
Boss scaling is editable
Bosses still take half the increase by default. It is now a slider from 0 (bosses untouched) to 1.5 (bosses scale harder than ordinary enemies), with the panel stating the health figure a boss will actually reach and warning when the value is away from the default. The per-axis safety caps still apply.
- Fixed: the boss share silently clamped to parity, so any value above 1.0 would have done nothing.
Arrow buttons on every slider
Each numeric setting now has arrows either side of its slider: the inner pair moves one step, the outer pair ten. The slider snaps to the same grid, so a drag followed by a click lands on a round number instead of carrying the drag's remainder forward. Controls whose whole range is a handful of steps get the inner arrows only.
Also
- Switching preset now keeps your respawn, boss and category choices instead of discarding them.
- Applying settings from the panel keeps you on a named preset when the difficulty curve still matches one, rather than always converting the world to Custom.
- Editing any setting by hand or through a config manager now reapplies immediately; previously only a preset change did.
0.1.2
- Fixed the in-game settings panel never opening. Its Unity callbacks were marked
[HideFromIl2Cpp], which left them out of the IL2CPP class Unity looks them up on, so the hotkey was never polled and the panel was never drawn. - The panel now frees the mouse cursor while it is open and hands the game's own cursor state back on close, so its controls can be clicked during play rather than only in the main menu.
- A hotkey that cannot be read, or a window that cannot be drawn, is now reported in the log instead of failing silently. If the draggable window is unavailable the panel falls back to a fixed-position one.
- Documented where the panel hotkey is rebound.
0.1.1
- Replaced the author-based BepInEx identifier with a neutral identifier.
- Removed identifying information from the documented config path and release binaries.
0.1.0
- Initial release.
- Three presets: Standard (vanilla), Rising Tide, Ragnarok.
- Scaling on health, damage and spawn count, driven by days survived and villagers summoned.
- In-game settings panel on F7, plus a documented config file.