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Aska_Team-AskaEnemyScaling-0.2.0 icon

AskaEnemyScaling

Enemies grow stronger as your playthrough progresses: health, damage and spawn count scale with days survived and villagers summoned. Shows how ASKA's own difficulty settings and the mod compound, and lets you retune respawns and bosses.

Date uploaded 2 weeks ago
Version 0.2.0
Download link Aska_Team-AskaEnemyScaling-0.2.0.zip
Downloads 57
Dependency string Aska_Team-AskaEnemyScaling-0.2.0

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.755 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.755

README

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

It tells you what your world settings and this mod add up to

ASKA has its own difficulty options, and this mod applies on top of them. So if you set the game's creature-spawn option to 4x and this mod's spawn multiplier to 1.3x, you are actually facing 5.2x the spawns of an untouched world — and neither number on its own tells you that.

The panel shows all three figures side by side:

                  This mod    World setting    vs default world
  Enemy health      x3.20         x2.00             x6.40
  Enemy damage      x2.10         x1.00             x2.10
  World spawns      x1.80         x4.00             x7.20
  Invasion spawns   x1.80         x1.00             x1.80

The last column is the one that matters: how much harder your world is than a default world with no mod installed. Each tuning slider also shows what a change would come to against a default world, updating as you drag, and a reference list names every ASKA option the mod can see with its current and default value — so if you want a different result you know which control to go and change.


Respawning at camps, caves and dens

ASKA refills points of interest on a timer, and clears dens come back after a fixed wait. You can now change all of it:

Setting What it does
How many come back Creatures a camp, cave or den holds
How often they come back The refill wait — 2x means enemies return twice as often
Creatures a den fields A den's own attached creatures
How quickly a cleared den revives The cooldown a cleared den waits out

These run below 1.0 as well as above, because "the world refills faster than I can clear it" is as real a complaint as the opposite. They also apply on top of any preset, including Standard — so "vanilla enemy strength, but camps refill twice as fast" is a valid setup. No preset changes them, so updating the mod will not alter how your existing world refills.

The panel shows the real before-and-after numbers from your own world — the last camp that was set up and the last den you cleared — so you can confirm a setting actually took hold.


Bosses are yours to decide

Bosses take half the increase by default. That is a reasoned default rather than a rule: boss health pools are already large, so doubling them mostly lengthens a fight instead of making it more dangerous.

It is a slider now, from 0 (bosses untouched entirely) up to 1.5 (bosses scale harder than everything else). The panel says what the current value produces in concrete terms — "a boss reaches x3.00 health while ordinary enemies reach x5.00" — and warns when you move away from the default. The per-axis safety caps still apply, so no setting can produce an unwinnable fight.


Sliders you can actually land on a round number

Every numeric setting has arrow buttons either side of its slider.

[<<] [<] ====slider==== [>] [>>]

The inner arrows move one step — 0.01 for a multiplier, 1 for a day count. The outer arrows move ten. The slider snaps to the same grid, so a sloppy drag followed by one click still lands on x2.00 rather than x2.03.

Short controls, like the progression driver, only get the inner pair — a 10x arrow there would save you nothing.


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. Health and damage changes apply to enemies that spawn after you press Apply; enemies already in the world keep what they spawned with. Respawn changes apply the next time a camp or den is set up.

Everything is configurable: thresholds, per-axis strength, respawn pacing, the boss share, 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.

Switching preset keeps your respawn, boss and category choices — those are separate from how strong enemies get, so trying Rising Tide will not discard them.

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_invoke on 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.