RotScaling
Enemies scale with the dungeon level - more health, harder hits, a little more speed and crit - so difficulty keeps up once your gear outgrows the curve. Host-only, joiners need nothing. Fully tunable.
By Mentalize
| Last updated | 2 weeks ago |
| Total downloads | 300 |
| Total rating | 1 |
| Categories | Mods |
| Dependency string | Mentalize-RotScaling-1.0.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
Thunderstore-GrainRot_UE4SS
Grain Rot UE4SS community overlay for unreal-shimloader.
Preferred version: 1.0.1README
RotScaling
Grain Rot gets easier the deeper you go. Your gear and stats outgrow the curve, and dungeon enemies stop being a threat. RotScaling puts the threat back by scaling every enemy with the dungeon level.
What it does
Every enemy that spawns is buffed, on top of whatever scaling the game already applies:
| Stat | Scaling |
|---|---|
| Max health | +25% at level 1, +12% per level after |
| Damage | +15% at level 1, +8% per level after (all damage types) |
| Move speed | +5% at level 1, +2% per level, capped at +40% |
| Crit chance | +0.5 points per level, capped at +15 |
A level 10 dungeon therefore runs at roughly double enemy health and +87% damage. Speed and crit are capped deliberately: uncapped speed breaks enemy pathing, and runaway crit turns fights into coin flips.
Only enemies are touched. Players, soul vessels and friendly NPCs are identified from their character preset and left alone.
Multiplayer
Host only. Enemy stats are authoritative on the server and replicate normally, so only the host needs this installed - joiners fight the same buffed enemies with no mod of their own. On a client the mod detects it has no authority and idles.
Tuning
Everything lives in the CFG block at the top of Scripts/main.lua:
BASE_HP_PCT = 25, -- health at level 1
HP_PCT_PER_LEVEL = 12,
BASE_DMG_PCT = 15, -- damage at level 1
DMG_PCT_PER_LEVEL = 8,
BASE_SPEED_PCT = 5,
SPEED_PCT_PER_LEVEL = 2,
SPEED_CAP_PCT = 40,
CRIT_PTS_PER_LEVEL = 0.5,
CRIT_CAP_PTS = 15,
Halve the per-level numbers for a gentler curve, or raise them for something genuinely nasty.
Notes
- No hotkeys, no key polling, no extra processes.
- No timers and no polling loops. Enemies are picked up as they spawn, with a slow catch-up sweep for anything missed.
- Health multiplies the maximum while the current value keeps its fraction, so an enemy caught mid-fight is never visibly healed.
- Nothing is written to your save. Buffs are applied to enemies at spawn and disappear when you uninstall.
- Set
VERBOSE = trueinCFGto log every scaled enemy toUE4SS.log. Errors and failed writes are always logged.
Compatibility
Fine alongside cosmetic and quality-of-life mods. It only writes to enemy stat components.