05 depths

Updated a week ago

Deeper means deadlier

Grain Rot scales its enemies with dungeon depth, but gently, and by the time your gear has come along the enemies have not. This raises that curve using the game's own scaling table rather than a second system running alongside it, so everything downstream - health bars, damage numbers, what replicates to the rest of the lobby - behaves exactly as the game intends.

The numbers

Each is applied per level of depth. The game's own values are given so you can see what you are changing.

Setting Default here The game's own
Small enemy health +8 per level +2.5
Medium enemy health +18 per level +2.5
Damage +16% per level +10%
Crit chance +1 point per level 0
Movement +3 per level 0
Attack tempo 10 hundredths off the wait 10

Attack tempo matches the game at its default, so nothing changes there until you move it.

How depth is counted

The multiplier is one less than the floor number. Floor five applies four increments, not five.

That is how the game itself does it, and it is worth knowing before you set a number and find the arithmetic short by one step. At the defaults, a medium enemy on floor five carries 100 + 4 × 18 = 172 health where the game alone would have given it 110.

What it does not do

It does not touch players, soul vessels or friendly characters. The scaling table separates them by row, so there is no risk of catching the wrong thing.

It affects enemies as they are created. Changing a number mid-run leaves everything already in the dungeon as it was; the new value applies to whatever spawns next.

Host only. The enemies are built on the hosting machine and their stats replicate from there, so the host's numbers are the lobby's numbers and nobody else needs the mod.