Vippy-Behemoths icon

Behemoths

Host-only boss levels for R.E.P.O. Deeper in a run a level can roll where every monster is a Behemoth: bigger, far tougher, hitting twice as hard, dropping orbs worth 2.5x. The whole lobby feels it, mod or not.

Last updated a day ago
Total downloads 384
Total rating 1 
Categories Mods Valuables Monsters Server-side
Dependency string Vippy-Behemoths-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
Vippy-ScalerCore-1.0.6 icon
Vippy-ScalerCore

Scaling library for shrink and grow mods in R.E.P.O. Handles physics, audio, NavMesh, animation, colliders, and sync. Enemies, players, valuables, items, carts, doors. Vehicles stay drivable and pocketable when scaled. API for size mods.

Preferred version: 1.0.6

README

Behemoths

Some levels in R.E.P.O. go badly. Behemoths makes a few of them go very badly.

Deeper into a run, a level can roll as a boss level. Every monster on it is a Behemoth: bigger, three times the health, shrugging off half your damage, and hitting twice as hard. Put one down and it drops an orb worth two and a half times the usual cash. Everything else on the level is worth more too, and the extraction goal doesn't move, so the extra is all profit. Sneak past them like always, or go after the payout.

Host only. Only the host installs Behemoths. The whole lobby gets the tougher monsters, the harder hits and the bigger payout, mod or no mod. To see the Behemoths at their full size, a player also needs ScalerCore, which Behemoths already depends on.

A note from Vippy

After way too long of a break, I'm finally back and working on these again :D Every one of my mods just got a full pass: bugs fixed, reports read, a few things I'd always meant to do. New builds and fixes land in Vippy's Discord before they hit Thunderstore, so come hang out. Thanks for sticking around.

What a boss level is like

  • You find out when you land. Once the level loads, the moon-phase screen comes up reading BOSS LEVEL, with this level's numbers. Only the host sees it, so warn your crew, or let the first Behemoth do it.
  • The deeper you go, the likelier it gets. Levels 1 and 2 are always safe. From level 3 each level rolls, and the odds climb with the game's own difficulty curve until they reach 60% at level 10. The map then nudges that up or down.
  • Some maps are worse than others. Swiftbroom Academy and the Museum of Human Art roll boss levels more often. McJannek Station, with its tight corridors, rolls them less. Headman Manor sits in the middle.
  • They stay special. After a boss level, the next three levels are normal. The cooldown is saved with your run.
  • The Behemoths. Every monster grows 1.4x and gets three times the health and half damage from everything you throw at it. Its body grows wider with the look, so what you see is what you shoot and grab, and its swing reaches as far as it looks. It stays door height, so it can still follow you through the building.
  • Hits hurt, within reason. Behemoth hits do double damage. One hit never takes more than 75% of your max health unless the normal hit already would, so a hit you'd survive at full health, you still survive.
  • You feel them coming. A Behemoth on the move shakes the host's camera when it gets close.
  • The payout. A Behemoth's orb is worth 2.5x, twice the size, heavier, and takes about five times the knocks before it loses value. Every other valuable on the level is worth 1.5x. The level still spawns its usual loot and keeps its usual goal.

Who sees what

Who gets it
Tougher monsters (health, damage resistance) Everyone
Harder hits, with the fairness cap Everyone
Richer orbs and loot, tougher orbs Everyone
Monster and orb size Players with ScalerCore
BOSS LEVEL screen, amber orb glow, camera tremors The host

A player with nothing installed sees a normal-sized monster that just won't go down.

Settings

Everything works out of the box. The four you're most likely to touch:

  • How often: BaseChance, MaxChance and CooldownLevels. For a boss on every level, set 100, 100, 0 and EarliestLevel to 1.
  • How big: SizeMultiplier.
  • How tough: HealthMultiplier, DamageMultiplier and DamageResistance. HitCap keeps a big multiplier from one-shotting anyone.
  • How rich: OrbValueMultiplier and ValuableMultiplier.

Every slider also shows up in-game with REPOConfig.

General

Setting Default What it does
Enabled true Turns boss levels on or off.
AnnounceBossLevel true BOSS LEVEL on the moon-phase screen when the level loads, host only. On a level that is also a moon change it replaces the moon screen, and the moon's modifiers still apply.
LogLevel Off Off logs a few lines per level, like the boss roll. Debug adds every Behemoth, hit and orb.

Boss Levels

Setting Default What it does
BaseChance 10% Chance at the start of a run.
MaxChance 60% Chance from level 10 on. BaseChance wins if it is higher.
CooldownLevels 3 Normal levels between boss levels. 0 allows back to back.
EarliestLevel 3 First level that can be a boss level.

Boss Monsters

Setting Default What it does
SizeMultiplier 1.4 How much bigger a Behemoth is.
HealthMultiplier 3.0 Health compared to a normal monster.
DamageMultiplier 2.0 How much harder it hits.
DamageResistance 0.5 Share of damage it ignores. 0.5 takes half.
HitCap 75% Most one hit can take of a player's max health, unless the normal hit already took more. 100 turns it off.
Tremors true Camera shake when a Behemoth moves close to the host.

Boss Loot

Setting Default What it does
OrbValueMultiplier 2.5 Cash value of a Behemoth's orb.
ValuableMultiplier 1.5 Cash value of every other valuable on the level.
OrbGlow true Amber glow on Behemoth orbs, host only.

Map Odds

Multipliers on the chance for each map. 0 keeps boss levels off that map.

Setting Default Map
Manor 1.0 Headman Manor
Arctic 0.75 McJannek Station
Wizard 1.25 Swiftbroom Academy
Museum 1.25 Museum of Human Art
OtherMaps 1.0 Every other map, modded ones included

Tuning

You shouldn't need these. They're here for when a map's doorways and a big Behemoth don't get along.

Setting Default What it does
ColliderCap 0 Holds the whole body (hitbox, grab body, reach) at this size while the look keeps growing. 0 follows SizeMultiplier.
HeightCap 1.0 How tall the body may get. 1 keeps door height. 0 lets it grow as tall as it looks, and it gets stuck in doorways.
WidthCap 0 How wide the body may get. 0 follows the look. Try 1.5 if wide Behemoths snag on doors.
OrbSizeMultiplier 2.0 How big a Behemoth orb is.
OrbWeightMultiplier 2.5 How heavy it is, set apart from its size.
OrbDurability 5.0 How many knocks it takes before losing value. 1 is normal.

Tuning with the game running

Move a slider in REPOConfig, or edit the cfg file and save it, and the Behemoths already in the level pick up the new size, body caps, health and resistance within about a second. Damage and reach read the config on every hit. The console logs a [Tune] line each time. Other players with ScalerCore see a new size straight away, and a change to the body caps once that Behemoth respawns.

Compatibility

  • Size comes from ScalerCore, so Behemoths shares its physics, audio and multiplayer sync.
  • For players other than the host, the host sends the extra damage the moment it sees a Behemoth's hit land. It arrives as a second hit right behind the normal one, so it flashes twice, and on a laggy connection a hit you dodged on your screen can still sting.
  • The Tick keeps its normal health. Its health is its hunger, and a bigger pool would stop it biting. It still grows, hits harder and shrugs off damage.
  • Damage a monster deals without being credited for it, like a throw into a wall or a fall into a pit, isn't boosted.

Installation

Install with Gale or r2modman and ScalerCore comes along. By hand, drop Behemoths.dll into BepInEx/plugins/ next to ScalerCore. Only the host needs it.

Come hang out

I'm Vippy. I make R.E.P.O. mods and I read every bug report.

Vippy's Discord Bug reports, test builds before Thunderstore, and a say in what comes next. Come say hi.
R.E.P.O. Modding Server The whole modding scene, not just me.
More of my mods Everything else I've made for R.E.P.O.
Source on GitHub The code, if you want to poke at it or send a fix.

Keep the mods coming

Everything I make is free and stays free. Two ways to help if you feel like it, neither one expected:

  • Ko-fi: buy me a coffee and your name goes on the supporters list in my Discord. Every coffee buys another evening on the next update.
  • BisectHosting: hosting a server for Minecraft or anything else your crew plays? Code vippy takes 25% off, and I get a cut at no cost to you. It's where my own servers live.

25% off BisectHosting servers with code vippy