Guide
Reading what a level will hold
What decides how much loot and how many monsters a level in R.E.P.O. sends, so a run can be planned around the level rather than discovered halfway through it.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- A run starting
- Some idea of the level's theme
- A crew that can split up
Steps
- Expect the loot to be decided by the level, not by luck alone.
a director decides the valuables in a level, with an amount curve for each size - Treat each size of valuable as having its own chance as well as its own amount.
each size has a chance of its own beside its amount - Plan around a changing level rather than a fixed one.
each size has a second amount curve and the total value of a level has two curves of its own - Pick the difficulty with the monster count in mind.
the level has an enemy director with three difficulty settings of its own - Expect pressure to come in waves rather than steadily.
each difficulty has its amount curves in pairs, with a curve for the pause between spawns - Know that a monster is only allowed to stay for a while.
there are two curves for how long it may stay before it despawns, and despawns decrease with time given in minutes and as a percentage - Remember that which monsters appear is set up separately from how many.
an enemy set-up holds a list of things to spawn - Expect some monsters to be unlocked by progress rather than to be present from the first run.
a set-up can be gated by levels completed with a lowest and a highest value, and it counts runs played
Common mistakes
- Assuming a quiet start means a quiet level.
- Planning a full sweep when the level's monsters are gated by how far the crew has got.
- Treating every size of valuable as equally likely.
- Leaving the level early because a spawn wave ended, when the loot director is separate.
Related entries
ValuablesHow many valuables a level holdsA director decides the valuables in a level, with an amount curve for each size.
How the game behavesHow many monsters a level will sendThe level has an enemy director with three difficulty settings of its own.
How the game behavesWhat decides whether a monster appearsAn enemy set-up holds a list of things to spawn.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.