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Illustrative community picture showing a valuable camera.
Illustrative community picture showing a valuable camera from R.E.P.O. Fandom Wiki, CC-BY-SA-4.0 (license), by ArcherMaster5000. It has been re-encoded for this page. It is not a screenshot taken by this site.

Valuables · R.E.P.O. v0.4.0 · read from a local copy

How many valuables a level holds

A director decides the valuables in a level, with an amount curve for each size.

The loot in a level of R.E.P.O. is budgeted rather than scattered: a director keeps curves and chances for each size of valuable, a ceiling on the total value, and its own list to draw from.

What the game establishes

In play

The valuables in a level are not scattered at random. A director decides them, and it does so by size: the same size words that describe a valuable are used again here as the buckets the level is filled from.

Each size has an amount curve. Tiny, small, medium, big, wide, tall and very tall each have their own curve for the greatest number that may appear, so a level can be rich in small things and poor in large ones without either being a special case.

Each size also has a chance. A chance beside an amount is how the game can decide that a size does not appear at all in a given level, which is why two runs of the same level are not identical.

There are two curves for each size rather than one. Keeping a second curve means the amount can be shaped by something other than a single line, and the same pairing is used for the total.

There is a ceiling on the whole haul. The total value has two curves of its own, which is how the game can stop a level from being worth an unreasonable amount no matter how the pieces fall.

The director holds the list it draws from. Valuables are taken from a list rather than invented, so what can appear is decided before the level is built.

It also places cosmetic objects. Those have their own spawn curve, a level loop, a maximum number of loops and a set of setups, which is why decoration can be laid out by the same director that fills the room with loot.

Because the sizes, the chances and the ceiling are all separate, a level can be tuned without touching the valuables themselves, and a valuable does not have to know anything about how often it appears.

What this entry does not tell you: what any of the curves are set to, how much a level is worth, or how the sizes are chosen. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.