Level Lock
UPDATED TO PALWORLD 1.0!
XP you earn while you're capped doesn't bank, it just evaporates, so you can't park at the cap hoarding levels to dump the second a boss falls. Beat the tower and you're leveling normally again.
New in v2.3
Three new modes, all off by default. Leave them alone and the mod behaves exactly the way it always has.
* Rested XP: the XP the cap would have thrown away is banked instead, then paid back as a bonus once the cap lifts. Banking is 1:1, so the bank can never hand back more than the cap took from you. When no longer capped it gives it back at default 100%. RestXpPayout controls how fast the bank drains, never how much is in it.
* Hard Mode: swaps the nine tower gates for fifteen, adding the six raid bosses as gates of their own. Every raid has to fall before you move on, and the caps are tighter the whole way up. Turning it on part way through a playthrough will lower your cap.
* Sphere Tier Lock: holds your spheres to your level. Throw one you couldn't have crafted yourself and the throw fails with the game's own "too weak" message, and the sphere is spent the way any missed catch is. It reads your level, not your tower cap.
Optional Pal caps
You can hold your Pals to the same level cap, not just yourself. Party Pals, base-camp workers, or both, so your whole team can't out-scale the run either. It never lowers a Pal's level, it only stops them climbing past the cap. Both toggles are off by default, so if you only care about your own level, nothing changes for you.
Tower Caps
* Tower 1 - Zoe & Grizzbolt (Rayne Syndicate) -> Cap: 15
* Tower 2 - Lily & Lyleen (Free Pal Alliance) -> Cap: 30
* Tower 3 - Axel & Orserk (Brothers of the Eternal Pyre) -> Cap: 45
* Tower 4 - Marcus & Faleris (PIDF) -> Cap: 50
* Tower 5 - Victor & Shadowbeak (PAL Genetic Research) -> Cap: 55
* Tower 6 - Saya & Selyne (Moonflowers) -> Cap: 62
* Tower 7 - Bjorn & Bastigor (Feybreak) -> Cap: 68
* Tower 8 - Auri & Shaolong (Azure Covenant) -> Cap: 74
* Tower 9 - Zenara & Astralym (World Tree) -> Cap: 80
Hard Mode Caps
* Tower 1 - Zoe & Grizzbolt -> Cap: 15
* Tower 2 - Lily & Lyleen -> Cap: 25
* Tower 3 - Axel & Orserk -> Cap: 35
* Raid - Bellanoir -> Cap: 45
* Tower 4 - Marcus & Faleris -> Cap: 48
* Raid - Bellanoir Libero -> Cap: 52
* Tower 5 - Victor & Shadowbeak -> Cap: 55
* Raid - Moon Lord -> Cap: 58
* Tower 6 - Saya & Selyne -> Cap: 62
* Raid - Blazamut Ryu -> Cap: 65
* Tower 7 - Bjorn & Bastigor -> Cap: 68
* Raid - Xenolord -> Cap: 71
* Tower 8 - Auri & Shaolong -> Cap: 74
* Raid - Hartalis -> Cap: 76
* Tower 9 - Zenara & Astralym -> Cap: 80
Requirements
[UE4SS](https://github.com/UE4SS-RE/RE-UE4SS/releases) experimental as version 3.0.1 can cause crashes.
Installation
* Drop [UE4SS](https://github.com/UE4SS-RE/RE-UE4SS/releases) into Palworld/Pal/Binaries/Win64/
* Drop the LevelLock folder into Pal/Binaries/Win64/ue4ss/Mods
* Boot the game. You'll get an in-game notification confirming it loaded.
The folder ships with an enabled.txt, so UE4SS picks it up on its own. Prefer doing it by hand? Delete that file and add LevelLock : 1 to your mods.txt instead.
Multiplayer / Dedicated Servers
Only the host or dedicated server needs it.
Pick your progression style with PerPlayerProgress:
* Shared World Cap (default): Anyone defeats a tower boss and the cap rises for everyone on the server.
* Per-Player: Everybody earns their own level cap. You must be one of the people in the fight against the towers for it to increase.
* Base Pals: Base Pals can be highest guild cap, lowest guild cap or off. This is only effective in per-player.
Co-op (Host & Play)
Install UE4SS and the mod on the host's machine and you're done.
Dedicated Servers
Install UE4SS and the mod next to the server executable (PalServer-Win64-Shipping.exe), not your game client.
For dedicated servers I did have to update to the latest UE4SS experimental build. Not an affect of this mod just how the server worked.
Already mid-playthrough?
Set TowersAlreadyCleared to however many towers you've beaten (0-9) so it doesn't lock you backwards. The moment the mod writes its own save data, it ignores this setting.
Configuration (Scripts/config.lua)
* Tower1_Cap to Tower9_Cap: the max level for each tower. Set them however you like.
* TowersAlreadyCleared: for dropping this into an existing save (0-9).
* PerPlayerProgress: false for a shared cap, true for everyone-for-themselves.
* LockPartyPals: also cap the Pals in your party. Off by default.
* LockBasePals: also cap your base-camp workers. Off by default.
* BaseCapPolicy: per-player only. "highest", "lowest", or "off" for how shared base Pals get capped.
* RestedXp: bank the XP the cap would have thrown away. Off by default.
* RestXpPayout: how fast the bank drains, 10-200 (default 100). At 100, earning 10 XP pays an extra 10 from the bank.
* HardMode: fifteen gates instead of nine, raids included. Off by default.
* Hard1_Cap to Hard15_Cap: the hard-mode ladder, same idea as the tower caps.
* LockSphereTier: stop you throwing spheres above your level. Off by default.
* EnableNotifications: the in-game chat messages, on or off.
* Debug: verbose logs plus an F9 key that prints your level, cap, and cleared towers. Leave it off unless you're filing a bug report.
How Progress is Saved
Boss kills are tracked live and written to %LOCALAPPDATA%\Pal\Saved\LevelLock-progress.txt. It survives restarts and keeps multiple worlds and players apart. Writes are crash safe, so a crash mid-save can't cost you your progress. If you had progress under the old Scripts/progress.txt it moves across on its own the first time you launch.
For servers it detects where your save file should be saved and will save progress.txt there.
It's a plain text file, so if something ever desyncs you can open it and fix the numbers by hand.
Known Issue
The xp bar will still show the animation for gaining XP when you are at level cap. This is not an easy fix but I am looking into it. The mod will still remove that gained XP.