Systems & features
Beyond the 160 per-setting controls, the Overhaul ships four standalone systems. The rule for all of them is the same: they work through Two Point Hospital's own logic rather than replacing it — re-using the game's real treatment math, its staff scheduler, its vaccination system, its salary methods — so they stay faithful and compatible with the base game, all DLC, and other mods.
Dynamic Difficulty Director
The headline system: a closed control loop that keeps the game exactly as hard as you want. On a fixed real-time interval it samples your hospital — average patient happiness, staff morale, head-counts — compares that to a target band, and applies a smoothly-changing pressure signal across three optional levers. It never yanks values around; it eases them up and down so difficulty drifts naturally.
- The three levers
- Patient need speed, staff energy drain, and treatment success chance. Each can be disabled independently, and each has a maximum-swing cap so the Director can only nudge so far.
- Key sliders
- Target Happiness, Band Width (a dead-zone so it isn't twitchy), Aggression (how hard it pushes), Update Interval, and the per-lever swing caps.
- Live status
- The F6 window's status bar shows what the Director is doing right now: current mode, whether it's pushing harder or easier, intensity %, your average happiness and morale, and the live multipliers in effect.
The Director's need-pressure lever deliberately never touches patient Health, Hygiene, or Temperature decay — so it can make the game tenser without silent deaths. Patient deaths only ever change through the explicit, opt-in treatment death-chance setting in section 08.
The five modes
Section 00 lets you pick how the Director behaves. Most players set this once and never
touch anything else:
Off
Hands offThe Director does nothing. Only your manual settings apply.
Relax
One-way safety netOnly ever eases the game when patients struggle — never makes things harder. Ideal for relaxed or creative play.
Adaptive
Set and forgetRubber-bands difficulty both ways to hold your target happiness band. The default everyday mode.
Hardcore
Push meRatchets difficulty up the better you perform, relenting only near a failure cliff.
Custom
Your numbersUses the Target, Band-width, and Aggression sliders exactly as you set them, in both directions.
Ungodly Job Assign Helper
A real-time staffing system that watches every room and intelligently steers the game's own staff-assignment AI toward rooms that have a queue but too few working staff. Under-served and chronically-ignored rooms get covered fast, idle staff get put to work, and nothing sits empty — without ever bypassing the vanilla logic.
- Only ever helps
- It only raises a room's appeal to the scheduler — it never penalises anything. A starved room becomes more attractive to assign staff to; everything else is untouched.
- Escalates with neglect
- The longer a room is ignored, the stronger the boost grows, so chronic blind spots finally get attention instead of being permanently skipped.
- Hard-capped
- The boost is clamped to a safe ceiling so it stays stable and never causes staff to thrash between rooms.
- Tunable
- Section
14: starved-room boost strength, demand weighting, idle-staff preference, chronic-neglect escalation rate, and the safety caps.
Ungodly Epidemic Helper
Tips epidemic challenges in your favour through the game's own vaccination system. It does nothing when no epidemic is running, so it's completely safe to leave switched on.
- Bigger vaccine pool
- Boosts the starting number of vaccine doses with both a multiplier and a flat bonus, so an outbreak doesn't immediately overwhelm you.
- No wasted doses
- Refunds any dose spent on a patient who turned out not to be infected — misclicks stop costing you.
- Optional hands-free dosing
- Can auto-vaccinate known-infected patients a few per pass — never an instant mass-cure, just steady relief. Off unless you turn it on.
- Tunable
- Section
15: vaccine pool multiplier, flat bonus, the no-wasted-doses refund, and the optional auto-vaccinate toggle.
Auto Pay Raise Director
Quietly keeps your staff paid. It watches every staffer and raises under-paid people toward their desired salary in real time, using the game's own salary and promotion methods — so no more babysitting the pay-review screen.
- Only raises, never cuts
- It acts solely on under-paid staff and never lowers anyone's pay. Staff already paid fairly are left alone.
- Won't spike your wage bill
- Each raise is per-step capped, so wages climb gently toward target instead of jumping. An optional overpay buffer lets you pay slightly above desired to keep morale comfortable.
- Optional auto-promotion
- Can promote eligible staff automatically through the game's own promotion call, and offers a quiet mode that suppresses the notifications.
- Tunable
- Section
16: target/overpay buffer, per-step raise cap, optional auto-promotion, and quiet mode.
Because this system raises salaries automatically, it ships disabled. Switch it
on in section 16 (or the F6 window) when you want
hands-free wage management.
·· What gets hooked
For the technically curious: the mod patches only the specific methods below — which is why conflicts are unlikely. It re-implements game math faithfully rather than overriding outcomes blindly.
Character.GetAttributeMultiplier
The single choke-point for every patient and staff need/attribute rate, postfixed with an
allocation-free switch.
Level.Update
The per-frame sim tick — drives the Difficulty Director and the real-time helpers, and
tracks the active level.
GameAlgorithms.Initialise
Captures the live balance table so the 90 balance fields can be written and tuned at
runtime.
GameAlgorithms.CalculateEstimatedTreatmentOutcome
Applies the honest treatment success bias, so the UI estimate matches the actual roll.
GameAlgorithms.CalculateTreatmentOutcome
Faithful re-implementation enabling the death-on-failure multiplier while preserving the
Tough-Luck pity-timer call order.
GameAlgorithms.CalculateRoomJobScore
Postfixed by the Job Assign Helper to multiply in a starvation/idle boost — steering the
game's own staff-assignment AI without replacing it.
ChallengeEpidemic · VaccinateCharacter
Used by the Epidemic Helper to pad the vaccine pool, refund wasted doses, and (optionally)
auto-vaccinate through the game's own vaccination method.
Staff.SetSalary · Staff.AutoPromote
The Auto Pay Raise Director uses no patches at all — it runs from the level tick and calls
the game's own salary and promotion methods against each staffer's desired salary.
Every setting in every section is wired to real behaviour — there are no dummy toggles. Ninety of the game's balance fields are tuned live, and all four systems run against shipped method signatures.