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TheUncatalogued
[Host Only MOD] Adds fourteen custom enemies built from vanilla network objects. Unmodded guests can see, hear, fight, and be attacked by every released encounter. 14種類の一風変わった敵を追加します。バニラの貴重品を用いているため、ホストさえ導入していれば、他のプレイヤーはMODを導入せずとも敵の姿を見る事が可能です。
By Alanspike
| Date uploaded | 5 days ago |
| Version | 0.0.1 |
| Download link | Alanspike-TheUncatalogued-0.0.1.zip |
| Downloads | 567 |
| Dependency string | Alanspike-TheUncatalogued-0.0.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
The Uncatalogued
ホストだけの導入で、MOD未導入の参加者とも遊べる14体入り敵パックです。
対象ゲームバージョン: R.E.P.O. v0.4.4.3
The Uncatalogued adds fourteen unusual encounters built entirely from vanilla networked objects. Only the host installs the mod; unmodded guests can still see, hear, fight, grab where applicable, take damage from, and receive rewards from every released encounter.
初めに
- 導入するのは部屋を建てるホストだけでOK! ゲスト側に本MOD、REPOLib、追加アセットは不要です。
- 敵は本家オブジェクトと本家Photon RPCだけで構成され、姿・移動・徘徊音・攻撃・被弾・破壊・オーブが非MODゲストにも同期されます。
- 14体は本家の難易度別敵枠へ混ざり、選ばれた時はバニラ敵1枠を置き換えます。
- 各敵のHP、攻撃力、移動速度、出現ウェイト、報酬などはホストのBepInEx設定から変更できます。
デバッグMOD連携
- Imperium Repoを同時に導入すると、ImperiumのPortal内に本MOD全敵の
Spawn / Despawnボタンが自動追加されます。Imperiumは任意依存で、未導入時にも本MOD単体の挙動は変わりません。 - 本MOD敵は独自のホスト権威AIであり、本家
EnemySetupを偽装していません。そのためImperium標準のバニラ敵ドロップダウンへ混ぜるのではなく、公式Portal拡張として表示します。
English
A host-only enemy pack with fourteen encounters that can be played with completely unmodded guests.
Supported game version: R.E.P.O. v0.4.4.3
Before You Start
- Only the player hosting the lobby needs to install the mod. Guests do not need this mod, REPOLib, or any additional asset bundle.
- Every enemy is assembled exclusively from vanilla objects and vanilla Photon RPCs. Its appearance, movement, roaming sounds, attacks, hit reactions, destruction, and orbs are synchronized to unmodded guests.
- The fourteen enemies join the vanilla difficulty-based enemy pools. When selected, a MOD enemy replaces and consumes one vanilla enemy slot.
- The host can configure each enemy's HP, damage, movement speed, spawn weight, rewards, and other values through the standard BepInEx configuration. REPOConfig is optional and only adds an in-game settings UI.
Debug Mod Integration
- When Imperium Repo is also installed,
Spawn / Despawnbuttons for every enemy in this mod are automatically added to Imperium's Portal. Imperium is an optional dependency; The Uncatalogued behaves normally when it is absent. - These encounters use custom host-authoritative AI and do not impersonate vanilla
EnemySetupinstances. They therefore appear through the official Portal extension rather than being injected into Imperium's standard vanilla-enemy dropdown.
Included Enemies
| Enemy | Difficulty | Main Feature | Default HP | Defeat Reward |
|---|---|---|---|---|
| The Dead Air | 1 | A sideways six-legged radio that hates noise and escapes from it at high speed | 150 | Small Orb |
| The Broker | 1 | A chest-like enemy that offers a chance to increase a valuable's current value | 100 | None |
| The Carousel | 2 | Three TRANQ GUN bodies that take turns aiming their barrels and firing continuously | 40 per gun × 3 | Medium Orb |
| The Bellhop | 2 | A Hauler-like enemy that throws valuables as low-gravity explosives | 200 | Medium Orb |
| The Anatomist | 2 | A disembodied arm that scatters dummy heads and abducts anyone who grabs one | 350 | Medium Orb |
| The Parasite | 2 | An Indestructible Drone-like enemy that attaches to enemies, players, or valuables and applies a different buff or debuff to each | 75 | Small Orb |
| The Auditor | 2 | Steals one player upgrade, carries it away as its matching box, and flees | 65 | Small Orb + stolen upgrade box |
| The Backlash | 2 | A Jackhammer-like enemy that charges through a room while ricocheting from its surroundings | 350 | Medium Orb |
| The Mimic | 3 | A television-headed enemy that imitates player voices and attacks whoever answers | 600 | Medium Orb |
| The Confectioner | 2 | A gumball-machine-like enemy that places indestructible candy valuables | 300 | Medium Orb |
| The Cupid | 2 | A Love Potion-like enemy that shoots two targets with heart arrows and makes them pull one another | 260 | Medium Orb |
| The Marionette | 2 | A floating Feather Drone-like enemy that uses beams to force other enemies into hostility | 180 | Medium Orb |
| The Undertow | 3 | An anchor-like enemy that moors itself and pulls everything around it inward | 650 | Medium Orb |
| The Weeping Angel | 3 | Stops while anyone is looking at it and rapidly approaches while unobserved | 900 | Big Orb |
Spawn Rules
Automatic spawning is not handled as fourteen independent random rolls. MOD enemies enter the vanilla EnemyDirector's difficulty-based enemy slots, and a selected MOD enemy replaces and consumes one vanilla enemy slot. Difficulty 1 contains Dead Air and Broker. Difficulty 2 contains Carousel, Bellhop, Anatomist, Parasite, Auditor, Backlash, Confectioner, Cupid, and Marionette. Difficulty 3 contains Weeping Angel, Mimic, and Undertow.
Before three levels have been completed, at most one MOD enemy may spawn. Later levels allow at most two. Each SpawnChance is not an independent percentage: it is a relative weight that decides which MOD enemy of the same difficulty is selected. Setting it to 0 removes that enemy from automatic selection.
Enemy Details
The Carousel
- It appears as three enlarged TRANQ GUNs rotating vertically in a triangular formation.
- When it sees a player, its orbit accelerates and all three guns smoothly aim at the player's torso position as it was when aiming began. Each gun then fires at that locked point and returns to its orbiting pose.
- Its shots can be blocked with valuables or avoided by breaking line of sight.
- Each bullet deals 15 damage.
- It has 40 HP per gun, for three separate guns. Destroying a gun increases the firing rate of every remaining Carousel gun.
- Destroying all three guns drops one Medium Orb.
The Weeping Angel
- It resembles a Golden Statue with wings extending from both sides.
- It begins dormant and activates when a living player approaches.
- Once activated, it completely stops all actions while it is within the view of any living player.
- It rapidly approaches the nearest player only while every living player is looking away.
- Contact while everyone is looking away is instantly lethal and deals 100,000 damage. It deals no damage while anybody can see it.
- It has 900 HP.
- Defeating it drops one Big Orb.
The Dead Air
- It resembles a Museum Boombox laid on its side with three short insect-like legs on each side.
- Its movement speed builds while the area remains quiet, and it preferentially approaches the player who has stayed quiet for the longest time. Even a small sound resets its approach speed buildup.
- Once close enough, it attacks by kicking its rear legs downward.
- Loud voices, heavy footsteps, gunfire, and similar noises make it flee away from the sound source for a short time. This also interrupts an attack already in progress.
- It is one of the few grabbable enemies in this mod. Like grabbable vanilla enemies, it can be damaged by slamming it into the environment.
- Its contact attack deals 30 damage.
- It has 150 HP.
- Defeating it drops one Small Orb.
The Broker
- It resembles a treasure chest supported by four legs.
- After finding a player, it patrols around them. If a nearby player grabs a valuable, it stops moving, points its mouth toward that player, and begins begging for the item.
- Throwing a valuable into the begging Broker makes it chew for several seconds, increase that valuable's value, and return it.
- The same valuable can be submitted repeatedly. Every successful increase lowers the chance that the next appraisal succeeds, while raising the value multiplier.
- If an appraisal fails, Broker swallows the valuable and becomes hostile. Grabbing Broker itself or damaging it by anything other than a tumble also makes it hostile.
- While hostile, it repeatedly bites with its mouth wide open. When its target dies, it looks for nearby players again and returns to its patrol behavior.
- Like Dead Air, it is one of the few grabbable enemies in this mod and can be damaged by environmental slams just like a vanilla grabbable enemy.
- Its bite deals 10 damage every 0.3 seconds.
- It has 100 HP.
- It drops no reward when defeated.
The Bellhop
- It resembles a Hauler with a slightly wider body.
- After finding a player, it initially retreats while loading up to three nearby valuables onto its cargo bed.
- Once loaded, it points its cart toward the player and throws the three valuables at intervals of roughly one second.
- Thrown valuables fall slowly under low gravity and cause a large explosion on impact. The exploding valuable is destroyed.
- Grabbing a valuable in midair prevents the explosion. In multiplayer, a successful catch can produce chat messages such as
nice,great, orexcellent. - Each valuable explosion deals up to 65 damage, for up to three explosions.
- It has 200 HP.
- Defeating it drops one Medium Orb.
The Anatomist
- It resembles a long arm hanging from the ceiling with five syringe-like fingers extending from its hand. The arm length changes to match the ceiling height.
- It periodically reaches down to the floor and places a dummy player head with a random color and orientation. The heads can be grabbed like normal dead-player heads, and up to six may exist at once.
- When a player grabs a dummy head, the head disappears. Anatomist then reaches down from above that player and crushes them, lifts them to the ceiling, carries them to another location on the map, and drops them there.
- Its crushing attack deals 80 damage.
- It has 350 HP.
- Defeating it drops one Medium Orb.
The Parasite
- It resembles an
Indestructible Dronefitted with fighter-like L-shaped wings. - It normally patrols at about waist height. When it finds something it can attach to, it connects a beam and applies an effect based on the target.
- Attachment targets have the following priority and effects:
- Enemy — High priority: Reduces the attached enemy's incoming damage by 50%. Parasite hides behind that enemy.
- Player — Medium priority: Increases the attached player's incoming damage by 50% and separately deals 1 HP of damage per second. It disconnects after a set duration or when line of sight is broken.
- Valuable — Low priority: After ten seconds of attachment, reduces the valuable's value by 30% and makes it more fragile. The same Parasite never selects the same valuable twice.
- Its attachment damage deals 1 HP per second.
- It has 75 HP.
- Defeating it drops one Small Orb.
The Auditor
- It resembles an upgrade box serving as a body supported by two short legs.
- It races across the map and attempts to collide with players who own upgrades.
- On contact, it steals one randomly selected upgrade level and carries the matching box above its head.
- After stealing an upgrade, it does nothing but flee.
- Contact while stealing an upgrade deals 8 damage.
- It has 65 HP.
- Defeating it drops one Small Orb and, if it had stolen an upgrade, the corresponding upgrade box.
The Backlash
- It resembles a squid assembled from a Jackhammer with an orb on either side.
- When it sees a player, it sounds the Jackhammer as a warning and begins a high-speed charge that ricochets from the environment.
- Its charge route leaves red lines behind. Touching a line stuns the player and produces an inaudible in-game noise that can alert enemies and accelerate enemy spawning, among other effects.
- After its tenth charge, it embeds itself in the environment for a short time, then rewinds along its entire route from the endpoint back to the beginning.
- Its charge deals 55 damage.
- It has 350 HP.
- Defeating it drops one Medium Orb.
The Mimic
- It is a tall, forward-leaning humanoid assembled from a Television head, a Phone and HDD torso, and long Telescope limbs.
- It normally hides in distant blind spots and records nearby player voices for several seconds. If a player saw the recording position or gets too close, it relocates to another blind spot.
- It replays the recorded voice from its own position. If it hears a new player voice during the response window immediately afterward, it charges the player who answered.
- It attempts three to five consecutive attacks against the responding player. When its attack turn ends, it relocates out of sight and returns to recording. It also retaliates when attacked.
- Each hit deals 70 damage.
- It has 600 HP.
- Defeating it drops one Medium Orb.
The Confectioner
- It resembles a closed-eyed Gumball Machine supported by four crystalline legs.
- It places up to three indestructible candies in locations where normal valuables might appear. Each candy is worth $1,000, and taking one does not make Confectioner hostile.
- Once any candy has entered the extraction point, Confectioner may attempt to deliver the remaining candies itself. Every additional delivered candy produces a count and a screen effect for every player who has previously grabbed a candy.
- When all three candies are inside the extraction point, every player who has ever grabbed one continuously takes 1 damage every 0.1 seconds. All three candies are also reduced to $0. Removing any one of them stops the curse and restores their value.
- Its curse deals 1 damage every 0.1 seconds.
- It has 300 HP.
- Defeating it drops one Medium Orb and removes every remaining candy.
The Cupid
- It resembles three overlapping Love Potion arrows, each made from a Love Potion pierced by a long shaft.
- It fires its first arrow at a player from long range, then fires the second at another living player. If no other player is available, it targets a heavy valuable instead.
- If an arrow misses and becomes lodged in a wall or other obstruction, Cupid moves to the arrow, retrieves it, and reloads.
- The two struck targets are connected by a beam. If they move too far apart while line of sight remains clear, they are strongly pulled toward one another. When two players are linked, each receives 50% of the damage dealt to the other.
- When a player is linked to a heavy valuable, damage to that valuable also damages the player. The arrow itself deals no damage, but causes moderate or greater knockback.
- It has 260 HP.
- Defeating it drops one Medium Orb.
The Marionette
- It is a humanoid whose head is a Feather Drone with its opening pointed straight down, while five Drone beams form its torso, arms, and legs.
- It normally patrols at high altitude. When it finds a nearby enemy, it descends and connects a beam to it.
- The connected enemy is forced to target and attack a nearby living player regardless of its original hostility condition. After assigning the target, Marionette retreats from that enemy and rises again.
- Marionette does not attack players directly. When damaged, it connects a beam to the attacker and prevents them from holding weapons or valuables for seven seconds; anything they try to grab is immediately released.
- It has 180 HP.
- Defeating it drops one Medium Orb.
The Undertow
- It resembles a ceramic anchor surrounded by a circulating current of water.
- It normally swims through the air like a fish. When it finds a player, it drives its anchor into nearby ground and begins mooring.
- While moored, a large outer circle shows the suction radius and a smaller circle descends from the ceiling toward the floor. Players and valuables inside the radius are gradually pulled both toward the anchor and downward.
- When the smaller circle reaches the floor, every player inside the radius takes 60 damage.
- Stunning Undertow immediately cancels the mooring. Normal weapons can also interrupt it by dealing a cumulative 100 damage between the beginning of the anchoring motion and the end of the mooring phase.
- It has 650 HP.
- Defeating it drops one Medium Orb.
日本語
収録される敵
| 敵 | 難易度枠 | 主な特徴 | 既定HP | 撃破報酬 |
|---|---|---|---|---|
| The Dead Air | 1 | 騒音を嫌い素早く逃げ去る、6脚を持った横向きのラジオ状の敵 | 150 | Small Orb |
| The Broker | 1 | 貴重品を投げ込む事で増額チャンスを見込める、宝箱状の敵 | 100 | なし |
| The Carousel | 2 | 3丁のTRANQ GUNを本体に、銃身を順々に向け連続射撃を行う敵 | 40 × 3丁 | Medium Orb |
| The Bellhop | 2 | 貴重品を低重力の爆発物として投擲する、Hauler状の敵 | 200 | Medium Orb |
| The Anatomist | 2 | ダミー頭部を散布し、掴んだ者を連れ去る腕だけの敵 | 350 | Medium Orb |
| The Parasite | 2 | 敵・人・貴重品へ寄生し、対象別の強化・弱体化を与える不壊ドローン状の敵 | 75 | Small Orb |
| The Auditor | 2 | プレイヤーからアップグレードを奪い、箱として背負って逃走する敵 | 65 | Small Orb + 奪ったアップグレード箱 |
| The Backlash | 2 | 部屋を反射し回りながらプレイヤーに突進する、Jackhammer状の敵 | 350 | Medium Orb |
| The Mimic | 3 | プレイヤーの声を真似、返事をした者に攻撃を行うテレビ頭の敵 | 600 | Medium Orb |
| The Confectioner | 2 | 壊れないキャンディを貴重品として置く、ガムボール機状の敵 | 300 | Medium Orb |
| The Cupid | 2 | ハートの矢でプレイヤー同士/プレイヤーと貴重品を撃ち抜き互いを引き寄せ合うようにする、ラブポーション状の敵 | 260 | Medium Orb |
| The Marionette | 2 | 宙を浮かびながらビームで敵を強制敵対させる、Feather Drone状の敵 | 180 | Medium Orb |
| The Undertow | 3 | 周りを引き込む係留を行う、錨状の敵 | 650 | Medium Orb |
| The Weeping Angel | 3 | 誰かが見ている間だけ停止し、見られていない間に高速で接近する敵 | 900 | Big Orb |
出現ルール
自動出現は14体それぞれの独立抽選ではありません。本家EnemyDirectorが用意した難易度別の敵枠にMOD敵も候補として入り、選ばれたMOD敵はバニラ敵1枠を置き換えて消費します。難易度1はDead Air/Broker、難易度2はCarousel/Bellhop/Anatomist/Parasite/Auditor/Backlash/Confectioner/Cupid/Marionette、難易度3はWeeping Angel/Mimic/Undertowです。
序盤(クリア数3未満)はMOD敵最大1体、その後も最大2体です。各SpawnChanceは独立確率ではなく、同難易度内でどのMOD敵が選ばれるかを決める相対ウェイトです。0ならその敵を自動候補から外せます。
敵の詳細
The Carousel
- 大型化した3丁のTRANQ GUNが、三角形状に縦回転しているような見た目をしています。
- プレイヤーを視認すると公転が加速し、3丁がそれぞれ照準開始時の胴体位置へ滑らかに向きます。直後、固定した狙点へ発砲し、公転姿勢へ戻ります。
- 発砲は貴重品を用いて防ぐ/射線を切る事が可能です。
- ダメージは弾丸一発につき15ダメージです。
- HPは40×3丁です。1丁破壊するごとに、残りのCarouselの射撃レートが増加します。
- 3丁すべてを破壊するとMediumオーブを1個落とします。
The Weeping Angel
- Golden Statueを中心として左右に羽が生えたような見た目をしています。
- 出現直後は休眠し、生存者が接近すると起動します。
- 一度起動した後も、生存者のうち誰かの視線に入っている限り全ての行動を停止します。
- 全員の視線が外れた時だけ、最も近いプレイヤーへ急速に接近します。
- ダメージは全員視線が外れた状態での接触で即死(100,000ダメージ)です。誰かの視線に入っている場合はダメージを与えません。
- HPは900です。
- 撃破するとBigオーブを1個落とします。
The Dead Air
- 横へ倒したMuseum Boomboxに、昆虫のような短い脚が左右3脚づつ生えたような見た目をしています。
- 周囲の静寂が続くほど移動速度が上がり、最も長く静かにしているプレイヤーを優先して接近します。小さな音を聞くと接近速度が最初から蓄積し直されます。
- 接近後、後ろ脚を蹴り下げるようにして近接攻撃を行います。
- 大声・重い足音・銃声などを聞くと、音源の反対方向へ少しの間逃走します。これは攻撃動作中でも同様で、攻撃を中断させることが可能です。
- このMODで数少ない、掴める敵です。本家同様叩きつけによってダメージを与える事も出来ます。
- ダメージは体当たり攻撃で30ダメージです。
- HPは150です。
- 撃破するとSmallオーブを1個落とします。
The Broker
- 宝箱に四足の脚が生えたような見た目をしています。
- プレイヤーを見つけると、その周囲を巡回します。付近のプレイヤーが貴重品を掴んでいると巡回を止め、口をプレイヤーへ向けて「おねだり」状態になります。
- 「おねだり」状態のBrokerに貴重品を投げ込むと、数秒の咀嚼の後にその価値を上げて返品します。
- 同じ貴重品を何度も投げ込んで増額出来ますが、増額する度に成功率が下がっていきます。反対に増額倍率は上がっていきます。
- 増額に失敗するとBrokerはその貴重品を飲み込み、敵対状態になります。Broker自身を掴む、またはBrokerにタンブル以外で攻撃を行った際も同じく敵対状態になります。
- 敵対状態中は口を大きく動かしながら噛み付き、プレイヤーに攻撃してきます。プレイヤーが死亡すると、また付近のプレイヤーを探し、巡回に戻ります。
- Dead Airと同じく、このMODで数少ない掴める敵です。本家同様叩きつけによってダメージを与える事も出来ます。
- ダメージは嚙み付き攻撃で10ダメージ/0.3sです。
- HPは100です。
- 撃破時の報酬はありません。
The Bellhop
- 少し横幅が広くなったHaulerのような見た目をしています。
- プレイヤーを見つけると一度逃走しながら、周囲の貴重品を3個まで荷台へ積み込みます。
- 積み込みが終わるとプレイヤーへカートを向け、約1秒間隔で貴重品を3連投します。
- 投擲された貴重品は低重力でゆっくりと落ちていき、着弾すると大爆発を起こします。大爆発を起こした貴重品はそのまま破壊されます。
- 空中で貴重品を掴むと大爆発を阻止出来ます。マルチだと掴んだ際、
niceやgreat、excellentと言ったチャットメッセージを見る事が可能です。 - ダメージは貴重品の大爆発で最大65ダメージ×3です。
- HPは200です。
- 撃破するとMediumオーブを1個落とします。
The Anatomist
- 天井から長い腕が垂れ下がり、その先端から5本の注射器状の指が伸びたような見た目をしています。天井の高さに合わせて腕の長さも変化します。
- 定期的に床まで腕を伸ばし、ランダムな色と向きのダミープレイヤー頭部を設置します。頭部は通常の死亡頭部と同じように掴め、最大6個まで存在します。
- プレイヤーがダミー頭部を掴むと頭部が消滅し、そのプレイヤーの頭上から腕を伸ばして押し潰します。その後プレイヤーを天井まで持ち上げ、マップ内の別地点へ連れ去って落とします。
- ダメージは押し潰しで80ダメージです。
- HPは350です。
- 撃破するとMediumオーブを1個落とします。
The Parasite
Indestructible Droneに戦闘機然としたL字翼が生えたような見た目をしています。- 普段はプレイヤーの腰ほどの高さで辺りを徘徊し、接続可能なモノを見つけた場合、それにビームを接続し対応した効果を与えます。
- ビームの接続には優先度があります。優先度と接続効果は以下です。
- 敵: 優先度=高。接続先の敵が受けるダメージを50%軽減します。Parasite自身は敵の背後へ隠れます。
- プレイヤー: 優先度=中。接続先のプレイヤーが受けるダメージを50%増加し、それとは別に1HP/毎秒のダメージを与えます。一定時間経つか射線を切られると接続を解除します。
- 貴重品: 優先度=低。10秒以上接続した貴重品の価値を30%下げ、加えて壊れやすくなります。同じParasiteが同じ貴重品を二度以上選ぶことはありません。
- ダメージは接続ダメージで1HP/毎秒です。
- HPは75です。
- 撃破するとSmallオーブを1個落とします。
The Auditor
- アップグレードの箱を胴体にし、2本の短い脚で構成されたような見た目をしています。
- アップグレードを持つプレイヤーへ接触を試み、マップを爆走します。
- プレイヤーに接触すると、所持しているアップグレードをランダムに1段階だけ奪い、箱として自身の頭上に乗せます。
- アップグレードを奪った後はひたすらに逃走するようになります。
- ダメージはアップグレード奪取時の接触で8ダメージです。
- HPは65です。
- 撃破するとSmallオーブ1個に加え、アップグレードを奪っていた場合その箱を落とします。
The Backlash
- Jackhammerと左右についたオーブで構成された、イカのような見た目をしています。
- プレイヤーを視認するとJackhammerを鳴らして予告し、高速で地形を反射しながら突撃します。
- 突撃経路には赤い線が残り、触れたプレイヤーをスタン + 聞こえない物音を発生させ、敵のスポーンを早めたり等します。
- 10回目の突撃後は地形へ短時間突き刺さってから、それまでに自身が通った軌道を終点から始点まで逆再生して戻ります。
- ダメージは突撃で55ダメージです。
- HPは350です。
- 撃破するとMediumオーブを1個落とします。
The Mimic
- Televisionの頭、PhoneとHDDの胴体、細長いTelescopeの手足で構成された、前傾姿勢の長身人型です。
- 基本的にプレイヤーから離れた死角を選んで潜み、周囲のプレイヤー音声を数秒間録音します。録音場所を見られていた場合や近づかれすぎた場合は、別の死角へ移動します。
- 録音した声を自身の位置から再生し、その直後の返答受付時間中に新しいプレイヤー音声を聞くと、返答したプレイヤーへ突進します。
- 返答したプレイヤーへ3~5回の連続攻撃を試み、攻撃ターンが終わると再び人目につかない場所へ移動して録音へ戻ります。攻撃された場合も反撃します。
- ダメージは一撃70ダメージです。
- HPは600です。
- 撃破するとMediumオーブを1個落とします。
The Confectioner
- 閉じた目を持つGumball Machineに、4本の結晶状の脚が生えたような見た目をしています。
- 通常の貴重品が置かれるような場所へ、壊れないキャンディを最大3個まで設置します。キャンディは1個につき$1,000で、持ち去られても敵対しません。
- キャンディを一度でも納品所へ入れると、Confectioner自身が残ったキャンディを納品しに来ることがあります。納品数が増えるたび、過去にキャンディを掴んだプレイヤーへカウントと画面演出が発生します。
- 3個すべてが納品所へ入ると、過去にキャンディを掴んだ全プレイヤーへ1ダメージ/0.1秒の呪いを与え続けます。同時に3個すべての価値が$0になります。どれか1個を納品所から出すと呪いが止まり価値も戻ります。
- ダメージは呪いで1ダメージ/0.1秒です。
- HPは300です。
- 撃破するとMediumオーブを1個落とし、残っているキャンディはすべて消滅します。
The Cupid
- 長い棒が刺さったLove Potion製の矢を、3本重ねたような見た目をしています。
- 遠距離から1本目の矢をプレイヤーへ撃ち、続けて別の生存プレイヤーへ2本目を撃ちます。別プレイヤーがいない場合は、代わりに重い貴重品を狙います。
- 矢を避けられて壁や遮蔽物へ刺さると、その矢の付近へ移動、回収してから再装填します。
- 矢が刺さった2対象はビームで結ばれ、射線が通った状態で離れすぎると互いの方向へ強く引き寄せられます。プレイヤー同士を結んだ場合、片方が受けたダメージの50%をもう片方も受けます。
- 重い貴重品と結ばれた場合は、貴重品が損傷するとプレイヤーにもダメージが入ります。矢そのものはダメージを与えませんが、中程度以上のノックバックを発生させます。
- HPは260です。
- 撃破するとMediumオーブを1個落とします。
The Marionette
- 開口部を真下へ向けたFeather Droneを頭部にし、5本のDroneビームが胴体・両腕・両脚を形作る人型です。
- 普段は高所をふよふよと巡回し、付近の敵を見つけると高度を下げてビームを接続します。
- 接続された敵は元の敵対条件にかかわらず、付近の生存プレイヤーを強制的に標的として攻撃します。標的設定後、Marionetteはその敵から離れて再び上昇します。
- Marionette自身はプレイヤーへ直接攻撃しません。攻撃を受けると、攻撃したプレイヤーへビームを接続し、7秒間は武器や貴重品を持とうとしても即座に手放す状態にします。
- HPは180です。
- 撃破するとMediumオーブを1個落とします。
The Undertow
- 陶器の錨と、その周囲を回る水流で構成されたような見た目をしています。
- 普段は魚のように空中を泳ぎ、プレイヤーを見つけると付近の地面へ錨を突き刺して係留します。
- 係留中は大きな外周円で吸引範囲を表示し、小さな円が天井から床へ向かって下降します。範囲内のプレイヤーと貴重品は、錨の方向と床方向へ徐々に引き込まれます。
- 小さな円が床へ到達すると、範囲内の全プレイヤーへ60ダメージを与えます。
- スタンさせると即座に係留を解除出来ます。通常武器でも、突き刺し開始から係留中までに累計100ダメージを与えると解除できます。
- HPは650です。
- 撃破するとMediumオーブを1個落とします。
インストール
Thunderstore Mod Manager / r2modman
- R.E.P.O.用プロフィールでThe Uncataloguedを検索し、
Downloadを選びます。 - 部屋を建てる人だけ、そのプロフィールから
Start moddedで起動します。必須依存のBepInExPackは自動で導入されます。ゲーム内設定UIが必要な場合だけ、REPOConfigを別途導入してください。 - ゲストは通常起動のR.E.P.O.から、その部屋へ参加できます。
手動導入
- ホストのR.E.P.O.へBepInExPack 5.4.2305を導入します。ゲーム内設定UIを使う場合のみ、REPOConfig 1.2.6以降を任意で導入します。
TheUncatalogued.dllをBepInEx/plugins/TheUncatalogued/へ配置します。- ゲストは通常起動のR.E.P.O.から、その部屋へ参加できます。
既知の制約など
- 殆どの敵は非MOD導入者から見ると、マップ上の貴重品UIとして表示されます。
- 高遅延または不安定な回線では、複数パーツの脚・翼が非MODゲスト側で小さく補正されたり、歩行が少し段階的に見えたりする場合があります。
- 生成済みレベルへの途中参加者は、最低7秒かつ本家Photon所有者・HP・衝突判定が連続して安定するまでMOD敵の索敵・攻撃対象外になります。これは読み込み中の即死や寄生を防ぐ保護です。
- R.E.P.O.本体のPrefab名、Photon RPC、物理構造へ依存するため、ゲーム本体の更新後に対応版が必要になる場合があります。
開発者向けビルド
PowerShellで./build.ps1を実行します。既定ではSteamの標準インストール先を参照します。
./build.ps1 -GameDirectory 'D:\SteamLibrary\steamapps\common\REPO'
libs内のBepInEx DLLとゲーム本体のManagedアセンブリはコンパイル参照専用で、配布物には含みません。
開発者向け互換性メモ
本MODはR.E.P.O.本体のVanilla valuables、ItemGun、PhysGrabObject、PhotonTransformViewなどへ依存します。ゲーム更新で本家Prefabや構造が変わった場合は更新が必要です。
CHANGELOG
Changelog
0.0.2 — Moon progression, grab interactions, and balance pass
English
- Added the vanilla Moon progression to all fourteen released encounters: levels 5–9 are Crescent, 10–14 Half, 15–19 Full, and 20+ Super. Crescent reduces interruption from light valuable impacts; pseudo-overcharge starts at Half, builds 1.25x faster on Full, and 1.5x faster on Super.
- Matched custom-enemy death-pit and toxic-pool damage to vanilla Moon rules: lethal before Half, then 120/80/40 damage at one-second intervals on Half/Full/Super. Native final-truck healing and Super Moon reward-orb explosions remain handled by the base game.
- Added host-authored grabbing, carrying, throwing, slam damage, and NavMesh recovery to The Auditor and The Confectioner. Required grab strength is Auditor 0; Dead Air, Confectioner, and neutral Broker 4; already-hostile Broker 7.
- Rebalanced the difficulty pools by moving The Auditor and The Confectioner to Difficulty 1 and The Backlash to Difficulty 3. The fourteen encounters are now distributed 4 / 6 / 4 across Difficulty 1 / 2 / 3.
- Reduced The Confectioner to 120 HP with no default orb reward. Increased The Backlash to 500 HP and raised both forward and reverse charge contact damage to at least 75.
- The Auditor no longer enters automatic selection or respawning when no living player owns a stealable upgrade. Manual Enemy Lab spawning remains available.
- Equalized every released encounter's default relative
SpawnChanceto1.0. Only old shipped defaults migrate; explicit custom values are preserved. - All additions retain the host-only installation model and use vanilla network objects and RPCs for unmodded guests.
日本語
- 公開中14体へ本家と同じMoon帯を追加しました。Lv5~9はCrescent、10~14はHalf、15~19はFull、20以上はSuperです。軽い貴重品衝突への耐性、疑似オーバーチャージ、Moon段階別の奈落・毒沼ダメージにも対応します。
- The AuditorとThe Confectionerを掴んで運搬・投擲できるようにし、叩きつけダメージとNavMesh復帰を追加しました。必要ストレングスはAuditorが0、Dead Air/Confectioner/非敵対Brokerが4、敵対中Brokerが7です。
- The AuditorとThe ConfectionerをDifficulty 1へ、The BacklashをDifficulty 3へ移動し、14体の分布を4/6/4へ調整しました。
- The Confectionerを120 HP・撃破オーブなしへ変更し、The Backlashを500 HP・突撃接触75ダメージへ強化しました。アップグレード所有者がいない場合、The Auditorは自動出現しません。
- 全14体の
SpawnChance既定相対ウェイトを1.0へ統一しました。ホストのみ導入・非MODゲスト対応の設計は維持しています。
0.0.1 — Initial public release
- Expanded the English Thunderstore page into a full translation of the Japanese encounter table, spawn rules, and every detailed enemy entry through The Undertow.
- REPOConfig is now an optional in-game settings UI instead of a required Thunderstore dependency. Standard BepInEx configuration remains available without it.
- Reduced each Confectioner candy's default value from $3,000 to $1,000. Existing profiles using the former default are migrated automatically, while custom values are preserved.
0.18.36 — Anonymous public identity and bilingual page
- Replaced the former author identifier in the BepInEx GUID, encounter IDs, config filename, source comments, logs and package documents with
unknown. - Reordered the Thunderstore page so the English encounter guide appears before the detailed Japanese guide, with direct language links beneath the debug-mod section.
0.18.35 — Public release package
- The Voodoo and The Delirium are now internal WIP encounters. Their source remains in the assembly for later rework, but they have no runtime manager, automatic spawn, debug registration or public configuration entry.
- Legacy Voodoo and Delirium config definitions are removed on startup so REPOConfig does not expose unfinished settings.
- Added optional REPOConfig in-game settings integration and refreshed the Thunderstore page for the fourteen released host-only encounters. REPOConfig is not a required package dependency.
0.18.32 — Broker current-value appraisal and hostility reset
- Broker now returns to neutral patrol when its current hostile target dies, regardless of whether hostility was caused by grabbing, an attack or a failed appraisal. It no longer chains into surviving players after the victim dies.
- Appraisal rewards are explicitly calculated from the valuable's current value at the moment it is swallowed. Returned values are rounded only to whole dollars instead of $100 increments.
- The guaranteed first appraisal now returns 1.10x the swallowed current value. Existing profiles still using the former 1.01x default are migrated automatically.
0.18.31 — Clear Mimic response window, vanilla respawns and Carousel counterplay
- Mimic playback is now always safe. After playback ends and the room becomes quiet, a clearly telegraphed four-second response window opens; only speech during that window provokes it.
- MOD enemies now use the replaced vanilla enemy's exact respawn timing inputs, including director multipliers, the vanilla dead-enemy x3 delay, and final-extraction acceleration. Legacy custom timing settings remain only for config compatibility.
- Each replaced enemy slot can now return at most twice after its initial spawn, preventing unlimited MOD-enemy respawns.
- Reduced The Carousel's detection range from 35m to 27m and increased each gun's expanded hit padding from 0.82m to 1.10m. Profiles still using the shipped defaults are migrated automatically.
0.18.30 — Delirium local route recovery
- Fixed berserk Delirium repeatedly selecting the same blocked route and stopping where low platforms, round furniture and room seams overlap.
- When local steering cannot make progress, NavMesh is used only to obtain bypass corner directions; the root physically walks those corners and is never warped to a sampled polygon.
- Added a physical nearby-floor fallback for furniture tops and other places without a usable local NavMesh route.
0.18.29 — Delirium tight-space traversal
- Fixed berserk Delirium stopping when a visual leg brushed chairs, tables, broken doors or clutter in narrow furniture gaps. Navigation now uses a narrower dedicated movement capsule while keeping wall collision and its damage volume unchanged.
- Ground detours keep one side long enough to curve around an obstacle instead of alternating left and right each frame. Small loose props no longer permanently cancel an otherwise valid route.
- Added controlled physical descents from tables and furniture when the target is below, and removed the unconditional stop caused only by a collider having a door-related name. Closed doors and solid walls still block traversal.
0.18.28 — Delirium broad-surface validation
- Fixed berserk Delirium treating door trim, narrow wall edges, railings and beams as full crawl surfaces, which could carry it above or behind the room and look like a disappearance.
- Surface attachment, corner transfer, continuous crawling and final landings now validate usable width, surface continuity and full-body clearance.
- Invalid narrow surfaces return Delirium toward its last physically supported floor without a NavMesh warp or coordinate snap.
0.18.27 — Delirium safe detours and debug-mod API
- Tent-like large structures are no longer treated as ordinary furniture landings. Berserk Delirium now detours unless its full body capsule has a clear route across the complete clamber arc.
- Gateways, room connectors and narrow props use a short-lived stable detour side instead of alternating left and right whenever one limb clips an edge.
- Added optional Imperium Repo Portal buttons for spawning and despawning every debug encounter. Imperium remains an optional dependency.
- Added the public
UncataloguedDebugApifor other debug mods to enumerate, spawn and despawn encounters by ID or display name.
0.18.26 — Delirium physical step landings
- Fixed berserk Delirium classifying the wall behind a stair or narrow step before testing the reachable upper face.
- Added short-tread landing samples so articulated clambering can start on narrow steps.
- Removed the remaining furniture-gap landing path that could select an unrelated NavMesh floor near the start room; landings now require the first real physical surface directly below a strictly local probe.
0.18.25 — Delirium stable wall traversal
- Fixed The Delirium repeatedly alternating left and right at walls, furniture and grates before apparently disappearing through an unrelated recovery path.
- Wall-detour direction is now held for a stable interval instead of being reselected every frame.
- Removed the berserk wall-stall recovery that could relocate it to a nearby NavMesh polygon; it now stays attached to the actual surface while choosing a new route.
0.18.24 — Delirium continuous berserk traversal
- Fixed berserk Delirium being rebound by Unity to the truck-side/start-room NavMesh after furniture, grate, wall, or ceiling traversal.
- Berserk pursuit now remains on continuous collision-swept movement for its entire duration instead of re-enabling or warping a NavMeshAgent from an off-mesh surface.
- Closed the remaining relocation paths after interrupted clambers, surface recovery, and reconstruction.
0.18.23 — Delirium chair traversal and safe recovery
- Chair seats, backs and legs under one authored furniture root are now treated as a single clamber assembly instead of unrelated blockers.
- Surface-to-floor recovery is animated over a short clamber rather than snapping the root directly to the recovered NavMesh point.
- Contact damage is briefly gated during and after traversal recovery, preventing an apparently teleported instant kill when the victim changes height.
0.18.22
- Fixed The Delirium becoming permanently stuck with its NavMeshAgent disabled when a table, grate, or room connector exposed multiple colliders during a clamber.
- Interrupted clambers now always continue as a surface crawl or restore pursuit at the same position.
- Added a strictly local, collision-checked NavMesh recovery for stalled room-boundary surface movement; it cannot select the truck or another room.
0.18.21 — Delirium solid traversal
- Far-side clambers are limited to 1.65 metres so large walls and furniture cannot relocate Delirium out of sight.
- Every clamber step now performs a body-width continuous sweep. Contact with another wall, ceiling or prop cancels the crossing and transitions into surface crawling.
- Direct pursuit treats dynamic carts and valuables as solid obstacles as well as static level geometry, preventing occasional phasing through objects.
0.18.20 — Delirium round-table and overhang traversal
- Round-table traversal can no longer choose a landing more than 2.85 metres away; wider lateral candidates make the crawler go around large circular furniture instead.
- Failed path recovery no longer warps Delirium back to a previously remembered NavMesh position.
- NavMesh hand-off points are validated before changing the root transform, preventing Unity from relocating the body to an unrelated room-entry polygon.
- Projecting tabletops and ceiling undersides remain surface-crawl routes instead of being skipped by a far-side floor landing.
0.18.19 — Delirium clamber visibility and pursuit speed
- Berserk pursuit speed is reduced from 3.0 to 2.65.
- Furniture traversal duration now scales with travel distance instead of always completing in 0.82 seconds.
- Clamber arcs use the crossed obstacle's real height so Delirium passes visibly above tabletops instead of moving through them.
- Clamber completion no longer searches for and snaps to a different NavMesh point, preventing sudden relocation below or behind furniture.
0.18.18 — Delirium sight count, pursuit speed and collapse hitch
- A real unobstructed sighting now takes priority over the close-range escape, so Delirium reaches berserk after exactly three valid sightings instead of several proximity collapses being counted by the player but not by sanity.
- Berserk pursuit speed is reduced from 3.72 to 3.0.
- Hidden-room selection is evaluated incrementally during the collapse instead of scanning every LevelPoint and radial fallback in the final disappearance frame.
- Repeated per-frame physics overrides and authoritative hiding moves for all eleven parts were removed; remote collapse pose updates are capped at 15 Hz.
0.18.17 — Delirium freeze guard
- Delirium no longer rescales eleven authored physics/collider hierarchies every frame during collapse and reconstructs only two network poses per frame, preventing the repeat-reconstruction PhysX freeze.
- Consecutive Enemy Lab spawns now deactivate the old Delirium host controller immediately before deferred destruction.
0.18.16 — Delirium relocation, doors and local recovery
- Delirium reconstruction no longer falls back to the first generated LevelPoint. It accepts only an unseen valid NavMesh point 14–26 metres from its victim, and cleanly ends the encounter when none exists instead of rebuilding at the truck-side room seam.
- A berserk Delirium that loses the NavMesh may reconnect only beside its current body or at its last stable point within 2.5 metres. It cannot wide-warp to the start area or a neighbouring room.
- Closed doors and authored static structures are continuously swept after movement as well as before direct movement. Even when the baked NavMesh crosses a shut door, Delirium rolls back instead of passing through while hidden; doors are never treated as climbable surfaces.
- Step and open-frame desk detection is more proactive, with an earlier validated far-side clamber attempt.
- Collapse and reconstruction no longer write velocity to an already-kinematic Rigidbody, removing the repeated Unity warnings and their associated hitch.
0.18.15 — Delirium collapse, school-desk traversal and normal rig
- Delirium's normal form keeps its calibrated upright Mimic proportions; dynamic Server Rack bone-length fitting is now limited to the berserk spider pose where elbow and knee intersection prevention is needed.
- A vertical capsule now detects open-frame school desks that ankle-height probes could pass through. Delirium searches a wider area for floor/NavMesh beyond the furniture and crosses it with an articulated arc toward its target.
- Sight collapses no longer turn the eleven hidden network shells into live rigidbodies at the truck-side hiding seam. The shells stay kinematic and ungrabbable while only the selected client's vanilla position RPC animates the fall, removing stray materials and the repeated-sighting physics hitch.
0.18.14 — Delirium desk crossing, joints and hitch reduction
- Delirium now searches for a valid floor/NavMesh point beyond a large desk and uses an articulated arc to cross it instead of looping on the same upper edge.
- Reduced the upper limit of the berserk contact volume so its instant-kill reach no longer extends noticeably above the visible body.
- Server Rack limbs now scale from their actual spawned mesh length rather than fixed estimates, reducing elbow and knee intersections.
- Reconstruction work is spread over more frames and PhotonViews are cached at spawn time, reducing the short hitch caused by victim-only pose reconstruction.
0.18.13 — Delirium desk traversal, contact and reconstruction
- Delirium keeps its articulated surface route until its NavMeshAgent has actually reattached to a validated floor point on the far side of furniture.
- Reduced the berserk body contact radius and navigation shell while retaining full-height contact checks, preventing oversized instant-kill reach and narrow-furniture wedging.
- Server Rack limb meshes now scale to their solved bone lengths, so upper and lower pieces no longer cross through shared elbows and knees.
- Victim-only reconstruction poses are distributed across four frames instead of updating all eleven network shells at once, reducing the momentary sight/reconstruction hitch.
0.18.12 — Delirium furniture traversal and local recovery
- Delirium's surface recovery now accepts only a NavMesh point immediately beside its current body. Embedding into furniture or a wall can no longer teleport it to the start area or a neighbouring room floor.
- Tall desks without baked NavMesh are traversed as continuous surfaces, with a validated local descent on the far side.
- Generated-room
Extrahelper colliders no longer masquerade as walls between open room sections. - Server Rack limb shells are trimmed only at shared elbow and knee joints so articulated pieces no longer cross through one another.
0.18.11 — Delirium ledge landing and relocation
- Delirium now completes a ledge climb only on an upper NavMesh point beyond the obstacle. Reaching an upper face can no longer snap it back onto the lower mesh and repeat the failed climb.
- Museum and other dense layouts no longer collapse every relocation onto one sampled point. Delirium remembers its five most recent positions and scores distinct medium-distance blind spots with a tighter NavMesh search.
- Berserk elbow and knee IK remains on the correct side of the body, preventing the Server Rack limb pieces from crossing through one another while climbing.
0.18.10 — Delirium transformation and surface pursuit
- Delirium's berserk transformation now folds the torso first, plants the two front limbs separately, and settles the rear limbs last. Surface-contact correction blends in only after pursuit starts, preventing every limb from snapping outward at once.
- Fixed a stopped NavMeshAgent state left behind by the transformation. Berserk pursuit explicitly resumes the agent and uses collision-swept direct movement while no valid path is available, so Delirium no longer sometimes remains motionless after changing form.
- Delirium now probes low ledges before becoming stuck and can attach to full walls, crawl upward and around corners, then recover onto an upper NavMesh surface. Losing its target or an invalid surface route safely restores normal pursuit.
0.18.9 — Delirium transformation, ledge crawl and sight hitch
- Delirium now changes from its upright pose into the spider posture in three connected stages. Its torso folds first, then the front limbs reach and finally the rear limbs settle, preventing the body parts from collapsing into a pile during the transition.
- Berserk Delirium can now physically climb short static ledges with a front-limb plant, body lift and rear-limb follow-through. Full walls, closed doors, moving props, players and enemies remain impassable.
- The normal Delirium sight collapse now distributes its eleven rigidbody releases across several frames and throttles repeated protection refreshes, removing the one-frame hitch caused by a normal sighting while preserving collapse and reconstruction.
0.18.8 — Delirium sight and crawl stability
- Delirium no longer rebuilds collider lists, repeats all-pairs collision ignores, or allocates ray arrays when its normal form is observed. Its internal collision setup is cached once at assembly and visibility uses reusable buffers, removing the normal-sighting hitch.
- Delirium now activates its NavMeshAgent after spawning and reconstruction. Berserk limbs use two-bone joints with planted floor, wall and ceiling contacts, while a stalled crawl safely rebuilds its path at steps and narrow doorways without teleporting.
- Berserk contact checks no longer allocate temporary body-sample arrays each frame.
0.18.7 — Delirium reconstruction and berserk test
- Delirium now reuses and re-pins its existing network body after a collapse instead of destroying and recreating eleven network valuables in one frame, reducing the visible reconstruction hitch and late-join state churn.
- Berserk limbs now follow actual travelled distance and plant against nearby floors, side walls and ceilings. Planted contacts remain world-anchored for the push phase and blend across corners instead of skating in place.
- Unknown Enemy Lab now exposes a separate
The Delirium (Berserk)encounter. Select it and press F8 to bypass the three sanity exposures and test the berserk crawl directly.
0.18.6 — Delirium gaze and berserk transition
- Delirium sanity now advances only when the victim's synchronized view is actually aimed at its unobstructed body. Proximity alone collapses and reconstructs the apparition without consuming sanity.
- Delirium now freezes upright, folds into its low spider posture over roughly 1.7 seconds, and only then begins a slower pursuit. Its lethal contact is delayed until that transformation completes.
- During berserk pursuit the body follows the crawl path while only the Pendant head tracks the victim, with smooth diagonal limb phases instead of the previous wide, abrupt gait.
- Undertow now observes an 8.5-second cooldown after a completed mooring sequence instead of immediately repeating it near the same target.
0.18.5 — Undertow visibility and Delirium state fixes
- Undertow acquisition now ignores loose valuables, items, other characters and generated helper colliders while closed doors and real level geometry still block sight. It no longer knows a player through walls, but reliably starts mooring against a visible player in the same room.
- Ships the Delirium's pending three-exposure sanity logic, full-body 666 contact test, medium-distance hidden reconstruction and stun-only berserk reset in the release DLL.
- Delirium reconstruction continues to prefer an occluded point roughly 14–26 metres from its victim rather than immediately behind or in front of them.
0.18.4 — Delirium reconstruction and Undertow cadence
- The Undertow now commits to mooring sooner after acquiring a nearby visible player and retries the encounter faster after recovery.
- The Delirium now consumes one sanity point for proximity, flashlight exposure, or a distinct sighting. The third registered exposure reliably starts berserk pursuit instead of producing another harmless collapse.
- Delirium reconstruction now prefers an occluded room point roughly 14–26 metres from its victim, rather than appearing immediately behind them.
- Raised the Delirium pelvis shell and hip origins into the lower torso to remove the isolated crotch block.
0.18.3 — Delirium contact and restored hostile transitions
- The Delirium's berserk instant-kill test now uses the target's full body capsule instead of a single point near the feet, covering crouched players, head-standing and close contact. Its stopping distance now remains inside the lethal range.
- The Dead Air no longer hears its own synchronized scuttle sound as a new loud player noise and no longer extends that self-triggered escape indefinitely.
- The Undertow now uses a tighter approach path and a more reliable dive range so a visible acquired player leads into mooring instead of endless nearby swimming.
0.18.2 — Delirium sightings and Dead Air occlusion
- The Delirium now counts three distinct sightings instead of treating three seconds of continuous observation as three sanity losses. Another count requires breaking sight completely for at least 2.25 seconds before looking again.
- Lowered The Delirium's shoulders, lengthened its torso, and replaced its wide comedic berserk pose with a narrow forward-leaning pursuit motion.
- The Dead Air now requires unobstructed line of sight both for its initial silent target acquisition and while hunting, preventing immediate wall-through pursuit after spawning.
0.18.1 — Forty-percent director default and Delirium rig reset
- The default vanilla-slot replacement chance is now
40(40%); profiles carrying the 0.18.0 default of0.4migrate automatically. - The Delirium now uses The Mimic's exact head, chest, pelvis, shoulder, elbow, hand, hip, knee and foot reference points instead of an independently drifted rig.
- Restored The Delirium's Phone chest to The Mimic's vertical proportion and rebalanced its Pendant head.
0.18.0 — Spawn percentage and victim-only Delirium
- The global MOD-enemy slot replacement setting now uses a human-readable percentage:
0.4means0.4%; existing0.004profiles migrate automatically. - The Delirium now uses The Voodoo's victim-only targeted vanilla position RPC path and remains hidden below the level for everyone else.
- The Delirium now has a longer torso and a slightly smaller Pendant head for a taller silhouette.
0.17.99 — Delirium true gaze detection
- Distant sanity loss now requires The Delirium to be inside its target's synchronized forward view cone, rather than merely sharing unobstructed line of sight.
0.17.98 — Delirium proportions, berserk gait, and sight counting
- Lengthened The Delirium's normal Phone torso and head-to-pelvis spacing, and corrected the Pendant head axis so it reads as a face aimed at its target.
- Replaced the wide sumo-like berserk stance with a narrow, alternating depth-axis pursuit gait.
- Each continuous distant sighting now removes only one sanity point; another point requires breaking sight for at least 0.9 seconds and looking again.
0.17.97 — Delirium berserk pursuit
- Reduced The Delirium's normal proximity-collapse range to 8 m and limited flashlight exposure to an actually active spotlight.
- Once berserk, proximity, flashlight exposure, ordinary attacks, and ordinary tumbles no longer make it disappear. Only TRANQ or stun-mine stuns collapse and reconstruct it.
- Added a faster low spider-like berserk pursuit with a lengthened torso and violently rattling limbs.
0.17.96 — Delirium reconstruction and flashlight response
- Lowered and slimmed The Delirium's Server Rack arms, and enlarged its Pendant head.
- Increased the collapse distance to 10 m and made reconstruction choose a location hidden only from its assigned target, while preserving that target and sanity state.
- The assigned target's active flashlight now removes one sanity point and triggers the same collapse after a short unobstructed exposure.
- Delirium parts now ignore one another during collapse, drop downward without exploding apart, shrink, and reconstruct reliably.
- Added an occasional brief mantis-like head tilt.
0.17.95 — Delirium proportions and disappearance
- Lowered The Delirium's arms beneath its shoulders, made its Server Rack limbs slimmer, and enlarged its Pendant head.
- Replaced its instant teleport with a non-grabbable physical collapse and shrink, followed by reconstruction at another hidden location. Sanity state persists and there is still no time-based automatic teleport.
0.17.94 — Delirium limb alignment and lifetime
- Fixed The Delirium's Server Rack limbs by using a deterministic rack-specific long axis instead of unstable generic geometry recalibration.
- Removed The Delirium's 32-second automatic disappearance. It now remains until a normal disappearance or cleanup condition occurs.
0.17.93 — Delirium limb proportions
- Halved the width and depth of The Delirium's Server Rack limbs while preserving their length, joints, and motion.
0.17.92 — Delirium materials and Mimic attack motion
- Enlarged The Delirium's Pendant head, turned its Phone/HDD body panels backward, and replaced the Telescope limbs with slender Server Rack limbs.
- Added a large, smooth two-arm wind-up, strike, and recovery animation to The Mimic's attack.
0.17.91 — Delirium Mimic rig
- The Delirium now directly uses The Mimic's tall Phone/HDD/Telescope rig, pose, and interpolation, with only its head replaced by a Pendant.
- The Phone chest's ringing, light, and vibration behaviour is disabled.
0.17.90 — Delirium posture
- The Delirium now uses a forward-slumped chest, neck, and head chain, independently twitching low-hanging arms, and narrow non-crossing legs instead of the comical mirrored in-toe/out-toe sway.
- Its close-range disappearance threshold has been increased from 5m to 7m.
0.17.89 — Mimic relocation / Delirium silhouette
- The Mimic now relocates to an unseen reachable perch when an observed recording ends, when a watcher approaches too closely during recording, and after its attack sequence ends.
- The Delirium's Pendant and Bug components are substantially enlarged into a readable humanoid silhouette. It continuously faces the nearest living player while line of sight remains required for distant sanity pulses.
0.17.88 — Undertow mooring / Delirium strict rebuild
- The Undertowが一瞬の遮蔽で対象を破棄して係留しなくなる問題を修正しました。初回索敵は遮蔽必須のまま、発見後は短時間記憶して係留へ移行します。
- The Deliriumの指定外素材フォールバックを廃止しました。PendantとBugが揃わない場合は残骸を残さず召喚を拒否します。
- The Deliriumを対象へ向き続ける低FPSの全身くねりへ変更し、近接または攻撃で消失するようにしました。
0.17.87 — Voodoo gait / Delirium return / initial targeting
- The Voodooを太い四肢・強い前傾・大歩幅の全身連動歩行へ変更しました。
- The Marionetteの通常バニラ敵への強制敵対を修正しました。
- The DeliriumをPendant頭・Bug四肢の低FPS黒衣として復刻し、遠距離視認では消えず、近接または攻撃でのみ消えるようにしました。
- The Frescoを完全撤去しました。
- Dead Air、Undertow、Marionetteが出現直後からプレイヤー位置を巡回先に使う問題を修正しました。
0.17.86 — Voodoo motion / Delirium removal
- The Voodooを参照映像に近い前傾姿勢へ変更し、歩行・上半身・腕・部品補間を滑らかにしました。
- Backlashの目を少し下げ、The Frescoの中央核と周辺紋様を拡大しました。
- The DeliriumをEnemy Lab・通常抽選・設定を含む全出現経路から削除し、16体構成へ戻しました。
0.17.85 — Delirium spawn / Fresco wall swimming
- The DeliriumがEnemy Labの非アクティブroot上でNavMesh接続の一時的な失敗を召喚拒否として扱う問題を修正し、直接移動へ安全にフォールバックするようにしました。
- The Frescoを薄い5枚の菱形紋様へ変更し、壁面を泳ぐように滑らかに移動します。壁面への再投影と角での面再取得により、壁へ刺さる・空中へ浮く問題を抑制しました。
- Healing Droneが利用可能な場合、The Frescoの転位に本家の緑ビームを使用します。
0.17.84 — Backlash commitment / Delirium rebuild / Fresco mural
- Backlashは遮蔽越しに新規索敵しないまま、一度視認した攻撃はしゃがみや後退で取り消されず必ず発進します。距離0の部屋補助Colliderを除外し、扉・家具・部屋境界付近の空回りを修正しました。
- Backlashの目を以前の高さへ戻し、左右の同期基点を統一しました。
- The DeliriumからTall Guyを完全撤廃し、複数の本家ネットワーク部品による黒衣の女性シルエットへ再構成しました。生成失敗時は途中生成物も回収します。
- The Frescoを薄い菱形の壁画模様へ変更し、壁面間を滑らかに再構成します。Healing Droneが利用可能な場合は本家の緑ビームを使用します。
0.17.83 — Backlash / Delirium / Fresco corrections
- Backlashの予備動作が遮蔽の瞬断で中断される問題と、近距離反射が軌跡を作らず右往左往する問題を修正しました。壁越しの初回索敵は引き続き行いません。
- The Deliriumを複数の本家ネットワーク部品で構成した黒衣の女性シルエットへ変更し、任意装飾の読込失敗で$0銅像だけが残る問題を修正しました。
- The FrescoをEnemy LabのNavMesh外でも生成できるようにしました。
- 強制タンブルをプレイヤーのタンブル攻撃から除外し、掴めるMOD敵を高速で床・壁へ叩きつけた時のダメージを追加しました。
- 未配備だった0.17.82の17体統合をテスト用プロファイルにも正しく反映します。
0.17.82 — The Delirium / The Fresco
- Backlashの壁越し索敵を遮蔽判定で止め、赤い軌跡のスタン半径を広げました。軌跡は巻き戻し完了まで維持されます。
- 対象者だけに現れ、目撃・攻撃で正気度を削る難易度3敵「The Delirium」を追加しました。Voodooは削除されません。
- 壁面を這い、緑のビームでプレイヤーを縮小する難易度2敵「The Fresco」を追加しました。撃破時に縮小は解除されます。
- 両敵はEnemy Labとバニラ敵枠置換・自動リスポーンへ統合され、ホストのみ導入の方針を維持します。
0.17.81 — Backlash continuous wall containment
- Fixes Backlash crossing room/module walls after 0.17.80. The field log recorded two attacks reaching the 29 m safety limit with 120 route samples and 0/10 bounces; only its own zero-distance Jackhammer collider appeared because that self-hit consumed the old audit throttle before later candidates were logged.
- Removes the overly strict
Rigidbody/door-name gate. After explicitly excluding Backlash-owned visuals, trail helpers, triggers, players, enemies and identifiable loose valuables/items, every remaining solid non-trigger occluder is valid—including module walls, room pieces, kinematic structures, closed doors and immovable furniture colliders. - Uses every physics layer and sorts/filter SphereCastAll plus a centre RaycastAll on every authoritative movement substep. Delta is capped at 0.05 seconds and each charge/rewind step at 0.24 m, so a proposed endpoint is never committed before the complete sweep passes.
- Adds endpoint sphere-overlap verification for thin edges and restores the previous safe controller position on initial penetration. Valid contact stops 0.055 m before the surface; an unresolved inside-solid contact enters bounded recovery or abort instead of advancing through the far side.
- Applies the same containment sweep to rewind. An unexpected new obstruction stops replay at the safe side and returns to patrol without crossing it, while normal recorded reflection pauses, reverse damage ledgers and beam wind-in remain intact.
- Keeps 0.17.80's self-collider exclusions, two-step near-zero recovery cap, red-trail stun/noise, larger bounce, Cupid visible-arrow fix and all prior Backlash presentation/damage behavior.
0.17.80 — Backlash bounded reflection recovery and Cupid visible arrows
- Rebuilds Backlash reflection discovery around sorted SphereCastAll/RaycastAll candidates. Only physics-static level geometry and identifiable closed kinematic doors can reflect it; its own parts, transient effects, network helpers, trail drones, triggers, players, enemies, valuables and dynamic rigidbodies are excluded.
- Adds rate-limited near-zero hit auditing with collider/root/layer/Rigidbody/Photon ownership and rejection reasons. Invalid sub-0.78 m contacts still cause no reflection, impact, count, damage or beam; recovery now uses one smooth replan, one forced different free-space direction, then aborts and rewinds/returns instead of looping forever.
- Post-recovery launches select 1.40–1.65 m free-space fans before resuming the ordinary maximum-distance charge. Open air never invents an endpoint bounce, while a genuine intervening static wall may still end the leg at its real normal.
- Makes each valid forward wall bounce substantially clearer with 0.70 axial/1.14 lateral squash, a 0.58 m visual bounce-out and 1.10 overshoot while leaving the controller sweep and damage geometry unchanged.
- Red trail contact now emits a host-authoritative 10.5 m vanilla
EnemyDirector.SetInvestigateevent at the touched player's position. Its unified 1.9-second per-player cooldown deduplicates overlapping segments and works for unmodded guests while retaining the 0.46 m tumble contact. - Fixes Cupid arrows skipping their flight on the first target SphereCast. Target-owned colliders are ignored as blockers, so each fixed shot remains visibly airborne to its predicted endpoint before attaching; walls, unrelated enemies/valuables and misses keep their existing stuck-arrow/recovery behavior.
- Retains Backlash's ten bounces, 480°/s forward and 420°/s rewind spin, 0.36-second reverse bounce, per-leg damage ledgers and native Jackhammer animation.
0.17.79 — Backlash reverse bounces and wider red-trail stun
- Widens each red beam segment's tumble-only proximity from 0.38 m to 0.46 m while preserving endpoint-clamped distance checks and per-player cooldown protection.
- Rewind now stretches as it approaches every recorded reflection, completes and removes that segment's beam, freezes its current spin roll, then performs a distinct 0.36-second reverse bounce before winding the next segment.
- The reverse bounce reaches 0.80 axial/1.06 lateral squash, holds it for 0.10 seconds, releases through 1.04 overshoot and settles exactly to scale 1. No rewind damage runs during the pause; the next segment's 55-damage ledger arms only when motion resumes.
- Fixes the recorded narrow-furniture loop where every wall cast returned distance 0.000: sub-0.78 m legs no longer count, damage, explode or create empty beams. A scored horizontal/vertical free-space fan now drives a smooth escape, escalating to a longer recovery after two consecutive overlaps before safely re-aiming.
- Retains 0.17.78's forward/rewind spin speeds, forward impact squash, ten bounces, native Jackhammer animation, visual explosion, red route wind-in and state blending.
0.17.78 — Backlash continuous attack spin and elastic impacts
- Spins the complete visual squid around its actual movement vector at 480°/s forward and 420°/s in rewind. Its phase remains continuous across segments, freezes at an impact without resetting, and resumes from that exact angle after aiming.
- Every forward reflection now starts its harmless network particle, stops spin and begins an axial 0.76 squash with 1.08 lateral expansion on the same frame; bounce-out returns through a light 1.05 overshoot and reaches exact scale 1 before aim.
- Eyes, Jackhammer, native drill animation and rear empera share one spin/squash pose while collision sweep and damage geometry remain unchanged. Return-to-roam removes the held attack roll through the existing 0.45-second blend.
- Retains 0.17.77's ten four-stage reflections, native Jackhammer animation, lead bias, red route wind-in, corridor protections and independent forward/rewind 55-damage ledgers.
0.17.77 — Backlash prefab-frame correction and persistent threat
- Uses the shipped Jackhammer's verified Hammer/Hydraulics hierarchy and axes: deeply embeds its paired eyes at the drill base and roots large symmetric V-empera at the true handle/rear.
- Uses the native
JackhammerJackinclip for warning-only Hammer/Hydraulics actuation and smoothly returns the clip to idle at launch; neither network root nor eyes/fins vibrate. - Emits a neutralised, guest-visible vanilla Enemy Valuable small-break particle at every reflection, then safely removes its transient network object; the impact remains visual-only.
- Adds a constrained nearest-player lead bias to each valid wall reflection, strengthens red-trail tumbles, and retains a 3.8-second roaming pressure interval before a new attack.
- Blends recovery into roaming while preserving ten four-stage bounces, 55-damage forward/rewind ledgers, corridor safeguards and Indestructible Drone beam wind-in.
0.17.76 — Backlash visual root, red route and replay completion
- Lowers and greatly enlarges the symmetrical embedded eyes, relocates enlarged connected V-empera beneath the rear handle, and gives normal swimming a visible 20° rolling diagonal wave.
- All five visible network objects sample one pose each frame; charge/reflection/rewind retain continuous velocity bank instead of any per-part lag or roll reset.
- Each of ten impacts now visibly embeds (0.08 s), bounces out along the wall normal (0.12 s), then smoothly aims the complete pose (0.20 s) before charging; the impact is still visual-only.
- Reverse replay has its own rearmed 55-damage segment ledger with same-frame duplicate-hit protection and compact rewind rearm/hit logging.
- A 0.16-second warning-synchronised root stroke makes the vanilla Jackhammer visibly actuate for guests without re-enabling its item, grab, value or collision behaviour.
- Uses neutralised vanilla Indestructible Drone endpoints for the persistent red route beam; reattachment, live rewind endpoint shortening and completed-segment cleanup stay intact.
0.17.75 — Backlash reference-motion pose retune
- Matches the supplied reference's tall, gently rolling hover and readable vertical three-quarter warning: the final 0.58 seconds ease the complete body into its low launch pose, then charge/reflection/rewind follow smoothly without slowing physical collision.
- Preserves 0.17.74's ten bounces, per-segment 55-damage rearm, visual-only impact, narrow corridor sweep and Battery-beam wind-in.
0.17.74 — Backlash smooth turns and segment rewind
- Raises the embedded collar eyes, gives windup a readable diagonal three-quarter warning pose, and smoothly eases the full visible squid into each launch, rebound and reverse direction.
- Increases the attack to ten physical reflections. Each segment rearms direct swept 55-damage contact once per player, while harmless reflection effects remain visual-only.
- Battery route lines now contract every replay tick from their far endpoint into Backlash, removing each segment exactly when its start is reached.
0.17.73 — Backlash rear empera and narrow-corridor sweep
- Enlarges and attaches Backlash's V-shaped empera directly at the rear of its Jackhammer mantle, opposite the drill; collar eyes and the broom-free silhouette remain intact.
- Separates roam/charge wall clearance from the broad visible body and player hit range. A 0.28 m NavMesh radius, 0.30 m centre sweep, thin-wall ray and short overlap heading lock prevent narrow-corridor spin while preserving physical reflections.
0.17.72 — Backlash collar eyes and persistent route beams
- Repositions Backlash's large eyes symmetrically at the drill/body collar and removes every Wizard Broom tail/tentacle object for a clean Jackhammer-and-empera silhouette.
- Shortens standard forward and reverse impact pauses to 0.2 seconds, keeps the final two-second hold, refreshes every Battery Drone route attachment at a low 0.16-second cadence, and plays one harmless small native impact effect at each actual bounce.
0.17.71 — Backlash squid silhouette and reliable sweep
- Rebuilds Backlash as a large blocky Jackhammer squid with embedded paired eyes, small attached empera and five animated short tentacles; the former crossed saw wings and fish tail are gone.
- A host hit ledger permits one configured charge hit per player per leg, while the continuous blocker sweep now stops reliably at real room geometry, doors and large furniture instead of filtering them out. Detailed bounce/blocker and hit diagnostics support the next multiplayer test.
0.17.70 — Backlash reliable yellow ricochets
- Enlarges and embeds the paired eyes in the lower Jackhammer face, and makes Battery Drone the native, guest-visible yellow route-beam source.
- Reflections now accept static level geometry only, keep every 0.7-second impact pause, log all nine bounce/reverse states, and safely rewind rather than disappear if a route becomes invalid.
- Yellow route beams retract one completed section at a time as Backlash physically rewinds to its origin.
0.17.69 — Backlash 3D ricochet and reverse playback
- Backlash now aims, charges and reflects in true 3D from physical wall, floor and ceiling normals, leaving persistent native route beams across the complete space.
- Every impact visibly embeds and holds for 0.7 seconds; the final impact holds for two seconds. Reverse playback revisits every recorded impact with matching pauses before returning to patrol.
0.17.68 — Backlash eyes, swim and visible route beams
- Enlarges and lifts The Backlash's paired front eyes, strengthens its 3D swimming bob/roll and rear-fin/tail propulsion, and keeps the gameplay root safely on NavMesh.
- Uses the proven Marionette/Cupid delayed Feather Drone beam attach sequence for every persistent ricochet route, with clear diagnostics if a network endpoint is not ready.
0.17.67 — Backlash swimming and readable windup
- Refines The Backlash into a compact, horizontal swimming squid: large low eyes, rear empera fins instead of crossed wings, and a joined lower mechanism/curved tail.
- Gives patrol a smooth body bob and rhythmic rear propulsion, extends the unmistakable Jackhammer tell to 2.8 seconds, and retains every native Battery Drone route beam until its rewind is complete.
0.17.66 — Backlash squid, trails and ricochets
- Rebuilds The Backlash into a compact upright Jackhammer squid with paired crown fins, low eyes, a lower mechanism and a curved tail; every part remains a vanilla network object visible to unmodded guests.
- Restores its native yellow persistent ricochet beams with the live Battery Drone prefab, begins aggression immediately after an Enemy Lab spawn, and makes the charge use real wall normals without vertical/NavMesh teleport corrections.
- Expands the recorded path so all nine charge legs rewind smoothly to their true starting point.
0.17.65 — Backlash Enemy Lab spawn fix
- Fixes The Backlash refusing Enemy Lab spawns by resolving the live catalog's
Valuables/06 Tall/Valuable Arctic Jackhammernetwork prefab for its body.
0.17.64 — The Backlash and multiplayer hardening
- Replaces Playback with The Backlash: a Jackhammer squid that ricochets nine times, leaves stunning yellow trails, rewinds itself to the start of its route, then resumes patrol. It never performs a forward replay.
- Blocks enemy body parts from guest inventory storage, preserves assembled bodies during stun, and removes the dominant kinematic-warning source seen in large lobbies.
- Fixes Broker post-kill hostility, Mimic host-death voice restoration, Undertow full-area damage, Cupid potion side effects and Voodoo part separation.
- Changes the default per-slot MOD replacement probability to 0.4%.
0.17.62 — Vanilla-style respawn and safe grabbed physics
- Automatically selected MOD enemies now retain their consumed vanilla enemy slot: defeated encounters return after a configurable 60-120 second cooldown.
- Completing the final extraction expedites any defeated MOD slot, matching REPO's guaranteed vanilla enemy return behaviour.
- Respawn points exclude the truck and keep their distance from living players; Enemy Lab test spawns are not included.
- Dead Air no longer dies and drops an orb merely from clipping into the floor while grabbed. Only a deliberate fast slam can arm its impact damage.
0.17.61 — Host target restoration
- Blocks inventory storage/duplication of Carousel guns, Marionette drones and Parasite drone/cannon body parts, including requests sent by unmodded guests.
- Removes the resulting kinematic-rigidbody warning flood and defensively clears destroyed late-join eye/grab references.
- Makes Marionette forced hostility late-join-safe and adds Enemy Robe's dedicated target/state transition.
- Fixes The Cupid treating its intended player's held gun or tool as unrelated cover. The arrow now completes its visible windup and flight instead of snapping underneath Cupid into immediate recovery.
- Cupid arrows now attach as soon as their swept flight actually reaches the selected player or valuable. Missed arrows preserve the outgoing trajectory and land naturally instead of discarding the prior arc and snapping toward the deepest wall.
- Never classifies the room owner as a late joiner, even when REPO's local generated-level avatar temporarily has no resolvable Photon owner on its hierarchy.
- Restores Angel movement, Undertow mooring and all other hostile AI that depends on finding a living target.
0.17.60 — Persistent hostile-AI scheduler
- Runs recurring encounter AI directly on the protected BepInEx plugin component so level-transition cleanup cannot delete its scheduler.
- Restores continuous targeting, pursuit, attacks and Undertow mooring while preserving public-region connectivity.
0.17.59 — Targeting-safe vanilla scheduler
- Runs encounter AI in vanilla
MonoBehaviour.LateUpdate, after REPO finishes rebuilding its player state for the frame. - Restores target selection, hostile pursuit and attacks while retaining the public-region connection fix from 0.17.58.
0.17.58 — Vanilla Photon update path
- Runs enemy logic only through a persistent normal Unity
MonoBehaviour.Updatedriver. - Removes custom low-level PlayerLoop, render-time and startup-time ticking from the public build.
- Removes the Regions-page Harmony patches entirely, restoring the unwrapped vanilla Photon menu path.
0.17.57 — Public multiplayer network-safe build
- Leaves Steam and Photon callback dispatch on the vanilla Unity synchronization path.
- Disables the unsuccessful Regions-page transport retry used for diagnostics in 0.17.56.
- Keeps the genuine PlayerAvatar experiment completely inactive while retaining all fifteen normal encounters.
0.17.56 — Public region connection recovery
- Keeps REPO's normal Photon region connection attempt unchanged.
- If the REGIONS page is still waiting after 12 seconds, retries once over WSS/443.
- Restores the original Photon transport when the region page closes.
- Adds connection-state logging so a remaining failure is diagnosable instead of silent.
0.17.55 — Public multiplayer isolation build
- Temporarily disables the genuine network PlayerAvatar experiment for final public multiplayer testing.
- Does not create its manager, does not register it with Enemy Lab, and does not apply any of its PlayerAvatar Harmony patches.
- Leaves all fifteen normal encounters and their vanilla enemy-slot integration unchanged.
0.17.54 — PlayerAvatar laboratory startup hotfix
- Prevents the Enemy-Lab-only network probe from inspecting Photon room-object data during ordinary local-player startup.
- Restores the vanilla NEW GAME and CREATE SERVER initialization paths when Unknown Enemy Lab is disabled or the probe has not been spawned.
- Keeps the one-probe, 30-second, no-collision network experiment available inside Enemy Lab.
0.17.53 — Network PlayerAvatar laboratory probe
- Replaces the local-only PlayerAvatar laboratory dummy with one room-owned network experiment that can be inspected by unmodded guests.
- Keeps the experiment exclusive to Unknown Enemy Lab; it is not registered with normal enemy spawning.
- Limits the probe to one instance, preserves the vanilla default colour, disables physical collision, and deletes it automatically after 30 seconds.
- Adds diagnostic logging for Photon ownership, observed serialization components, movement heartbeats and automatic cleanup.
0.17.52 — First public release candidate
- Adds fifteen host-installed enemy encounters that use vanilla network objects so unmodded guests can see and interact with them.
- Integrates every encounter into the vanilla difficulty-slot selection instead of adding independent extra enemy rolls.
- Includes configurable health, damage, movement, reward and relative spawn-weight settings.
- Supports vanilla guns, melee weapons, thrown physics objects, traps, tumbles and enemy-orb rewards where applicable.
- Adds late-join protection, shop/death-arena cleanup and host-authoritative damage handling.
- Prevents duplicate hit processing from one projectile or one physics impact touching several parts of the same enemy.
- Updates The Weeping Angel to its current 7.5 m/s movement speed and The Dead Air to its Small Orb reward.
- Uses non-physical No Gravity Drone beam rings for The Undertow's guest-visible hazard warnings.
- Fixes The Bellhop Hauler shell absorbing its own cargo or nearby rewards.
- Fixes The Auditor's carried upgrade box being usable repeatedly by an unmodded guest.
Known limitations
- The vanilla enemy-proximity music hook is local, so custom proximity music is heard by the host only. Networked roaming, attack and hit sounds remain audible to guests.
- A completely unmodded guest may still see vanilla map markers belonging to the synchronized objects used to build an encounter.
- High latency can make multi-part limbs and ornaments look slightly stepped even though AI, hit detection and damage remain host-authoritative.
- A R.E.P.O. update that changes vanilla prefab names, RPCs or physics structures may require a compatibility update.
0.18.34
- MOD enemies now use the Sledge Hammer's live authored melee damage instead of a fixed fallback when the hit arrives through a zero-damage helper collider.