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AutismHQTeam-Echo-0.7.0 icon

Echo

A player-disguised enemy: copies a random teammate, follows the group, surprises you with headbutts and steals unattended carts. Optional, opt-in voice replay.

Date uploaded a month ago
Version 0.7.0
Download link AutismHQTeam-Echo-0.7.0.zip
Downloads 365
Dependency string AutismHQTeam-Echo-0.7.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
Zehs-REPOLib-4.2.0 icon
Zehs-REPOLib

Library for adding content to R.E.P.O.

Preferred version: 4.2.0

README

Echo

That extra teammate might not be your teammate.

Echo adds a separate enemy to R.E.P.O. It disguises itself as a randomly selected active player, follows the group and waits for an opportunity to sprint in, headbutt someone, then run away. It can also help with a loaded unattended cart before trying to steal it when nobody is watching.

Early release for R.E.P.O. 0.4.4.3. Every player needs Echo 0.7.0 and its dependencies. Gamba is not required.

What Echo does

  • Copies a random available player, not just the host: appearance, name and optional voice identity stay linked. One accessory differs; its back display shows Echo's own health.
  • Uses player-style walking, sprinting and Q-like tumble animations with a physical body.
  • Chooses surprise headbutts and, when possible, approaches that point toward measured drops or death pits. The default headbutt applies teammate-style knockdown rather than a flat HP penalty; falls and hazards can still hurt.
  • Opens suitable physical hinged doors, takes weapon/object damage and has 80 HP. It can be healed using its back handle, at the donor's HP expense.
  • Can be grabbed and carried while tumbling, including after its own dive or your incoming sprint-Q hit.
  • Occasionally helps with, then steals, a loaded large cart. A real player's grab takes priority. Small carts and carts inside the truck are excluded.
  • Repeats short snippets of the copied player's voice only after that player opts in.

The original Reaper and other enemies are not replaced. Echo joins normal enemy selection when Spawning/NaturalSpawns is enabled (default); this does not guarantee an Echo every round.

Install and play

Install through Thunderstore Mod Manager or r2modman with dependencies, then launch Modded. Use the same Echo version on every client. Dependencies are BepInExPack 5.4.2305 and REPOLib 4.2.0; their DLLs are not bundled inside Echo.

For manual installation with dependencies already installed, copy the ZIP's BepInEx folder into your modded profile/game folder. Do not install a second copy of RepoEnemyMod.dll elsewhere.

Configuration is created after first launch at BepInEx/config/robin.repoenemymod.cfg. Settings include natural spawning, friendly wait, attack interval, player-like impact, hazard ambushes, cart sabotage and voice consent. Restart after changing natural spawning.

Quick test keys

Enter a fully generated level and leave the truck. Host-only actions require everyone to have the matching mod version.

Key Action
F6 Host: spawn one Echo on reachable floor nearby
F7 Host: remove Echo enemies only
F8 Each player: toggle permission to reuse their own voice; solo starts/stops the explicit local mic test
F9 Host: ask the closest Echo to demonstrate its headbutt
F10 Host: request a voice replay from the closest Echo
F11 Host: request a cart-mischief test; a suitable cart and safe physical route are still required

Spawn/remove keys are configurable under Testing. Attack/voice/cart requests still obey readiness, available recordings and physical requirements.

Voice: opt-in, temporary, no AI cloning

Voice permission is off by default for your own voice. Press F8 to opt in, speak through the normal voice chat, then pause. Press F8 again to opt out and clear your stored snippets. The multiplayer opt-in is stored in your local config; turn it off when you no longer want it. Merely joining a lobby is not treated as permission.

Multiplayer reuses the game's existing local voice recorder and received Photon voice streams; it does not start a second microphone. In solo, F8 explicitly starts a local microphone test because there is no multiplayer voice stream. Solo capture stops and clears when disabled or when leaving the level, and respects the game's mute/push-to-talk settings. A visible status box shows when solo capture is active.

Echo keeps at most three completed clips of up to three seconds per speaker, for up to eight speakers. Clips expire after two minutes and remain in RAM, not audio files. There is no speech generation, AI voice cloning, transcription or upload of stored clips. Each client plays from its own received snippets, so different players may hear a different phrase or none if they did not receive usable speech. Existing normal multiplayer voice traffic is unchanged.

Known limits and troubleshooting

Solo gameplay, loading, player-like headbutts, counter-Q, physical interactions, identity and a private lobby with one real host have been checked during development. An actual second-client session and real multiplayer microphone replay have not been fully verified. This is an early release, not a guarantee of perfect player imitation or compatibility with every other mod/game update.

  • No spawn: check every client's version/dependencies, then try F6 in a larger fully loaded room outside the truck.
  • No speech: the copied speaker must opt in with F8, say a short phrase, then pause; check mute/PTT. Solo requires the explicit F8 mic test. F10 reports missing prerequisites.
  • No attack/cart interaction: reachability, observers, cart contents, player grabs and nearby geometry can prevent a plan.
  • For other errors, check the active profile's BepInEx/LogOutput.log. Include Echo, game and dependency versions when reporting a problem. Review logs for private details before sharing them.

Independence and credits

Echo has its own plugin and configuration and can be installed without Gamba. This package contains only the Echo plugin and page metadata/icon: no Unity editor project, game assemblies, extracted game models, saved games, voice recordings or debug plugins. Player visuals and animations are referenced from the user's installed game at runtime.

R.E.P.O. and its original assets belong to semiwork. Thanks to the BepInEx and REPOLib maintainers. This is an unofficial community mod, not an official semiwork release.

CHANGELOG

Changelog

0.11.3

  • Runner can pursue Echo with its native combat movement, animation and hitboxes instead of only investigating an old sound position. It loses the target after Echo breaks sight and yields to real-player sightings.
  • Separate combat opportunities from investigation cooldowns, and use longer initiation ranges for Slow Walker, Tumbler and Bowtie instead of a universal melee-distance limit.
  • Echo prioritizes fleeing nearby monsters over a new headbutt or cart theft. It sprints to a reachable escape point when no hiding place is available.
  • Hiding checks head and torso cover, ignores the monster's own body, and accounts for other nearby monsters. Close threats no longer invalidate every escape path merely because the path starts near them.
  • Includes the stair/fallen-door changes from 0.11.2. Compiled and packaged only; no new gameplay tests. Special player-only enemy attacks are still not universally supported.

0.11.2

  • Added physical stepping over low obstacles such as fallen doors and stair risers, with headroom and route checks.
  • Added ground following for slopes and small downward steps.
  • Recovering from a tumble accounts for a fallen door beneath Echo instead of standing underneath it.
  • Stop trying to open a cached door when it has fallen sideways.
  • Built and packaged without a gameplay test for this update. Everyone in the lobby should use the same version.

0.11.1

  • Echo can use remembered voice snippets to lure monsters toward you, then retreat quietly into cover.
  • If it has no usable voice snippet, it uses a foot-stomp instead.
  • Includes the recent improvements to surprise headbutts, crouching, expressions, body visibility, escape routes and monster reactions.
  • Quickly reappears after death when a safe spot is available, with a shared limit of two orb drops per level.
  • Shorter, updated mod-page instructions. F3 remains available for the host.
  • Update everyone in the lobby to the same version.

0.11.0

  • More opportunistic surprise headbutts: scan all nearby eligible players, prefer an already clear run-up, score alternative routes by travel length, and replan when the victim moves. Brief early sprint lead; the actual Q stays committed and dodgeable.
  • Synchronize the body-centre/collider transition into Q and use the stock tumble's swept collision mode, avoiding floor-overlap recoil at launch.
  • A short clear ambush opportunity can precede retreat from the copied original, avoiding a solo loop that always fled before attacking. Looking back, insufficient space, knockdown and cooldown still prevent opportunistic launches.
  • Reachable occluded cover selection and crouched hiding from nearby visible monsters. Voice replay is quiet while taking cover, including the replicated client state.
  • Deliberate spatial stock foot-stomp beside another player to lure receptive monsters to the real sound origin, followed by escape toward cover. Bounded range, escape checks and cooldowns; no fabricated player target, AI voice or microphone requirement. Active real-player chases are not hijacked.
  • Extended 16-value network payload and master-only bait SFX cue require matching 0.11.0 on every client. F3, normal level-2+ spawn rules, immediate rebirth and the two-orb-per-level budget remain.

0.10.0

  • Independent body visibility and cosmetic pose conditions, including hide/switch/offset behavior and flat-body overrides. A copied player's pose should no longer intermittently remove Echo's torso.
  • Own facial expressions and native player crouch animation with a lower physical capsule, synchronized to peers.
  • Exit-first retreat routing: score the actual reachable endpoint's room and allow a path past the copied player instead of rejecting the only exit.
  • Immediate safe relocation on death/recycling, another eligible disguise when possible, and a shared two-orb-per-level limit. No added cooldown; normal spawn animation and safe-placement checks remain.
  • Additional native Beamer, Bowtie, Tumbler and Floater interactions; Slow Walker uses its actual combat swing, not the harmless-to-players obstacle swing. Tall-monster reach uses horizontal body distance; native occlusion rays aim at Echo's capsule rather than beneath its feet.
  • Matching 0.10.0 on every client is required for the extended network payload. F3 remains host-only and included; natural level-2+ eligibility is unchanged. Test plugins remain outside the package.

0.9.5

  • Copied-original recognition now requires a shared actual room volume and line of sight. Seeing the original through a doorway from another room no longer triggers retreat just because they are within twelve metres. Missing room data does not fall back to distance.
  • Added Robe's native position-directed attack after investigation. It uses the existing windup, animation, sound and timed hitbox, keeps its aim on the chosen Echo point, and returns to idle after the swing rather than following a stale player target. This fixes the Robe investigation-only loop seen in the player's log; not every monster's special player-only grab/attack is supported.
  • F3 remains included for host-only manual spawning; natural level 2+ eligibility and the independent F2 catalogue remain unchanged.
  • Focused build/policy/metadata/package checks only for this update; no new live gameplay run.

0.9.4

  • At the author's request, ship F3 as an explicit host-only shortcut to spawn one Echo near the local player, including on level 1. It checks matching client versions, a living player, gameplay/input readiness and nearby reachable clear floor, with an on-screen outcome message and one-second repeat limit.
  • Natural spawning is unchanged: eligible from displayed level 2 by default, never guaranteed. The independent F2 catalogue fix from 0.9.3 remains. F3 does not toggle voice, and no coin/debug helper is bundled.
  • Build, catalogue/pool checks and compiled hotkey/guard checks only; no new game run.

0.9.3

  • Keep Echo in REPOLib's manual-spawn catalogue, including the F2 console, even on level 1 or with natural spawns disabled. Catalogue lookups do not modify the natural enemy pools or their level/weight rules.
  • Manual spawning still requires a generated gameplay level, the host and matching Echo versions on every client. No built-in debug key was reintroduced.
  • Build, focused catalogue/pool regression and metadata checks only; no new game run for this update.

0.9.2

  • Original-player recognition now works solo, after a short two-second grace, without requiring the original to look back. Retreat/avoidance happens before casual/cart logic and cannot be permanently latched off by one encounter.
  • More independent room exploration and personal space, shorter company with a cooldown. Escape scoring uses the full path, closest approach to the pursuer, first step, cover and clearance.
  • Head tells use the full compatible registered accessory catalogue and a per-spawn host-shared random seed. Exactly one supported head slot changes; player body/tools are preserved. All clients must update for the new network payload.
  • Cart theft accepts any loaded large cart, prefers valuable hauls, starts after a bounded watched wait and chains shorter physical routes. Exposed Echoes can flee with the cart; real player grabs/Q still interrupt.
  • Broader native positional monster investigations (including close stationary clones), without the previous blanket veto when a real player is nearby. Hunter retains stock aiming/shooting; Runner/Slow Walker get stock position-directed melee. Actual hitboxes still decide damage, not automatic proximity HP loss.
  • Build/pure checks and metadata validation only for this update; no new live game run. Special monster grabs/targeting and real multiplayer acceptance still need testing.

0.9.1

  • Removed the F8 voice toggle and its on/off messages. Voice replay works automatically with no opt-in prompt or activation key.
  • Old personal AllowOwnVoiceReplay/DisableOwnVoiceReplay toggle settings are ignored. Whole-feature EnableVoiceReplay=false remains for troubleshooting; normal microphone mute/PTT and session cleanup remain unchanged.
  • No enemy AI/spawn/balance changes. All clients need the matching version. Gamba's local F7 testcoin helper is a separate Dev-only assembly and is not included in either public package.

0.9.0

  • Varied, deterministic one-slot disguise differences across compatible hats, eyewear and face accessories; own stock flashlight visual/light.
  • Independent room exploration and inspections with brief companionship instead of constant following. Multiplayer original-player recognition has exposure and re-encounter gates, not a permanent solo flee loop.
  • Earlier personal-space yielding leaves braking room for the smooth movement motor; verified in the 16 September gameplay pass.
  • Missed/countered headbutts retain retreat intent. Physical recovery no longer exhausts the escape timer; blocked routes are replanned. Short run-up preparation and sprint windows remain visible.
  • Genuine HP loss produces Echo's own red material flash and spatial stock player-hurt SFX, with no duplicate feedback from unchanged health or healing.
  • Revised physical cart route/progress handling so a thief can move the cart away; player grabs and knockdowns still interrupt.
  • Voice memory increased from three recent phrases/two minutes to sixteen phrases/eight minutes, with a sampled older bank, bounded RAM, diversity and repeat suppression.
  • Speech cues follow actual human speech gaps, preferring a reply to another participant; less frequent same-speaker/solo replies. No AI conversation, recording files or Echo-to-Echo feedback loop.
  • Receptive nearby enemies investigate Echo and active monster hitboxes can damage it. No fake PlayerAvatar, lobby membership or broad replacement of monster targeting; player-specific special attacks remain a limitation.
  • Local update package only. All clients require the matching version. Gamba remains independent. Isolated solo and private single-host tests were performed on 16 September; real second-client voice remains unverified.

0.8.0

  • Voice replay is on by default, with no opt-in prompt or activation key required. Uses short, temporary voice-chat snippets; no AI voice cloning or clip uploads.
  • Solo voice starts automatically in a generated level using the selected game microphone. Mute/push-to-talk still apply, and capture stops outside levels.
  • F8 now disables/enables your own voice replay. New Echo.Voice/DisableOwnVoiceReplay defaults to false and replaces the obsolete 0.7 AllowOwnVoiceReplay opt-in. EnableVoiceReplay=false still disables the feature entirely.
  • Removed built-in F6/F7/F9/F10/F11 debug hotkeys, including the configurable spawn key. Echo uses natural enemy selection instead.
  • No natural Echo in level 1 by default; eligible from displayed level 2, with relative spawn weight increased from 35 to 70. This is weighted selection, not a guaranteed spawn or a 70% per-level chance.
  • Every participant must use the same Echo version. Gamba is unchanged and remains independent.

0.7.0

First prepared public package, based on the existing local 0.7.0 build.

  • Independent player-disguised enemy with random-player appearance/name selection and one accessory difference.
  • Player-style movement, surprise Q-like headbutts, counter-Q knockdown, damage, healing and tumble carrying.
  • Measured-drop ambush planning and physical help-then-steal cart behavior.
  • Optional, per-speaker opt-in, memory-only voice replay with explicit solo mic testing.
  • Includes installation instructions, voice/privacy notes, test keys and known multiplayer-testing limits.

No runtime changes were made for this packaging pass.