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Echo
A player-disguised enemy with automatic voice-chat replay, surprise headbutts and cart theft. Natural spawns from level 2. Copies a random teammate.
By AutismHQTeam
| Date uploaded | a month ago |
| Version | 0.9.5 |
| Download link | AutismHQTeam-Echo-0.9.5.zip |
| Downloads | 292 |
| Dependency string | AutismHQTeam-Echo-0.9.5 |
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
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, explores rooms, briefly joins 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 stealing it, preferably when nobody is watching.
Early release for R.E.P.O. 0.4.4.3. Every player needs Echo 0.9.5 and its dependencies.
What Echo does
- Copies a random available player, not just the host: appearance, name and voice identity stay linked. One compatible head-accessory slot differs, chosen from the game's registered catalogue (hats, ears, eyewear, face/head accessories and compatible overlays). A host-generated random seed is shared with clients, rather than deriving the tell from regularly spaced network IDs. Body, tools and base head/eye meshes are not replaced. If no replacement is compatible, one safe head accessory is removed instead; if neither is possible, the avatar stays visible and logs a warning. A finite catalogue can repeat.
- Carries its own render-only stock flashlight, aimed with Echo's animated arm and gaze. Its back display shows Echo's own health.
- Uses player-style walking, sprinting and Q-like tumble animations with a physical body.
- Prefers independent exploration and other rooms, leaves more personal space and has a cooldown between brief periods of company. Retreat routes score actual path corners, distance to the pursuer along the path, cover and clearance, not just a distant endpoint.
- 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.
- A missed or countered committed headbutt retains its retreat plan. Physical tumble/carry time does not consume the escape window; stalled escape routes are replanned. The run-up includes a short preparation and minimum sprint window.
- Opens suitable physical hinged doors, takes weapon/object damage and has 80 HP. Actual HP loss causes its own red flash and spatial player-hurt sound; copying a player's injury or receiving a healing update does not. 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. Any valuables qualify; higher-value carts are preferred. After three seconds of help it prefers an unwatched opening, but after eight seconds it can prepare a bold theft even while watched. Short collision-checked segments can continue/replan instead of requiring one long straight lane; the theft is bounded to twelve seconds. When exposed while gripping, it tries to escape with the cart. A real player's grab takes priority. Small carts and carts inside the truck are excluded.
- Automatically repeats short snippets of the copied player's voice, unless replay is disabled. No activation key or opt-in prompt is required.
- Seeing its copied original in the same room triggers a retreat after a brief glimpse, including solo. Recognition uses the game's actual room volumes, not a twelve-metre radius through adjoining rooms. Only a two-second initial grace remains; the original need not look back. Walls block recognition. Echo avoids returning immediately and can continue retreating while pursued in the same room.
- Nearby receptive monsters notice visible, moving or speaking Echoes, including stationary close encounters. Hunter can use its native investigation/aim/fire path; Runner, Slow Walker and Robe can start native position-directed melee attacks at close range. Robe now progresses from investigation to its real windup/swing instead of repeatedly investigating at Echo's feet. Its swing aims at Echo's selected position rather than an old player target. Existing active hitboxes hurt/knock Echo down. Active chases/attacks on real players are not hijacked; this does not reproduce every monster's player-specific grabs or special attacks.
The original Reaper and other enemies are not replaced. Echo joins normal enemy selection when Spawning/NaturalSpawns is enabled (default). By default, level 1 has no natural Echo; Echo becomes eligible from displayed level 2, with relative selection weight 70 (previously 35). This is not a 70% chance per level and does not guarantee an Echo every round: the game's enemy budget and other eligible enemies still matter.
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 replay. Restart after editing config outside the game.
Spawning/MinimumSpawnLevel defaults to 2; Spawning/NaturalSpawnWeight defaults to 70 (zero disables selection). These are applied on the next level generation. Echo uses the available early-game enemy pool until the normal difficulty-2 pool has slots, without increasing the total enemy count.
Natural encounters and manual spawning
Play normally from level 2 onwards. The built-in F6 spawn key and F7/F9/F10/F11 testing shortcuts have been removed. Old Testing/SpawnKey and Testing/ClearKey settings are ignored. No extra Echo is force-spawned at the start of a round.
F3 manually spawns one Echo nearby. This shortcut is included in the release for now. Use it as the host during active gameplay, with menus/chat closed and clear floor nearby. It also works on level 1, but pressing F3 is required; it does not enable automatic level-one spawns. Everyone must have the same Echo version. An on-screen message explains placement or compatibility failures.
For manual testing with the optional REPO Command Console, open F2 in a generated gameplay level and use /spawn enemy:Echo 1 player-location. Echo remains in that catalogue on level 1 and when natural spawns are disabled. Manual spawning still requires the host and matching Echo versions on every client. The console is not bundled or required for normal play.
There is no voice activation or toggle hotkey. F8 no longer changes Echo's voice replay.
All clients must have the matching Echo version before it can be selected or spawned. If one participant is missing the mod or using an older version, Echo is excluded to avoid incompatible prefab spawning.
Voice: automatic, temporary, no AI cloning
Voice replay is automatic. Speak normally, then pause; Echo can reuse remembered snippets when disguising itself as you. It preferentially responds in a short gap after another audible participant speaks, using the copied player's voice, with a less frequent same-speaker/solo response. It detects speech timing, not meaning: responses are not generated conversations. No opt-in prompt, permission button or activation key is required. The old AllowOwnVoiceReplay and DisableOwnVoiceReplay personal-toggle settings are obsolete and ignored in 0.9.1. The whole-feature troubleshooting setting Echo.Voice/EnableVoiceReplay=false still disables capture/replay on your client; that disabled state is respected by peers. Normal microphone mute and push-to-talk remain effective.
Multiplayer reuses the game's existing local voice recorder and received Photon voice streams; it does not start a second microphone. In solo, Echo automatically opens the microphone selected in the game's settings while you are in a generated gameplay level, 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 does not bypass microphone permissions or unmute anyone.
Echo keeps at most sixteen completed clips of up to three seconds per speaker, for up to eight speakers. A recent bank plus a sampled older bank preserves more variety; it is not a complete recording of everything said. Clips expire after eight minutes, remain in RAM and are cleared on session/disable cleanup. Already played clips have a repeat cooldown, and Echo playback cannot trigger a chain of Echo replies. There is no speech generation, AI voice cloning, transcription, audio-file storage 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
Version 0.9.5 passed builds, focused room-recognition/Robe-attack policy checks, the existing pure regression suite, reflected-member validation and package checks. No new live game run was performed for this update. The shared appearance seed changes Echo's network payload relative to older releases: update all clients together. The older live-test results below are historical, not live verification of this update.
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.
The 0.9.0 update was tested on 16 September 2026 in fresh isolated solo rounds and a private lobby with one real host. Checks include player rendering/animations, sprint-Q and escape, incoming Q and recovery, carrying, weapon/object damage with its own hurt-flash/sound event, healing, physical doors, copied-name visibility and lobby/round/menu transitions. A normally spawned loaded cart was physically pulled over three metres; native player grabbing and sprint-Q interrupted its grip. Combat/cart tests deliberately arrange an open corridor; they do not measure natural spawn frequency or guarantee behavior in every room. Voice playback/revocation used muted synthetic PCM, not a real microphone. Automated behavior, cosmetic, cart, voice-memory and timing checks also pass. Full two-client voice and every monster's reactions still need live multiplayer acceptance testing.
- No natural spawn: level 1 is excluded by default. Check every client's version/dependencies and
Spawning/NaturalSpawns. Echo is one possible selection, not a guaranteed encounter. Manual F2 testing is independent of the natural level restriction. - No speech: the copied speaker needs to say a short audible phrase, then pause; check microphone, mute/PTT and
EnableVoiceReplay. Empty voice memory cannot produce speech. Automatic replay is not an AI conversation system. - 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/DisableOwnVoiceReplaytoggle settings are ignored. Whole-featureEnableVoiceReplay=falseremains 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/DisableOwnVoiceReplaydefaults to false and replaces the obsolete 0.7AllowOwnVoiceReplayopt-in.EnableVoiceReplay=falsestill 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.