You are viewing a potentially older version of this package. View all versions.
BooBees-Obruchnik-0.2.13 icon

Obruchnik

Skeletal enemy with articulated legs, two spiked arms and a compact movement collider.

By BooBees
Date uploaded 5 days ago
Version 0.2.13
Download link BooBees-Obruchnik-0.2.13.zip
Downloads 25
Dependency string BooBees-Obruchnik-0.2.13

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-4.3.0 icon
Zehs-REPOLib

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

Preferred version: 4.3.0

README

Obruchnik

Obruchnik is a skeletal enemy for R.E.P.O. It hunts on four articulated legs beneath a canopy of bone and leather. It warns before unfolding its spiked arms and can follow a retreating player into a strike. At close range it can lower the canopy and knock a standing player off their feet.

Version 0.2.13

Obruchnik moves through doorways and past furniture using a compact capsule. The model can visibly brush nearby objects as it moves. Its detailed colliders support grabbing and weapon contact.

The chase keeps striking distance on clear ground. Each standing strike aims at the visible target before the active hit window. When a player is under the canopy, Obruchnik can warn, drop, rise and back away. A crouching player can shelter in the center. Stair movement uses the capsule and checks the tread under the body.

Compiled against R.E.P.O. 0.5.1 with BepInExPack 5.4.2305 and REPOLib 4.3.0. Import the ZIP as a local mod. For manual installation, place the mod at BepInEx/plugins/Obruchnik under the game or profile directory with both dependencies installed.

Extended diagnostics

With REPOConfig and MenuLib installed, open Esc → Mods → Obruchnik → Diagnostics → ExtendedLogging in a run, or use Mods from the lobby. The setting defaults to off and takes effect during play. The same setting is available in BepInEx/config/bzone.obruchnik.cfg.

For a co-op movement issue, enable the log on the host. Each session writes a separate session-*.jsonl in the profile's BepInEx/Obruchnik-Diagnostics folder. The log includes the level, the player and monster room volumes, the route, floor probes, capsule and model overlaps, attacks and recovery decisions. Monster snapshots run twice a second. Turning the setting off flushes the file. Recording also stops when it reaches 8 MiB.

Playtest coverage

Version 0.2.13 was built and checked offline. Its movement and combat still need a game session. Single-player checks in 0.2.10 covered pursuit through open Manor doorways, movement past a side obstacle and the native grab beam. A co-op run requires the same Obruchnik version on every client.

CHANGELOG

Changelog

0.2.17

  • A failed pose bank load or drop rig setup releases braking before it can take over the live pose.
  • A failed path check preserves the last reachable position of the chased player until the search timer expires.
  • The client holds an immutable copy of each accepted pose, so later changes to an input frame cannot corrupt playback or packet order.

0.2.16

  • Obruchnik laughs after a confirmed kill when its weapons are safe.
  • When free to investigate, it turns towards the direction a hit came from.
  • A stalled door lets the chase replan. If an ordinary leaf still blocks the passage during a chase, Obruchnik can request the native hinge break once.

0.2.15

  • Obruchnik can push an ordinary hinged door while a player holds it with the grab beam. Physical resistance and collision still apply.

0.2.14

  • Standing strikes aim at the player's active body collider, including during a tumble. The active spike can hit between physics steps when the path to the contact is clear.

0.2.13

  • Added stair support under the movement capsule and sustained detours around obstacles.
  • Keeps striking distance in a chase and adjusts aim before each strike.
  • Uses a quick drop and retreat when a player is under the canopy, with shelter for a crouching player.
  • Removes the extra empty PhotonView from the root of the enemy prefab.

0.2.12 — Extended diagnostics

  • Added an optional REPOConfig switch for a separate diagnostic log with level and room tracking, navigation, capsule and model overlaps, floor probes, combat phases and recovery decisions.

0.2.11 — Combat package check

  • Corrected the resource hashes used to enable combat in multiplayer.
  • Package creation now checks the hashes embedded in the compiled plugin against the shipped resources.

0.2.10 — Movement capsule

  • A compact capsule handles contact with the level during movement and turning. The detailed model colliders still support grabbing and weapon contact.
  • Open doorways and a side obstacle were checked in Manor. The standing grab beam was verified in single-player.

0.2.7–0.2.9 — Bone Spider model and doorway movement

  • Added the Bone Spider v3 model and aligned the visible leg joints during locomotion.
  • Improved the attachment of the extending spikes during attacks.
  • Added a compact walking stance for narrow passages.

0.2.6 — Faster pursuit and footing recovery

  • Faster running and turns on clear ground, with pursuit continuing after a standing strike.
  • A missed foothold can use the original gait pose while the body keeps following the route.
  • A stuck Obruchnik checks nearby ground it previously crossed for a safe place to recover.

0.2.5 — Strikes during pursuit

  • A standing strike can begin during pursuit without a full-body turn or a special leg stance.
  • The warning fixes the strike direction while the legs can keep moving. The active arm has a small reach allowance and still checks for obstacles.
  • Pursuit allows shallow foot contact with the floor and uses gradual turns toward the target.

0.2.4 — Faster frontal attacks

  • Nearby players ahead can be spotted as soon as their line of sight and route are clear.
  • Obruchnik brakes at attack range. Shallow foot contact with the floor can pass the clearance check.
  • If the path turns during a moving strike, Obruchnik brakes and keeps its original aim.

0.2.3 — Frontal aim, dive resistance and recovery

  • High attacks can turn toward a target directly in front before the warning begins.
  • Player dives retain their damage and brief hit stop. Direct stun uses the Clown's resistance.
  • After stun, Obruchnik pushes a player off its overturned body without damage and retries standing up.

0.2.2 — Combat and moving attacks

  • Fixed low attacks that stopped before contact while lowering the canopy.
  • High attacks account for the direction of the B-03 spikes. Obruchnik can continue a high attack while pursuing a retreating player along a clear route.
  • An attack cancels safely if a co-op player fails to acknowledge the warning within four seconds.

0.2.1 — Co-op, grab and recovery fixes

  • Corrected the co-op package check for the B-03 model.
  • A standing Obruchnik notices the player who latches on with the grab beam.
  • Rejected steps restore the last accepted pose. A blocked get-up can refold and retry.

0.2.0 — B-03 redesign

  • New skull, bone limbs, leather canopy and weathered textures.
  • Two front weapons with new shoulder mounts, collision geometry and matching pose data.

0.1.20 — Attack collision fix

  • The Wizard double door and other obstacles with unreadable meshes use their native colliders during attack checks.

0.1.19 — Co-op playtest follow-up

  • Starting health is now 300 HP. Knockdown starts sooner. Heavy impacts and armed player dives can damage the monster while it is down.
  • Attacking arm links can damage and stun on contact. A running collision can push a player aside while the monster keeps its footing.
  • Improved turning on the move, pursuit and recovery. The monster can push hinged doors open and despawns for a normal retry if it stays trapped in level geometry.
  • Reduced repeat work in locomotion, narrow passages and attack checks.

0.1.18 — WIP player grab follow-up

  • Registers the physical hulls with the game's grab beam so a player can pick up and move the fallen monster.
  • Matches the Robe's native grip threshold of 21, a half-second grip buildup and 4.5 mass when down. A basic player can latch the beam, but needs more grip strength to carry the body.

0.1.17 — WIP fall recovery follow-up

  • Reduced physics work while Obruchnik is down. A blocked get-up waits briefly before another clearance attempt.
  • Recovery checks candidate lifts against the current colliders without moving the body for each candidate. Native gravity and collision checks still apply.

0.1.16 — WIP co-op test follow-up

  • The built-in debug spawn can request one Obruchnik before the natural unlock. Its placement must pass the native checks and the monster's full standing check.
  • The host completes the native death and reward path after the game's death callback. The game retains its normal orb eligibility rules.
  • A rejected walking pose now stops movement and permits a replan while the feet have support. Actual loss of support still causes a fall.
  • Keeps the vision heading independent of head animation and gives the replicated pose ownership of the client body after it receives a valid baseline.
  • Adds spawn, pose rejection, target and death log markers for follow-up testing.

0.1.15 — WIP co-op test build

  • Added automatic grounded low attacks with native 20 HP/tumble contacts, separate 50 HP spike contacts, cancellation and checked return/rise.
  • Corrected leg fitting over the real floor while preserving joint attachments, limb lengths and model scale.
  • Added the low warning sound to the experimental warning acknowledgement policy.
  • Verified 14 local native scenarios on identical runtime files, plus pure combat/network checks and both supported API builds.
  • Prepared a Thunderstore package with explicit WIP and risk notices. Actual multiplayer validation and moving high attacks remain pending.