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BooBees-Obruchnik-0.2.2 icon

Obruchnik

Obruchnik with the B-03 skeletal redesign, four walking legs and two spiked arms. Work in progress.

By BooBees
Date uploaded a week ago
Version 0.2.2
Download link BooBees-Obruchnik-0.2.2.zip
Downloads 45
Dependency string BooBees-Obruchnik-0.2.2

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

A skeletal monster with four articulated legs and a canopy of bones. It pursues players through doorways and strikes with long, spiked arms. Work in progress.

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.