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MCIllagersMod
Adds Minecraft-style Illagers to R.E.P.O. - the Vindicator, Pillager and Evoker, plus their Vexes and the Totem of Undying.
By LUCA_LanO
| Date uploaded | 2 weeks ago |
| Version | 1.0.4 |
| Download link | LUCA_LanO-MCIllagersMod-1.0.4.zip |
| Downloads | 2109 |
| Dependency string | LUCA_LanO-MCIllagersMod-1.0.4 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Illagers
What's This Mod About?
Adds Minecraft-style Illagers to R.E.P.O.! Three new enemies — the Vindicator, Pillager and Evoker — plus the Vexes the Evoker summons and the Totem of Undying it can drop.
Features
| Enemy | HP | Tier | Core mechanics |
|---|---|---|---|
| Vindicator | 350 | 3 | A fast, relentless chaser — it keeps coming for a few seconds even after you break line of sight. Damage ramps with every consecutive hit (30 → 60 → 120), and the last one turns you into a grabbable ragdoll. Whiffing that last hit resets the ramp to 30 — it is the only one that punishes a miss, since dodging the first two leaves the ramp where it is. Smashes valuables and carts that block its path. |
| Pillager | 150 | 2 | Holds its distance instead of closing in, picking you off with bolts. Bolts fly straight with no drop, and knock normal doors off their frames. |
| Evoker | 250 | 3 | Stays back and only starts attacking once you get close. Always opens by summoning 3 Vexes, then alternates between summons and fangs — a ring around itself at close range, a long line of them from far away. |
| Vex | 15 | 1 | Summoned in batches. Flies at you and slashes, but burns out on its own after 25 seconds. |
| Totem of Undying | — | — | A 20% drop from the Evoker. Revives downed teammates like the vanilla revival drone, but from much further away — and with less revive HP the more levels your save has cleared. |
Installation Requirements
Dependencies
- Zehs-REPOLib (4.2.0)
- BepInEx-BepInExPack (5.4.x)
Installing the Mod
- Ensure the above dependencies are installed in your game.
- Download the mod and place it in your
BepInEx/pluginsfolder. - Launch the game once to generate the config file (located at
BepInEx/config/com.luca.illagers.cfg).
Config Options
The config file is grouped by mob — one section per enemy, so everything belonging to a given mob sits together. The three spawn toggles keep the original [Illagers] section, because they are the only keys that existed before this update.
[Illagers] — general
| Option | Default | What it does |
|---|---|---|
SpawnVindicator |
true |
Set to false and the Vindicator no longer spawns in levels |
SpawnPillager |
true |
Same, for the Pillager |
SpawnEvoker |
true |
Same, for the Evoker — this also removes its Vexes and the Totem of Undying |
DebugLogging |
false |
Verbose logs, for bug reports only |
[Vindicator]
| Option | Default | What it does |
|---|---|---|
VindicatorHealth |
350 |
Max HP |
VindicatorHit1Damage |
30 |
Damage of the 1st hit of the ramp |
VindicatorHit2Damage |
60 |
Damage of the 2nd hit |
VindicatorHit3Damage |
120 |
Damage of the 3rd (final) hit. The knockdown is tied to which hit it is, not to this number, so lowering it never removes the knockdown |
[Pillager]
| Option | Default | What it does |
|---|---|---|
PillagerHealth |
150 |
Max HP |
PillagerDamage |
40 |
Damage of one bolt, to players and to other enemies alike |
PillagerPreferredDistance |
6 |
Distance in metres it tries to keep. Its approach and retreat thresholds follow this value automatically, so there is nothing else to keep in sync |
[Evoker]
| Option | Default | What it does |
|---|---|---|
EvokerHealth |
250 |
Max HP |
EvokerFangDamage |
50 |
Damage of a single fang, to players and to other enemies alike |
EvokerSummonCooldown |
20 |
Seconds between Vex-summon casts, counted from a successful cast |
EvokerFangCooldown |
5 |
Seconds between fang casts, counted the same way |
EvokerEngageRange |
10 |
How close you must be before it starts attacking at all. Keep this above the fang ring's outer radius (3m), or players in between never get hit |
TotemDropChance |
0.2 |
Chance the Totem of Undying drops on death. Keep it low while TotemRangeMultiplier is high — together they turn the Evoker into a money farm |
TotemRangeMultiplier |
5 |
Multiplier on the Totem's revive search radius (vanilla 3m, or 6m when everyone is down) |
[Vex]
| Option | Default | What it does |
|---|---|---|
VexDamage |
15 |
Damage of a single slash |
VexAttackCooldown |
6 |
Seconds between slashes. This is a lower bound: the real gap is max(this value, the Attack animation length), and that animation is about 0.8s, so anything at or below that changes nothing |
- Vexes have no HP option on purpose. Their 15 HP is tied to their self-damage (5 ticks of 3 after a 20s grace period), and that arithmetic is what makes them expire on schedule instead of having to be force-killed.
- The spawn toggles only affect natural level generation. Spawn commands still work, so you can always summon one by hand.
- In co-op, every player must use the same config — these values are applied on each machine, so a mismatch shows up as different HP bars on different screens.
Playing Tips
- Vindicator: Do not let the last hit of the ramp land — it leaves you as cargo for whoever is still standing. Dodging it is worth doing: whiffing that hit sends the ramp back to 30 (the earlier two do not reset it), so slipping out of range or breaking line of sight buys you more than a moment.
- Pillager: Keep moving sideways. Bolts fly straight, and normal doors can be shot off their frames.
- Evoker: Its first move is always a batch of Vexes. They burn out on their own, so you can also simply wait them out.
- Totem of Undying: Revive HP shrinks the more levels your save has cleared, so a Totem found in the late levels is a much thinner safety net.
Credits
3D Models
- Minecraft Vindicator (the enemy model) by None_Yaroslav — Sketchfab, licensed under CC BY 4.0. Animations re-created by the mod author.
- Minecraft Vindicator Without Hands (the enemy model, no separate arms) by None_Yaroslav — Sketchfab, licensed under CC BY 4.0. Animations re-created by the mod author.
- Minecraft Pillager (the enemy model) by None_Yaroslav — Sketchfab, licensed under CC BY 4.0. Animations re-created by the mod author.
- Minecraft Simple Evoker (Rigged) (the enemy model) by TheBrixmin — Sketchfab, licensed under CC BY 4.0. Animations re-created by the mod author.
- Minecraft Vex (the enemy model) by JohnElkes — Sketchfab, licensed under CC BY 4.0. Animations re-created by the mod author.
- Minecraft Arrow (the bolts the Pillager fires) by None_Yaroslav — Sketchfab, licensed under CC BY 4.0.
- Minecraft Evoker Fangs (the fangs the Evoker summons) by trmhtk2 — Sketchfab, licensed under CC BY 4.0.
- Totem of Undying (the revival item) by brixbrawl123 — Sketchfab, licensed under CC BY 4.0.
- Minecraft Crossbow (the Pillager's crossbow) by memo — Sketchfab, licensed under CC BY 4.0.
- Minecraft Iron Sword (the sword the Vexes carry) by EnvyMe2010 — Sketchfab, licensed under CC BY 4.0.
- Sword & Axe (the axe and sword) by Sebas — Sketchfab, licensed under CC BY 4.0.
Audio & Particles
Some of the sound effects and particle textures are original Minecraft assets, used here for fan-modding purposes only.
Playtesting
- FLson — extensive playtesting throughout the pre-release cycle. This mod is much better for it~
Supporting the Mod
This is a hobby, and it costs me real time and money to make these things. Illagers is and always will be free — but whether I can keep making new ones mostly comes down to how much support it gets.
爱发电 (Afdian — Alipay / WeChat Pay / PayPal): afdian.com/a/LUCALanO
No obligation — a kind word or a bug report helps just as much.
Notes
- Multiplayer Notice: For the mod to work properly in co-op, every player must have it installed. Otherwise, desyncs and unexpected issues may occur.
- If you encounter any issues or bugs, please include a precise description of what happened and your log file. A screen recording helps but is optional.
Enjoy the blocky menace of the Minecraft Illagers in R.E.P.O.!
CHANGELOG
Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog.
[1.0.4] - 2026-10-08
Added
- Per-mob config. The two global multipliers (
HealthMultiplier,DamageMultiplier) are gone. In their place every mob gets its own value, grouped into sections so the file is readable at a glance:[Illagers]—SpawnVindicator,SpawnPillager,SpawnEvoker(unchanged), plusDebugLogging.[Vindicator]—VindicatorHealth,VindicatorHit1Damage,VindicatorHit2Damage,VindicatorHit3Damage.[Pillager]—PillagerHealth,PillagerDamage,PillagerPreferredDistance.[Evoker]—EvokerHealth,EvokerFangDamage,EvokerSummonCooldown,EvokerFangCooldown,EvokerEngageRange,TotemDropChance,TotemRangeMultiplier.[Vex]—VexDamage,VexAttackCooldown.- The three spawn toggles stay under
[Illagers]on purpose: they are the only keys that existed before this update, and BepInEx looks a value up by section and key name — moving them would silently reset everyone's existing choice back totrue.
VexAttackCooldown— seconds between a Vex's slashes. Note it is a lower bound, not the final gap: the real gap ismax(this value, the length of the Attack animation), because a swing has to finish before the next one starts. That clip is about 0.8s, so anything at or below that changes nothing.
Changed
- Vindicator max HP 300 → 350.
- Pillager bolt damage 30 → 40 (to players and to other enemies alike).
- Vex slash damage 10 → 15.
- Totem of Undying drop chance 10% → 20%.
- Vindicator melee reach 2m → 2.5m (the allowed height difference is unchanged at 2.5m).
- The Vindicator's attack animation was shortened from 13 to 10 frames, so the hit now lands 0.25s into the swing instead of 0.40s. Attacks are noticeably snappier; the time it stands still per swing drops from 0.7s to 0.5s.
Notes
- First public release. Everything in the entries below ships together in this one package — the 1.0.0–1.0.3 entries are development milestones from the pre-release cycle and were never published on their own.
- If you encounter any issues or bugs, please include a precise description of what happened and your log file. A screen recording helps but is optional.
[1.0.3] - 2026-10-06
Added
- Config file —
BepInEx/config/com.luca.illagers.cfg, created on first launch.SpawnVindicator/SpawnPillager/SpawnEvoker— turn a mob off and it is removed from the level's enemy pool, so it never spawns or takes up a spawn point. Spawn commands still work, so you can always summon one by hand. Turning off the Evoker also removes its Vexes and the Totem of Undying.HealthMultiplier/DamageMultiplier— global multipliers covering every mob's HP and damage. Vex HP is deliberately excluded.DebugLogging— verbose logs, for bug reports only.
- In co-op, every player must use the same config.
[1.0.2] - 2026-10-02
Added
- Evoker — 250 HP, tier 3 enemy, 10% chance to drop a Totem of Undying.
- Stays back and does not attack until you are within 10m. It always opens by summoning 3 Vexes.
- Two skills — summoning Vexes (20s cooldown) and fangs (5s cooldown) — both counted from a successful cast, not from the wind-up.
- Every action is telegraphed: it stands still, then spends 1s on the cast animation, and the effect only lands when that animation ends.
- Fangs come in two shapes: a ring around the Evoker at close range, or 16 of them in a line down a corridor from far away.
- Fangs pass through walls and follow the ground, but never track — once a fang's position is set it stays there, even if the Evoker turns.
- Fangs do not hurt the Evoker's own Vexes. The Evoker has no melee attack of its own.
- Vex — summoned by the Evoker. 15 HP, tier 1 enemy, no drops.
- Lives at most 25s: after a 20s grace period it starts losing 3 HP per second, which kills it right on 25s if it goes untouched.
- Flies at you and slashes. Roughly half its time is spent attacking and half floating, so there is a window to fight back — and killing it early is always an option.
- Cannot pass through walls. Emits blue particles on death.
- A surviving batch does not stop the Evoker from summoning the next one.
- Totem of Undying — a 10% drop from the Evoker.
- Works like the vanilla revival drone, but searches 5x further (3m → 15m, or 6m → 30m when everyone is down) and revives in 2.5s instead of 5s.
- Revive HP shrinks the deeper your save is: 50% in the early levels, down to 25% past level 20.
- Much quieter than the drone — it only makes noise on the revive itself.
[1.0.1] - 2026-10-01
Added
- Pillager — 150 HP, tier 2 enemy, no special drop.
- Holds its distance instead of closing in: it backs off when you approach and advances when you retreat, hovering around 6m.
- Roughly one bolt every 4s (3s reload, then 1s held), and it stands still for the last half-second before firing — it will not shoot while walking.
- Bolts fly straight with almost no drop and hit other enemies as hard as they hit you. Sidestepping is enough to dodge.
- Blocked by walls, obstacles and closed doors. Normal doors get shot off their frames and land as pickups; keycard and locked doors only block them.
- Bolts damage valuables — normal treasure takes several hits, the fragile tier goes down in one.
- Firing angle is capped at 30°, so from a high platform you can make bolts pass below you.
- Full sound set, a bolt appears on the crossbow while reloading, and fired bolts leave a trail.
[1.0.0] - 2026-9-29
Added
- Vindicator — 300 HP, tier 3 enemy, no special drop.
- Chases at 1.75x speed, and keeps chasing for 4s after losing sight of you — vanilla gives up after 1s.
- Damage ramps across consecutive hits: 30 → 60 → 120, then back to 30. The ramp only advances on real hits, with one exception: whiffing the last hit resets it to 30, so dodging that swing is worth doing. Dodging the first two neither advances nor resets it.
- Stunning it mid-swing does not reset the ramp.
- Each of the three hits has its own sound, getting heavier. Sounds only play on hit.
- The second hit shoves you. The third deals 120 and turns you into a grabbable ragdoll — physics take over, teammates can carry you, and you can press jump to get up after 1s.
- Smashes valuables and carts that block its path; if you are in range during that smash, you take 30 too.
- Walking and chasing use two different models, causing a brief pose pop when it switches.
- General behavior:
- All mobs intentionally have no death or despawn visual effects — but death sounds do still play.
- Each mob's idle hum plays roughly every 4–7 seconds.