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FalseFriend
Automatic mimics on scheduled floors, immediate startup, persistent placement retries and 3-second replacements. One active at a time. No testing button needed. Unpublished development build; gameplay verification pending.
By Oatflakes
CHANGELOG
0.1.9 — unpublished development build
- Natural spawning is always enabled on scheduled mimic levels and starts immediately when the expedition is ready; testing controls are not required.
- Added persistent one-second readiness/placement retries, alternate eligible donors/anchors and automatic navigation-based fallback placement.
- Removed the four-minute lifetime cap; killed/removed mimics are replaced after three seconds, one at a time.
- Natural scheduling takes priority over forced testing Auto Spawn on eligible levels.
0.1.8 — unpublished development build
- Scheduled mimic levels can contain multiple encounters, with only one mimic active at a time.
- Added a random 45–75 second cooldown after each mimic's death/despawn; failed safe-placement attempts retry after eight seconds.
- Manual testing no longer consumes the encounter level. Unscheduled levels still do not receive natural replacements.
0.1.7 — unpublished development build
- Added donor immunity during targeting, biting and grabbing, with a true one-player lobby exception.
- Locked disguise identity until the copied player's death; replacement requires a stable empty, unseen room. Cosmetic updates preserve identity.
- Added a persistent 45-second failed-lure deadline, followed by return pursuit of the same target.
- Matched all mimic voice sources to native player proximity attenuation and occlusion, with distance silence for attack reverb too.
0.1.6 — unpublished development build
- Changed bite damage from a fixed 45 HP to 40% of the victim's current maximum HP, including upgrades, rounded up to whole HP.
- Lure and attack recordings share a randomized rotation that uses all available matching clips before repeating and avoids immediate repeats across reshuffles.
- Fixed the recording cooldown discarding successive clips, including in solo. Clips enter the local cache immediately; multiplayer uploads use a bounded, paced queue.
0.1.5 — unpublished development build
- Added sharp pointed upper/lower tooth rows, visible during the bite attack and attached to the copied jaws.
- Teeth refit when native cosmetic mesh dimensions change and hide at release/interruption.
- Added strong reverb to attack recordings from the player being impersonated; preserves original pitch and words.
- Relays the selected exact clip to peers and briefly waits for missing recordings; never substitutes another player's voice or a synthetic scream.
0.1.4 — unpublished development build
- Replaced constant smooth swivelling with variable-rate turn bursts, quick flicks and held glances.
- Added frequent brief stops while disguised and occasional native jump/fall/land poses.
- Replicated stops, hop progress and quick yaw changes across clients.
- Replaced the grab's movement slow with an actual owner-local position lock before biting.
- Added jump suppression, short freshness leases, hard expiry and interruption/session cleanup for the lock.
0.1.3 — unpublished development build
- Native player walking/sprint clips are driven by travelled distance for player-style leg movement.
- Added visible reach, grab, jaw opening, bite and release poses on the copied player model.
- Replaced contact damage with an interruptible timed bite: one 45-damage hit at the bite moment.
- Brief owner-side movement slow during the grab; no camera/item lock or teleport.
- Attack target and progress synchronize across clients; stale packets cannot sustain restraint.
0.1.2 — unpublished development build
- Testing controls place a mimic about 1.5 metres directly in front of the local player's view.
- Removed room-clearance, minimum-distance and path requirements from test placement.
- Forced test mimics persist and play speech while waiting for navigation attachment.
- Natural encounter placement and cadence retain their existing rules.
0.1.1 — unpublished development build
- Added F6 testing panel with Spawn Now and Auto Spawn buttons for solo players and hosts.
- Manual testing can spawn on level 1, using clear reachable ground nearby.
- Auto Spawn defaults off, keeps one mimic active and resets off when leaving the session.
- Normal two-to-three-level scheduling remains active when automatic testing is off.
0.1.0 — unpublished development build
- Initial player disguise, live cosmetic refresh, matched session voice replay and native robotic lure phrases.
- Host-controlled navigation, luring, isolation check, warning and attack behavior; physical/weapon damage bridge.
- Reproducible encounter intervals of two or three expedition levels.
- One-player capture support without a test menu or manual spawn option.
- Pending full gameplay, cosmetic, audio and multiplayer verification before public release.