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Prussian-Hunted-0.1.1 icon

Hunted

Asymmetric horror mode: one invulnerable killer with a sword hunts the survivors while they extract valuables and escape. The host picks the killer in the lobby. Everyone needs the mod.

Date uploaded a week ago
Version 0.1.1
Download link Prussian-Hunted-0.1.1.zip
Downloads 56
Dependency string Prussian-Hunted-0.1.1

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
REPOModding-REPOConfig-1.2.7 icon
REPOModding-REPOConfig

Edit mod configs in-game!

Preferred version: 1.2.7
REPOModding-MenuLib-2.6.1 icon
REPOModding-MenuLib

A library for creating UI!

Preferred version: 2.6.1

README

Hunted

An asymmetric mode for R.E.P.O. in the spirit of Dead by Daylight. One player is the killer: invulnerable, fast, huge, armed with a sword, and able to see in the dark. Everyone else is a survivor who has to fill the extraction points with valuables and get out through a truck before the killer finds them.

Everyone in the lobby needs Hunted and MenuLib, on the same version. Only the host's settings count, so nobody else has to touch the config.

How a round works

  • Pick the killer. In the lobby, the host ticks the box next to a player's name. If nobody is ticked, a random player is the killer.
  • Everyone spawns on the map, not in the truck. Survivors start well away from the killer. The killer starts in the killer room, the room in the middle of the map.
  • Extraction. There are more extraction points than survivors, and all of them are open from the start. Survivors need as many completed points as there are survivors (the extras are spares). Fill a point with valuables as usual.
  • Escape. Once enough extraction points are done, both trucks open. The survivors win when every living survivor is inside a truck.
  • The killer wins when every survivor is dead, or when the time limit (15 minutes by default) runs out first.
  • Death heads and revives work as in the vanilla game, so a dead survivor can still be brought back by a teammate.
  • Valuables. Only small valuables spawn, and they respawn over time. Carts only appear at extraction points.
  • No monsters by default.

The killer

  • Cannot be damaged, tumbled or killed. Cannot sprint or tumble. Is faster than a survivor and much bigger.
  • Carries a sword that cannot be dropped, only stowed. It passes through survivors' bodies, so swings are not blocked. It hurts survivors only, and does not damage valuables, carts or monsters. Hits cost sword energy, and the sword slowly drains on its own. The energy recharges while the killer is in the killer room.
  • Cannot pick up valuables, carts, monsters or survivors' heads, and cannot enter the trucks. Monsters, the Museum's red-light-green-light robot and other map hazards ignore the killer.
  • Has night vision, a steady fog distance in every room, a zoomed-out map and a red light. Looks like a white skeleton with glowing red eyes.
  • In the killer room the killer walks faster, hits harder and the lights are brighter. Nobody can hide there, and a survivor inside shows as a red dot on the killer's map, with a beep.
  • If the killer falls into a hole, they float back out.

How the killer finds survivors

The killer sees survivors badly. Walls don't matter, but distance and direction do:

  • A standing survivor is always visible.
  • A crouching or tumbled survivor becomes visible only after the killer looks towards them from close by for a moment. A crawling one takes much longer.
  • The nearer a survivor is and the more directly the killer looks at them, the faster they are noticed. Beside or behind the killer, or farther than about 20 m, they are not noticed at all.
  • A survivor who takes damage is visible to the killer for at least 3 seconds.

Survivors

  • Start with more health (200) and slowly regenerate it.
  • Boost: a survivor who is revived, or hit down to half their health or less, runs without tiring and cannot be tumbled by anything but themselves for a few seconds.
  • Cannot hide in the killer room: they are always visible to the killer there.

Playing

  1. Install the mod and its dependencies (a mod manager does this for you), then restart the game fully.
  2. The main menu changes: Singleplayer, Public Game and Tutorial are hidden while Hunted is installed. Private Game becomes Host Hunted and Join becomes Join Hunted. To play the vanilla game, disable the mod.
  3. The host creates a lobby, ticks the killer's box next to a player, and starts the game.

Testing alone

When you are the only player in the lobby, nobody is the killer unless you tick your own box (unticked, you play as a survivor). A Dummy survivor toggle appears under the player list: it places a dummy that you can pick up and put down, for testing the killer's vision and sword.

Settings

The config file is BepInEx/config/Prussian.Hunted.cfg, created on first launch. In a lobby the host's values replace everyone else's while they are connected. (Balance values such as the killer's vision rules are part of the mod and are not configurable.)

Setting Default What it does
Killer / WalkSpeedMultiplier 2 Killer walking speed relative to a normal player
Extraction / GoalPerPoint 10000 Dollar value that completes one extraction point
Extraction / TimeLimitMinutes 15 The killer wins when this runs out
Survivor / MaxHealth 200 Health everyone starts with
Survivor / RegenPerSecond 0.5 Health regenerated per second (0 turns it off)
Survivor / BoostSeconds 5 Length of the boost (0 turns it off)
Level / Columns, Rows 4, 4 Size of the map's inner grid of rooms
Sword / DamagePerHit 40 Damage to a survivor per hit
Sword / EnergyPerSurvivorHit 10 Sword energy lost per hit (out of 100)
Sword / EnergyDrainPerSecond 0.55 Sword energy lost per second
Sword / ChargePerSecond 10 Sword energy regained per second in the killer room
Vision / KillerFogStart, KillerFogEnd 5, 30 The killer's fog distances
Vision / NightVisionRange, NightVisionIntensity 30, 1.4 The killer's night-vision light

Compatibility and known issues

  • Requires BepInExPack and MenuLib. Everyone must run the same version of Hunted.
  • Early version. Most of it has been tested in small lobbies only, so expect rough edges. Mods that change the main menu, the lobby list, player cosmetics or level generation may conflict.
  • Needs a local install of the game with BepInEx, so it cannot be used on cloud-streamed versions of the game.
  • Please send bug reports with the host's BepInEx/LogOutput.log. The log is short by default. For more detail, add Debug to LogLevels under [Logging.Disk] in BepInEx/BepInEx.cfg.

CHANGELOG

Changelog

0.3.1

  • Everseer's laser does 30 damage instead of 40, reaches 22.5 m instead of 30, and takes 1.25 seconds to build up instead of 1.
  • Everseer walks at 1.8 times a player's speed; Skelespawn stays at 2.
  • New settings, adjustable in game with REPOConfig: each killer's walking speed, the bomber head and staff recharge times, and the laser's damage, range, build-up time and shots, and the eyes' sight range and hold time. Killer / WalkSpeedMultiplier is replaced by Skelespawn / WalkSpeedMultiplier; set it again if you had changed it.
  • The killer hears their own sounds at normal volume; only survivors hear them louder. They still sound deeper to everyone.
  • New setting Chase / Heartbeat: turn it off and survivors no longer hear the heartbeat.
  • The chase sting and music start sooner once the killer has a survivor in sight.

0.3.0

  • New killer: Everseer, a purple druid in a mask and antlers with its own chase music. The first killer is now called Skelespawn.
  • Everseer's mask (key 1): one shot of an eye laser per opening. It builds up as the mask opens and fires with E once ready. It goes through walls, hits hard, knocks back and tumbles. While the mask is on, the Everseer's screen turns purple, it walks at 75% of a survivor's speed, and survivors see it glow purple.
  • Everseer's wand (key 2): the Staff of Seeing, a purple, quieter Void staff that is always charged, whose shot plants a small eye where it lands. Eyes reveal the survivors they see, until 3 seconds after, and the Everseer sees them through walls. Survivors and bots destroy one by holding grab on it for 5 seconds, from any distance.
  • A boosted survivor's screen turns gold.
  • Survivors inside a truck can't be hurt, knocked back or tumbled.
  • The host is always the killer, and picks the killer with a slider in the lobby. Survivors don't see which one.
  • The killer's glow and the killer room take the killer's colour.
  • Survivors' maps show the killer room like any other room.
  • The killer always sees the killer room's corners through walls.
  • No money count at the top of the screen when an extraction point is completed.
  • A shock sound plays as a chase starts.
  • With the sword out the killer walks at 75% of a survivor's speed, and a hit pushes the survivor back.
  • Survivors in the killer room stay revealed for 3 seconds after leaving. The alert is a single bell that flows into the hum, and the hum fades out.
  • Only the inventory slots in use are shown: two for the killer, none for survivors. Items in use stay in their slot, brighter and bigger.
  • The killer's sounds, now including their weapons, are deeper and carry further.
  • Mod managers also install REPOConfig, for changing settings in game. Hunted works without it.

0.2.1

  • Works with R.E.P.O. v0.5.1: hosting a game no longer fails.
  • New: survivors hear a heartbeat when the killer is near, and chase music plays when the killer has a survivor in sight.
  • New main menu: a picture of the killer, a "Hunted" title and its own music, instead of the driving truck.
  • The killer is white again, with red armour, teeth, belt and grabber, and looks the same in their Escape menu.
  • New icon.

0.2.0

Bots

  • Add up to 5 bot survivors with a slider in the lobby, with any number of players.
  • Bots gather valuables and deliver them, sneak, run from the killer, hide, carry each other's heads to safety and escape in the trucks.
  • They get hurt, tumble and die like players, and they count as survivors for the win conditions and the number of extraction points. Players cannot grab them.

Killer

  • New: bomber heads, in inventory slot 2. There are three uses, and one comes back every 30 seconds (twice as fast in the killer room). Throw one and it hunts the nearest survivor, then explodes for triple damage.
  • The sword is 1.7 times bigger, with longer reach, and now does 35 damage instead of 40.
  • The killer walks 25% slower with the sword in their hands. Stowing it restores full speed.
  • The killer is now 1.7 times a player's size instead of 2.
  • The killer's view is brighter, but they no longer have night vision and no longer see their own red light.
  • The killer's map no longer shows heads, carts, items or valuables, and looking at them no longer outlines them.
  • The energy bar no longer floats over the sword on the killer's screen.
  • Crouching survivors are noticed about twice as fast, and crawling ones slightly faster.

Killer room

  • A survivor inside is now revealed by a yellow shape through walls, a yellow dot on the map, a chime from their direction and a quiet hum.
  • The killer room's lights are less bright.

Survivors

  • Survivors have 50 stamina and sprint 20% faster.

Map

  • The map grows to fit the extraction points the survivors need.
  • The map is 3 rooms wide with the killer room in the middle column. The Rows and Columns settings are gone.

Lobby and settings

  • "Host Hunted" goes straight to a new lobby. There is no region or save list any more, so old saves cannot be loaded.
  • The time limit, fog distances, sword energy and boost length sliders now move in whole steps.
  • Each extraction point now needs $15,000 by default, up from $10,000.
  • The extraction goal is now set in hundreds of dollars (GoalPerPointInHundreds). If you had changed GoalPerPoint, set it again.

0.1.2

  • The killer also wears the skull belt. Their skin is white and every cosmetic item on them is red.
  • The game's seasonal events (Halloween) are always turned off.

0.1.1

A large update over 0.1.0. Everyone in the lobby must update, and MenuLib is now required.

  • The killer is chosen with a checkbox next to each player in the lobby, using MenuLib.
  • Main menu: Singleplayer, Public Game and Tutorial are hidden; Private Game and Join are renamed Host Hunted and Join Hunted.
  • The killer's sword passes through players, valuables and carts, can never hit the killer, and needs less swing speed to register a hit.
  • The killer cannot grab valuables, carts, monsters or heads, and no longer sees grab indicators on them.
  • New vision rules: the killer's chance to notice a survivor depends on how near they are and how directly the killer looks at them, and on whether they stand, crouch or crawl. A survivor who takes damage is visible for at least 3 seconds.
  • The killer looks like a white skeleton with glowing red eyes.
  • The killer floats back out of holes, and map hazards such as the Museum robot ignore the killer.
  • Many balance values moved out of the config into the mod, and the remaining settings load their defaults from an embedded file.
  • Default map is a 4x4 grid. Monsters are off by default.
  • Shorter default log.