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EchoStalker
Adds a relentless friend-faced enemy with custom pursuit, capture, animation, and audio behavior.
By uberflyteam
CHANGELOG
Changelog
0.2.3
- Resized the Echo Stalker to roughly half player height and slightly larger than the Duck.
- Matched its physical hit capsule and sight, attack, and look-at origins to the smaller body.
- Moved its latched sitting position closer to the captured player.
0.2.2
- Fixed silent captive audio by using R.E.P.O.'s native Cutscene Only mixer snapshot instead of muting Unity's global listener volume.
- Made the long captive clip preload synchronously and added one-time playback diagnostics to the BepInEx log.
- Disabled unsupported enemy-near music hooks that flooded the runtime log with missing-component errors.
0.2.1
- Changed latch damage from a single hit to 20 damage immediately and every 5 seconds thereafter.
- Kept every latch hit nonlethal, clamping the captured player to at least 1 health.
- Added sequence-validated multiplayer damage ticks and heal-race handling so healing still releases immediately.
0.2.0
- Added a friend-styled procedural body, generated face decal, articulated hands, state-driven animation, and speech-like mouth movement during the captive loop.
- Added the supplied captive audio as a deterministic target-only loop beginning at 0:00.
- Muted all other audio locally for the captured player until their health increases, with immediate restoration on release.
- Increased chase speed and added distance-based catch-up speed so the target cannot simply outrun the monster.
- Added multiplayer-safe capture confirmation, nonlethal damage handling, healing-race handling, and target-disconnect cleanup.
0.1.0
- Added the first Echo Stalker prototype.
- Added roaming, alert, chase, attack, cooldown, stun, and death handling.
- Added multiplayer state synchronization through the game's enemy state system.
- Added original prototype visuals and sounds.
- Added host-authoritative thrown-object damage and stun handling.