


Add a new dungeon monster who heavily rely on prolonged stalking phase and explosive chase phase
Add a new dungeon monster "Men stalker". A rare monster with a power level of 3 who can only spawn once per day. It takes the apparence of a tall, slender, rough looking human.
When it finds a player, it will begin to stalk him from a distance, while trying to hide from scavengers as much as possible.
When stalking, Men-stalker makes no sound (except when opening door), and will continue to stay passive and stalk the player for a considerable amount of time.
When it is finally done stalking, it will seemingly run away, before finally deciding to transition into an explosive chase phase, chasing the closest player until either all scavengers are out of the dungeon, or whenever there isn't any scavenger nearby after some time.
However, It can be killed, and you can lose it during the stalking phase by running far enough from it.
When they are chasing you, remember that they don't do much damage per attack and struggle to open door.
Since they are a rare mob who likes to stalk before chasing the player, Men-stalker are a difficult monster to deal with. Once spotted however, they are significantly easier to deal with, which is itself a somewhat difficult thing to do especially if you don't actively look out for them.
A massive shoutout to the lethal company modding's discord server : they have helped me on many occasion to solve problems. I also would like to thank the writers of the lethal company modding's wiki, and to the creator of the ExampleEnemy's unity project.
v1.0.0 : ALPHA : Online testing phase.
v1.0.1 : Updated the mod's page
v1.1.0 :
Fixed buggy backward-walk animation
Greatly increased spawn chance
Fixed "Scared" backward walk
v1.2.0 :
Improved pathfinding (A buff)
Fixed buggy run-animation
Reduced "target lost cooldown" (Nerf)
v1.2.1 :
Overall increase to spawn chance
Changed the spawning probability mechanism : spawn probability increase rapidly over the day
Fixed a few lines of code to make it "more likely" to bump into the entity
Dependency updates
Massive thank you to an anonymous player for letting me know of an issue with spawn probability
v1.3.2 :
Fixed id's naming problem : thanks to the people of the lethal company's modding server !
Fixed the unresponsive HitEnemy function
Fixed rotation angle
v1.4.0 :
Default State swaped to STALK instead of IDLE
Explanation : Minor impact overall, even if all of the playe suddenly went out of the dungeon, would remain in STALK state for a while, this should make it more frequent for it to enter it's RUSH state.
RUSH state's move speed decreased
Explanation : This is to give a player without a weapon a decent chance to escape the Men-stalker, so long as he knows how to exploit the map layout (mainly knowing where each doors are at)
STALK state duration extended, STALK state movement speed reduced overall
Explanation : This should make it easier to spot the Men-stalker, as it was previously too difficult to do so.
v1.5.0 : A very much needed but late bux-fixing + dependance update. Removed the deprecated tag. Reverted the change of making the "default" state being STALK instead of IDLE.
v1.6.1 :
Improvement on the IDLE state
Explanation : Roams around the map a lot more, should make it more frequent to find it.
Balancing :
While stalking, if it doesn't have a direct LOS to the nearest player, it's speed is halved
Explanation : this should allow the player to have an easier time spotting it during it's stalking phase
While stalking, if all player quit the dungeon, would remain in stalking state until the cooldown goes down
Explanation : Minor impact in multiplayer, major one in single player. Back then, if player constantly went in and out of the dungeon, if all were out, then it would be harder for it to enter it's attack phase
v2.0.0 :
Updated the model
Increased the IDLE state's roaming speed
Explanation : Even more likely to "encounter" (not "see") the Men-stalker
New sub-state to the IDLE state : When a scavenger is within a certain distance, will begin the "investigate" phase :
This doesn't mean it will transition to a STALK state, but means that the Men-stalker will slowly approach the position of the scavenger,
until the Men-stalker fully detect the scavenger (close distance), and then would finally enter his STALK state.
Explanation : Should massively increase the likelyhood of encounter with the Men-stalker.
While in STALK state, changed various speed parameter depending on the existance of LOS and the distance between the targetPlayer and the Men-stalker
Explanation : Improve the feeling that you are being stalked by always making it stay far from you, but not invisible if you pay attention. +immersion
While in IDLE state, increased detection range (significantly)
Explanation : to reduce the amount of "awkward bump" with the Men-stalker
Updated the Terminal Entry
Update the mod's page
v2.1.0
Updated the namespace's "name" (pun unintended)
Updated the terminal entries's background video to be more transparent
Shortened the "RUSH" state's "chase cooldown"
Updated the "RUSH" state's voiceclip
Updated the mod's page
v2.1.1 Damage decrease : 35 -> 20 Unfortunately, since I moved on from the project a bit, there won't be an update to add a config file. Sorry to the guy who asked if I could for taking so long !
v2.2.0 Compatibility update
v2.3.0- Cleaning up the texture Typo fixed
v2.4.0 A series of extra-fat nerf
Chase sequence speed : 15 -> 9 (For reference : slightly faster than Thumper, while being leagues better at turning corner)
Explanation : Extreme speed made it night very hard to escape him even if RNG is on your side by overcrowding the dungeon with door. It also indirectly made his chase sequence essentially endless.
Extended his max chase sequence duration by 10 seconds
Fixed a bug that affected when his chase sequence ended
Explanation : Should make his chase sequence actually end.
Stalk sequence changes : Men_stalker cannot transition into his chase sequence so long as he hasn't directly stared at a scavenger for a least 5 seconds.
Explanation : This should make it easier to spot the Men_stalker during his stalk sequence. You now are guaranteed to have at the very least 5 seconds to spot him during the stalk sequence. Additionally, if he didn't had at least 5 seconds of visual contact with a scavenger when his stalking cooldown ends, he will also start to "aggresively" stalk you (Thus giving scavengers more opportunity to catch him)
v2.5.0
Various changes :
The minimum amount of time the men-stalker has a LOS to a player before it can transition into his rush phase : 5 -> 15
The chase sequence's timer : Used to start as soon as a scavenger is within 30 units, now it can only start when the men-stalker has a LOS to a scavenger.
The stalking phase's duration : 55/75 seconds -> 40/60 seconds
Smoother animation transition
Double the spawn probability
Tweaked the model
Explanation : It was decided that the Men-stalker would need to have a longer eye contact with a scavenger (Double) to actually offer the players a chance to spot him. We have also doubled his spawn ratio and shortened his stalking time to make him more present in a game.
v2.5.2
Updated the model (Fixed gap, reajusted material).
(TESTED SOON) Fixed a bug where the man-stalker will "bounce around" during a specific time of the stalking phase.
Rush sequence's chase speed : 11 -> 9.5
When it fails the stalk sequence, will ROAM, intead of IDLE. This is to actually reward the player team who lost it.
While stalking : when the target is lost, increase the total duration of the stalking phase by 2 sec every 1 sec it has lost it's target : further means to reward player who loses it. (So up to +30s of gained time, or losing it, whichever comes first)