[Host Only MOD] Adds fourteen custom enemies built from vanilla network objects. Unmodded guests can see, hear, fight, and be attacked by every released encounter. 14種類の一風変わった敵を追加します。バニラの貴重品を用いているため、ホストさえ導入していれば、他のプレイヤーはMODを導入せずとも敵の姿を見る事が可能です。
0.0.2 — Moon progression, grab interactions, and balance pass
English
Added the vanilla Moon progression to all fourteen released encounters: levels 5–9 are Crescent, 10–14 Half, 15–19 Full, and 20+ Super. Crescent reduces interruption from light valuable impacts; pseudo-overcharge starts at Half, builds 1.25x faster on Full, and 1.5x faster on Super.
Matched custom-enemy death-pit and toxic-pool damage to vanilla Moon rules: lethal before Half, then 120/80/40 damage at one-second intervals on Half/Full/Super. Native final-truck healing and Super Moon reward-orb explosions remain handled by the base game.
Added host-authored grabbing, carrying, throwing, slam damage, and NavMesh recovery to The Auditor and The Confectioner. Required grab strength is Auditor 0; Dead Air, Confectioner, and neutral Broker 4; already-hostile Broker 7.
Rebalanced the difficulty pools by moving The Auditor and The Confectioner to Difficulty 1 and The Backlash to Difficulty 3. The fourteen encounters are now distributed 4 / 6 / 4 across Difficulty 1 / 2 / 3.
Reduced The Confectioner to 120 HP with no default orb reward. Increased The Backlash to 500 HP and raised both forward and reverse charge contact damage to at least 75.
The Auditor no longer enters automatic selection or respawning when no living player owns a stealable upgrade. Manual Enemy Lab spawning remains available.
Equalized every released encounter's default relative SpawnChance to 1.0. Only old shipped defaults migrate; explicit custom values are preserved.
All additions retain the host-only installation model and use vanilla network objects and RPCs for unmodded guests.
Expanded the English Thunderstore page into a full translation of the Japanese encounter table, spawn rules, and every detailed enemy entry through The Undertow.
REPOConfig is now an optional in-game settings UI instead of a required Thunderstore dependency. Standard BepInEx configuration remains available without it.
Reduced each Confectioner candy's default value from $3,000 to $1,000. Existing profiles using the former default are migrated automatically, while custom values are preserved.
0.18.36 — Anonymous public identity and bilingual page
Replaced the former author identifier in the BepInEx GUID, encounter IDs, config filename, source comments, logs and package documents with unknown.
Reordered the Thunderstore page so the English encounter guide appears before the detailed Japanese guide, with direct language links beneath the debug-mod section.
0.18.35 — Public release package
The Voodoo and The Delirium are now internal WIP encounters. Their source remains in the assembly for later rework, but they have no runtime manager, automatic spawn, debug registration or public configuration entry.
Legacy Voodoo and Delirium config definitions are removed on startup so REPOConfig does not expose unfinished settings.
Added optional REPOConfig in-game settings integration and refreshed the Thunderstore page for the fourteen released host-only encounters. REPOConfig is not a required package dependency.
0.18.32 — Broker current-value appraisal and hostility reset
Broker now returns to neutral patrol when its current hostile target dies, regardless of whether hostility was caused by grabbing, an attack or a failed appraisal. It no longer chains into surviving players after the victim dies.
Appraisal rewards are explicitly calculated from the valuable's current value at the moment it is swallowed. Returned values are rounded only to whole dollars instead of $100 increments.
The guaranteed first appraisal now returns 1.10x the swallowed current value. Existing profiles still using the former 1.01x default are migrated automatically.
Mimic playback is now always safe. After playback ends and the room becomes quiet, a clearly telegraphed four-second response window opens; only speech during that window provokes it.
MOD enemies now use the replaced vanilla enemy's exact respawn timing inputs, including director multipliers, the vanilla dead-enemy x3 delay, and final-extraction acceleration. Legacy custom timing settings remain only for config compatibility.
Each replaced enemy slot can now return at most twice after its initial spawn, preventing unlimited MOD-enemy respawns.
Reduced The Carousel's detection range from 35m to 27m and increased each gun's expanded hit padding from 0.82m to 1.10m. Profiles still using the shipped defaults are migrated automatically.
0.18.30 — Delirium local route recovery
Fixed berserk Delirium repeatedly selecting the same blocked route and stopping where low platforms, round furniture and room seams overlap.
When local steering cannot make progress, NavMesh is used only to obtain bypass corner directions; the root physically walks those corners and is never warped to a sampled polygon.
Added a physical nearby-floor fallback for furniture tops and other places without a usable local NavMesh route.
0.18.29 — Delirium tight-space traversal
Fixed berserk Delirium stopping when a visual leg brushed chairs, tables, broken doors or clutter in narrow furniture gaps. Navigation now uses a narrower dedicated movement capsule while keeping wall collision and its damage volume unchanged.
Ground detours keep one side long enough to curve around an obstacle instead of alternating left and right each frame. Small loose props no longer permanently cancel an otherwise valid route.
Added controlled physical descents from tables and furniture when the target is below, and removed the unconditional stop caused only by a collider having a door-related name. Closed doors and solid walls still block traversal.
0.18.28 — Delirium broad-surface validation
Fixed berserk Delirium treating door trim, narrow wall edges, railings and beams as full crawl surfaces, which could carry it above or behind the room and look like a disappearance.
Surface attachment, corner transfer, continuous crawling and final landings now validate usable width, surface continuity and full-body clearance.
Invalid narrow surfaces return Delirium toward its last physically supported floor without a NavMesh warp or coordinate snap.
0.18.27 — Delirium safe detours and debug-mod API
Tent-like large structures are no longer treated as ordinary furniture landings. Berserk Delirium now detours unless its full body capsule has a clear route across the complete clamber arc.
Gateways, room connectors and narrow props use a short-lived stable detour side instead of alternating left and right whenever one limb clips an edge.
Added optional Imperium Repo Portal buttons for spawning and despawning every debug encounter. Imperium remains an optional dependency.
Added the public UncataloguedDebugApi for other debug mods to enumerate, spawn and despawn encounters by ID or display name.
0.18.26 — Delirium physical step landings
Fixed berserk Delirium classifying the wall behind a stair or narrow step before testing the reachable upper face.
Added short-tread landing samples so articulated clambering can start on narrow steps.
Removed the remaining furniture-gap landing path that could select an unrelated NavMesh floor near the start room; landings now require the first real physical surface directly below a strictly local probe.
0.18.25 — Delirium stable wall traversal
Fixed The Delirium repeatedly alternating left and right at walls, furniture and grates before apparently disappearing through an unrelated recovery path.
Wall-detour direction is now held for a stable interval instead of being reselected every frame.
Removed the berserk wall-stall recovery that could relocate it to a nearby NavMesh polygon; it now stays attached to the actual surface while choosing a new route.
0.18.24 — Delirium continuous berserk traversal
Fixed berserk Delirium being rebound by Unity to the truck-side/start-room NavMesh after furniture, grate, wall, or ceiling traversal.
Berserk pursuit now remains on continuous collision-swept movement for its entire duration instead of re-enabling or warping a NavMeshAgent from an off-mesh surface.
Closed the remaining relocation paths after interrupted clambers, surface recovery, and reconstruction.
0.18.23 — Delirium chair traversal and safe recovery
Chair seats, backs and legs under one authored furniture root are now treated as a single clamber assembly instead of unrelated blockers.
Surface-to-floor recovery is animated over a short clamber rather than snapping the root directly to the recovered NavMesh point.
Contact damage is briefly gated during and after traversal recovery, preventing an apparently teleported instant kill when the victim changes height.
0.18.22
Fixed The Delirium becoming permanently stuck with its NavMeshAgent disabled when a table, grate, or room connector exposed multiple colliders during a clamber.
Interrupted clambers now always continue as a surface crawl or restore pursuit at the same position.
Added a strictly local, collision-checked NavMesh recovery for stalled room-boundary surface movement; it cannot select the truck or another room.
0.18.21 — Delirium solid traversal
Far-side clambers are limited to 1.65 metres so large walls and furniture cannot relocate Delirium out of sight.
Every clamber step now performs a body-width continuous sweep. Contact with another wall, ceiling or prop cancels the crossing and transitions into surface crawling.
Direct pursuit treats dynamic carts and valuables as solid obstacles as well as static level geometry, preventing occasional phasing through objects.
0.18.20 — Delirium round-table and overhang traversal
Round-table traversal can no longer choose a landing more than 2.85 metres away; wider lateral candidates make the crawler go around large circular furniture instead.
Failed path recovery no longer warps Delirium back to a previously remembered NavMesh position.
NavMesh hand-off points are validated before changing the root transform, preventing Unity from relocating the body to an unrelated room-entry polygon.
Projecting tabletops and ceiling undersides remain surface-crawl routes instead of being skipped by a far-side floor landing.
0.18.19 — Delirium clamber visibility and pursuit speed
Berserk pursuit speed is reduced from 3.0 to 2.65.
Furniture traversal duration now scales with travel distance instead of always completing in 0.82 seconds.
Clamber arcs use the crossed obstacle's real height so Delirium passes visibly above tabletops instead of moving through them.
Clamber completion no longer searches for and snaps to a different NavMesh point, preventing sudden relocation below or behind furniture.
0.18.18 — Delirium sight count, pursuit speed and collapse hitch
A real unobstructed sighting now takes priority over the close-range escape, so Delirium reaches berserk after exactly three valid sightings instead of several proximity collapses being counted by the player but not by sanity.
Berserk pursuit speed is reduced from 3.72 to 3.0.
Hidden-room selection is evaluated incrementally during the collapse instead of scanning every LevelPoint and radial fallback in the final disappearance frame.
Repeated per-frame physics overrides and authoritative hiding moves for all eleven parts were removed; remote collapse pose updates are capped at 15 Hz.
0.18.17 — Delirium freeze guard
Delirium no longer rescales eleven authored physics/collider hierarchies every frame during collapse and reconstructs only two network poses per frame, preventing the repeat-reconstruction PhysX freeze.
Consecutive Enemy Lab spawns now deactivate the old Delirium host controller immediately before deferred destruction.
0.18.16 — Delirium relocation, doors and local recovery
Delirium reconstruction no longer falls back to the first generated LevelPoint. It accepts only an unseen valid NavMesh point 14–26 metres from its victim, and cleanly ends the encounter when none exists instead of rebuilding at the truck-side room seam.
A berserk Delirium that loses the NavMesh may reconnect only beside its current body or at its last stable point within 2.5 metres. It cannot wide-warp to the start area or a neighbouring room.
Closed doors and authored static structures are continuously swept after movement as well as before direct movement. Even when the baked NavMesh crosses a shut door, Delirium rolls back instead of passing through while hidden; doors are never treated as climbable surfaces.
Step and open-frame desk detection is more proactive, with an earlier validated far-side clamber attempt.
Collapse and reconstruction no longer write velocity to an already-kinematic Rigidbody, removing the repeated Unity warnings and their associated hitch.
0.18.15 — Delirium collapse, school-desk traversal and normal rig
Delirium's normal form keeps its calibrated upright Mimic proportions; dynamic Server Rack bone-length fitting is now limited to the berserk spider pose where elbow and knee intersection prevention is needed.
A vertical capsule now detects open-frame school desks that ankle-height probes could pass through. Delirium searches a wider area for floor/NavMesh beyond the furniture and crosses it with an articulated arc toward its target.
Sight collapses no longer turn the eleven hidden network shells into live rigidbodies at the truck-side hiding seam. The shells stay kinematic and ungrabbable while only the selected client's vanilla position RPC animates the fall, removing stray materials and the repeated-sighting physics hitch.
0.18.14 — Delirium desk crossing, joints and hitch reduction
Delirium now searches for a valid floor/NavMesh point beyond a large desk and uses an articulated arc to cross it instead of looping on the same upper edge.
Reduced the upper limit of the berserk contact volume so its instant-kill reach no longer extends noticeably above the visible body.
Server Rack limbs now scale from their actual spawned mesh length rather than fixed estimates, reducing elbow and knee intersections.
Reconstruction work is spread over more frames and PhotonViews are cached at spawn time, reducing the short hitch caused by victim-only pose reconstruction.
0.18.13 — Delirium desk traversal, contact and reconstruction
Delirium keeps its articulated surface route until its NavMeshAgent has actually reattached to a validated floor point on the far side of furniture.
Reduced the berserk body contact radius and navigation shell while retaining full-height contact checks, preventing oversized instant-kill reach and narrow-furniture wedging.
Server Rack limb meshes now scale to their solved bone lengths, so upper and lower pieces no longer cross through shared elbows and knees.
Victim-only reconstruction poses are distributed across four frames instead of updating all eleven network shells at once, reducing the momentary sight/reconstruction hitch.
0.18.12 — Delirium furniture traversal and local recovery
Delirium's surface recovery now accepts only a NavMesh point immediately beside its current body. Embedding into furniture or a wall can no longer teleport it to the start area or a neighbouring room floor.
Tall desks without baked NavMesh are traversed as continuous surfaces, with a validated local descent on the far side.
Generated-room Extra helper colliders no longer masquerade as walls between open room sections.
Server Rack limb shells are trimmed only at shared elbow and knee joints so articulated pieces no longer cross through one another.
0.18.11 — Delirium ledge landing and relocation
Delirium now completes a ledge climb only on an upper NavMesh point beyond the obstacle. Reaching an upper face can no longer snap it back onto the lower mesh and repeat the failed climb.
Museum and other dense layouts no longer collapse every relocation onto one sampled point. Delirium remembers its five most recent positions and scores distinct medium-distance blind spots with a tighter NavMesh search.
Berserk elbow and knee IK remains on the correct side of the body, preventing the Server Rack limb pieces from crossing through one another while climbing.
0.18.10 — Delirium transformation and surface pursuit
Delirium's berserk transformation now folds the torso first, plants the two front limbs separately, and settles the rear limbs last. Surface-contact correction blends in only after pursuit starts, preventing every limb from snapping outward at once.
Fixed a stopped NavMeshAgent state left behind by the transformation. Berserk pursuit explicitly resumes the agent and uses collision-swept direct movement while no valid path is available, so Delirium no longer sometimes remains motionless after changing form.
Delirium now probes low ledges before becoming stuck and can attach to full walls, crawl upward and around corners, then recover onto an upper NavMesh surface. Losing its target or an invalid surface route safely restores normal pursuit.
0.18.9 — Delirium transformation, ledge crawl and sight hitch
Delirium now changes from its upright pose into the spider posture in three connected stages. Its torso folds first, then the front limbs reach and finally the rear limbs settle, preventing the body parts from collapsing into a pile during the transition.
Berserk Delirium can now physically climb short static ledges with a front-limb plant, body lift and rear-limb follow-through. Full walls, closed doors, moving props, players and enemies remain impassable.
The normal Delirium sight collapse now distributes its eleven rigidbody releases across several frames and throttles repeated protection refreshes, removing the one-frame hitch caused by a normal sighting while preserving collapse and reconstruction.
0.18.8 — Delirium sight and crawl stability
Delirium no longer rebuilds collider lists, repeats all-pairs collision ignores, or allocates ray arrays when its normal form is observed. Its internal collision setup is cached once at assembly and visibility uses reusable buffers, removing the normal-sighting hitch.
Delirium now activates its NavMeshAgent after spawning and reconstruction. Berserk limbs use two-bone joints with planted floor, wall and ceiling contacts, while a stalled crawl safely rebuilds its path at steps and narrow doorways without teleporting.
Berserk contact checks no longer allocate temporary body-sample arrays each frame.
0.18.7 — Delirium reconstruction and berserk test
Delirium now reuses and re-pins its existing network body after a collapse instead of destroying and recreating eleven network valuables in one frame, reducing the visible reconstruction hitch and late-join state churn.
Berserk limbs now follow actual travelled distance and plant against nearby floors, side walls and ceilings. Planted contacts remain world-anchored for the push phase and blend across corners instead of skating in place.
Unknown Enemy Lab now exposes a separate The Delirium (Berserk) encounter. Select it and press F8 to bypass the three sanity exposures and test the berserk crawl directly.
0.18.6 — Delirium gaze and berserk transition
Delirium sanity now advances only when the victim's synchronized view is actually aimed at its unobstructed body. Proximity alone collapses and reconstructs the apparition without consuming sanity.
Delirium now freezes upright, folds into its low spider posture over roughly 1.7 seconds, and only then begins a slower pursuit. Its lethal contact is delayed until that transformation completes.
During berserk pursuit the body follows the crawl path while only the Pendant head tracks the victim, with smooth diagonal limb phases instead of the previous wide, abrupt gait.
Undertow now observes an 8.5-second cooldown after a completed mooring sequence instead of immediately repeating it near the same target.
0.18.5 — Undertow visibility and Delirium state fixes
Undertow acquisition now ignores loose valuables, items, other characters and generated helper colliders while closed doors and real level geometry still block sight. It no longer knows a player through walls, but reliably starts mooring against a visible player in the same room.
Ships the Delirium's pending three-exposure sanity logic, full-body 666 contact test, medium-distance hidden reconstruction and stun-only berserk reset in the release DLL.
Delirium reconstruction continues to prefer an occluded point roughly 14–26 metres from its victim rather than immediately behind or in front of them.
0.18.4 — Delirium reconstruction and Undertow cadence
The Undertow now commits to mooring sooner after acquiring a nearby visible player and retries the encounter faster after recovery.
The Delirium now consumes one sanity point for proximity, flashlight exposure, or a distinct sighting. The third registered exposure reliably starts berserk pursuit instead of producing another harmless collapse.
Delirium reconstruction now prefers an occluded room point roughly 14–26 metres from its victim, rather than appearing immediately behind them.
Raised the Delirium pelvis shell and hip origins into the lower torso to remove the isolated crotch block.
0.18.3 — Delirium contact and restored hostile transitions
The Delirium's berserk instant-kill test now uses the target's full body capsule instead of a single point near the feet, covering crouched players, head-standing and close contact. Its stopping distance now remains inside the lethal range.
The Dead Air no longer hears its own synchronized scuttle sound as a new loud player noise and no longer extends that self-triggered escape indefinitely.
The Undertow now uses a tighter approach path and a more reliable dive range so a visible acquired player leads into mooring instead of endless nearby swimming.
0.18.2 — Delirium sightings and Dead Air occlusion
The Delirium now counts three distinct sightings instead of treating three seconds of continuous observation as three sanity losses. Another count requires breaking sight completely for at least 2.25 seconds before looking again.
Lowered The Delirium's shoulders, lengthened its torso, and replaced its wide comedic berserk pose with a narrow forward-leaning pursuit motion.
The Dead Air now requires unobstructed line of sight both for its initial silent target acquisition and while hunting, preventing immediate wall-through pursuit after spawning.
0.18.1 — Forty-percent director default and Delirium rig reset
The default vanilla-slot replacement chance is now 40 (40%); profiles carrying the 0.18.0 default of 0.4 migrate automatically.
The Delirium now uses The Mimic's exact head, chest, pelvis, shoulder, elbow, hand, hip, knee and foot reference points instead of an independently drifted rig.
Restored The Delirium's Phone chest to The Mimic's vertical proportion and rebalanced its Pendant head.
0.18.0 — Spawn percentage and victim-only Delirium
The global MOD-enemy slot replacement setting now uses a human-readable percentage: 0.4 means 0.4%; existing 0.004 profiles migrate automatically.
The Delirium now uses The Voodoo's victim-only targeted vanilla position RPC path and remains hidden below the level for everyone else.
The Delirium now has a longer torso and a slightly smaller Pendant head for a taller silhouette.
0.17.99 — Delirium true gaze detection
Distant sanity loss now requires The Delirium to be inside its target's synchronized forward view cone, rather than merely sharing unobstructed line of sight.
0.17.98 — Delirium proportions, berserk gait, and sight counting
Lengthened The Delirium's normal Phone torso and head-to-pelvis spacing, and corrected the Pendant head axis so it reads as a face aimed at its target.
Replaced the wide sumo-like berserk stance with a narrow, alternating depth-axis pursuit gait.
Each continuous distant sighting now removes only one sanity point; another point requires breaking sight for at least 0.9 seconds and looking again.
0.17.97 — Delirium berserk pursuit
Reduced The Delirium's normal proximity-collapse range to 8 m and limited flashlight exposure to an actually active spotlight.
Once berserk, proximity, flashlight exposure, ordinary attacks, and ordinary tumbles no longer make it disappear. Only TRANQ or stun-mine stuns collapse and reconstruct it.
Added a faster low spider-like berserk pursuit with a lengthened torso and violently rattling limbs.
0.17.96 — Delirium reconstruction and flashlight response
Lowered and slimmed The Delirium's Server Rack arms, and enlarged its Pendant head.
Increased the collapse distance to 10 m and made reconstruction choose a location hidden only from its assigned target, while preserving that target and sanity state.
The assigned target's active flashlight now removes one sanity point and triggers the same collapse after a short unobstructed exposure.
Delirium parts now ignore one another during collapse, drop downward without exploding apart, shrink, and reconstruct reliably.
Added an occasional brief mantis-like head tilt.
0.17.95 — Delirium proportions and disappearance
Lowered The Delirium's arms beneath its shoulders, made its Server Rack limbs slimmer, and enlarged its Pendant head.
Replaced its instant teleport with a non-grabbable physical collapse and shrink, followed by reconstruction at another hidden location. Sanity state persists and there is still no time-based automatic teleport.
0.17.94 — Delirium limb alignment and lifetime
Fixed The Delirium's Server Rack limbs by using a deterministic rack-specific long axis instead of unstable generic geometry recalibration.
Removed The Delirium's 32-second automatic disappearance. It now remains until a normal disappearance or cleanup condition occurs.
0.17.93 — Delirium limb proportions
Halved the width and depth of The Delirium's Server Rack limbs while preserving their length, joints, and motion.
0.17.92 — Delirium materials and Mimic attack motion
Enlarged The Delirium's Pendant head, turned its Phone/HDD body panels backward, and replaced the Telescope limbs with slender Server Rack limbs.
Added a large, smooth two-arm wind-up, strike, and recovery animation to The Mimic's attack.
0.17.91 — Delirium Mimic rig
The Delirium now directly uses The Mimic's tall Phone/HDD/Telescope rig, pose, and interpolation, with only its head replaced by a Pendant.
The Phone chest's ringing, light, and vibration behaviour is disabled.
0.17.90 — Delirium posture
The Delirium now uses a forward-slumped chest, neck, and head chain, independently twitching low-hanging arms, and narrow non-crossing legs instead of the comical mirrored in-toe/out-toe sway.
Its close-range disappearance threshold has been increased from 5m to 7m.
0.17.89 — Mimic relocation / Delirium silhouette
The Mimic now relocates to an unseen reachable perch when an observed recording ends, when a watcher approaches too closely during recording, and after its attack sequence ends.
The Delirium's Pendant and Bug components are substantially enlarged into a readable humanoid silhouette. It continuously faces the nearest living player while line of sight remains required for distant sanity pulses.
Fixes Backlash crossing room/module walls after 0.17.80. The field log recorded two attacks reaching the 29 m safety limit with 120 route samples and 0/10 bounces; only its own zero-distance Jackhammer collider appeared because that self-hit consumed the old audit throttle before later candidates were logged.
Removes the overly strict Rigidbody/door-name gate. After explicitly excluding Backlash-owned visuals, trail helpers, triggers, players, enemies and identifiable loose valuables/items, every remaining solid non-trigger occluder is valid—including module walls, room pieces, kinematic structures, closed doors and immovable furniture colliders.
Uses every physics layer and sorts/filter SphereCastAll plus a centre RaycastAll on every authoritative movement substep. Delta is capped at 0.05 seconds and each charge/rewind step at 0.24 m, so a proposed endpoint is never committed before the complete sweep passes.
Adds endpoint sphere-overlap verification for thin edges and restores the previous safe controller position on initial penetration. Valid contact stops 0.055 m before the surface; an unresolved inside-solid contact enters bounded recovery or abort instead of advancing through the far side.
Applies the same containment sweep to rewind. An unexpected new obstruction stops replay at the safe side and returns to patrol without crossing it, while normal recorded reflection pauses, reverse damage ledgers and beam wind-in remain intact.
0.17.80 — Backlash bounded reflection recovery and Cupid visible arrows
Rebuilds Backlash reflection discovery around sorted SphereCastAll/RaycastAll candidates. Only physics-static level geometry and identifiable closed kinematic doors can reflect it; its own parts, transient effects, network helpers, trail drones, triggers, players, enemies, valuables and dynamic rigidbodies are excluded.
Adds rate-limited near-zero hit auditing with collider/root/layer/Rigidbody/Photon ownership and rejection reasons. Invalid sub-0.78 m contacts still cause no reflection, impact, count, damage or beam; recovery now uses one smooth replan, one forced different free-space direction, then aborts and rewinds/returns instead of looping forever.
Post-recovery launches select 1.40–1.65 m free-space fans before resuming the ordinary maximum-distance charge. Open air never invents an endpoint bounce, while a genuine intervening static wall may still end the leg at its real normal.
Makes each valid forward wall bounce substantially clearer with 0.70 axial/1.14 lateral squash, a 0.58 m visual bounce-out and 1.10 overshoot while leaving the controller sweep and damage geometry unchanged.
Red trail contact now emits a host-authoritative 10.5 m vanilla EnemyDirector.SetInvestigate event at the touched player's position. Its unified 1.9-second per-player cooldown deduplicates overlapping segments and works for unmodded guests while retaining the 0.46 m tumble contact.
Fixes Cupid arrows skipping their flight on the first target SphereCast. Target-owned colliders are ignored as blockers, so each fixed shot remains visibly airborne to its predicted endpoint before attaching; walls, unrelated enemies/valuables and misses keep their existing stuck-arrow/recovery behavior.
Retains Backlash's ten bounces, 480°/s forward and 420°/s rewind spin, 0.36-second reverse bounce, per-leg damage ledgers and native Jackhammer animation.
0.17.79 — Backlash reverse bounces and wider red-trail stun
Widens each red beam segment's tumble-only proximity from 0.38 m to 0.46 m while preserving endpoint-clamped distance checks and per-player cooldown protection.
Rewind now stretches as it approaches every recorded reflection, completes and removes that segment's beam, freezes its current spin roll, then performs a distinct 0.36-second reverse bounce before winding the next segment.
The reverse bounce reaches 0.80 axial/1.06 lateral squash, holds it for 0.10 seconds, releases through 1.04 overshoot and settles exactly to scale 1. No rewind damage runs during the pause; the next segment's 55-damage ledger arms only when motion resumes.
Fixes the recorded narrow-furniture loop where every wall cast returned distance 0.000: sub-0.78 m legs no longer count, damage, explode or create empty beams. A scored horizontal/vertical free-space fan now drives a smooth escape, escalating to a longer recovery after two consecutive overlaps before safely re-aiming.
Retains 0.17.78's forward/rewind spin speeds, forward impact squash, ten bounces, native Jackhammer animation, visual explosion, red route wind-in and state blending.
0.17.78 — Backlash continuous attack spin and elastic impacts
Spins the complete visual squid around its actual movement vector at 480°/s forward and 420°/s in rewind. Its phase remains continuous across segments, freezes at an impact without resetting, and resumes from that exact angle after aiming.
Every forward reflection now starts its harmless network particle, stops spin and begins an axial 0.76 squash with 1.08 lateral expansion on the same frame; bounce-out returns through a light 1.05 overshoot and reaches exact scale 1 before aim.
Eyes, Jackhammer, native drill animation and rear empera share one spin/squash pose while collision sweep and damage geometry remain unchanged. Return-to-roam removes the held attack roll through the existing 0.45-second blend.
Retains 0.17.77's ten four-stage reflections, native Jackhammer animation, lead bias, red route wind-in, corridor protections and independent forward/rewind 55-damage ledgers.
0.17.77 — Backlash prefab-frame correction and persistent threat
Uses the shipped Jackhammer's verified Hammer/Hydraulics hierarchy and axes: deeply embeds its paired eyes at the drill base and roots large symmetric V-empera at the true handle/rear.
Uses the native JackhammerJackin clip for warning-only Hammer/Hydraulics actuation and smoothly returns the clip to idle at launch; neither network root nor eyes/fins vibrate.
Emits a neutralised, guest-visible vanilla Enemy Valuable small-break particle at every reflection, then safely removes its transient network object; the impact remains visual-only.
Adds a constrained nearest-player lead bias to each valid wall reflection, strengthens red-trail tumbles, and retains a 3.8-second roaming pressure interval before a new attack.
Blends recovery into roaming while preserving ten four-stage bounces, 55-damage forward/rewind ledgers, corridor safeguards and Indestructible Drone beam wind-in.
0.17.76 — Backlash visual root, red route and replay completion
Lowers and greatly enlarges the symmetrical embedded eyes, relocates enlarged connected V-empera beneath the rear handle, and gives normal swimming a visible 20° rolling diagonal wave.
All five visible network objects sample one pose each frame; charge/reflection/rewind retain continuous velocity bank instead of any per-part lag or roll reset.
Each of ten impacts now visibly embeds (0.08 s), bounces out along the wall normal (0.12 s), then smoothly aims the complete pose (0.20 s) before charging; the impact is still visual-only.
Reverse replay has its own rearmed 55-damage segment ledger with same-frame duplicate-hit protection and compact rewind rearm/hit logging.
A 0.16-second warning-synchronised root stroke makes the vanilla Jackhammer visibly actuate for guests without re-enabling its item, grab, value or collision behaviour.
Uses neutralised vanilla Indestructible Drone endpoints for the persistent red route beam; reattachment, live rewind endpoint shortening and completed-segment cleanup stay intact.
0.17.75 — Backlash reference-motion pose retune
Matches the supplied reference's tall, gently rolling hover and readable vertical three-quarter warning: the final 0.58 seconds ease the complete body into its low launch pose, then charge/reflection/rewind follow smoothly without slowing physical collision.
Preserves 0.17.74's ten bounces, per-segment 55-damage rearm, visual-only impact, narrow corridor sweep and Battery-beam wind-in.
0.17.74 — Backlash smooth turns and segment rewind
Raises the embedded collar eyes, gives windup a readable diagonal three-quarter warning pose, and smoothly eases the full visible squid into each launch, rebound and reverse direction.
Increases the attack to ten physical reflections. Each segment rearms direct swept 55-damage contact once per player, while harmless reflection effects remain visual-only.
Battery route lines now contract every replay tick from their far endpoint into Backlash, removing each segment exactly when its start is reached.
0.17.73 — Backlash rear empera and narrow-corridor sweep
Enlarges and attaches Backlash's V-shaped empera directly at the rear of its Jackhammer mantle, opposite the drill; collar eyes and the broom-free silhouette remain intact.
Separates roam/charge wall clearance from the broad visible body and player hit range. A 0.28 m NavMesh radius, 0.30 m centre sweep, thin-wall ray and short overlap heading lock prevent narrow-corridor spin while preserving physical reflections.
0.17.72 — Backlash collar eyes and persistent route beams
Repositions Backlash's large eyes symmetrically at the drill/body collar and removes every Wizard Broom tail/tentacle object for a clean Jackhammer-and-empera silhouette.
Shortens standard forward and reverse impact pauses to 0.2 seconds, keeps the final two-second hold, refreshes every Battery Drone route attachment at a low 0.16-second cadence, and plays one harmless small native impact effect at each actual bounce.
0.17.71 — Backlash squid silhouette and reliable sweep
Rebuilds Backlash as a large blocky Jackhammer squid with embedded paired eyes, small attached empera and five animated short tentacles; the former crossed saw wings and fish tail are gone.
A host hit ledger permits one configured charge hit per player per leg, while the continuous blocker sweep now stops reliably at real room geometry, doors and large furniture instead of filtering them out. Detailed bounce/blocker and hit diagnostics support the next multiplayer test.
0.17.70 — Backlash reliable yellow ricochets
Enlarges and embeds the paired eyes in the lower Jackhammer face, and makes Battery Drone the native, guest-visible yellow route-beam source.
Reflections now accept static level geometry only, keep every 0.7-second impact pause, log all nine bounce/reverse states, and safely rewind rather than disappear if a route becomes invalid.
Yellow route beams retract one completed section at a time as Backlash physically rewinds to its origin.
0.17.69 — Backlash 3D ricochet and reverse playback
Backlash now aims, charges and reflects in true 3D from physical wall, floor and ceiling normals, leaving persistent native route beams across the complete space.
Every impact visibly embeds and holds for 0.7 seconds; the final impact holds for two seconds. Reverse playback revisits every recorded impact with matching pauses before returning to patrol.
0.17.68 — Backlash eyes, swim and visible route beams
Enlarges and lifts The Backlash's paired front eyes, strengthens its 3D swimming bob/roll and rear-fin/tail propulsion, and keeps the gameplay root safely on NavMesh.
Uses the proven Marionette/Cupid delayed Feather Drone beam attach sequence for every persistent ricochet route, with clear diagnostics if a network endpoint is not ready.
0.17.67 — Backlash swimming and readable windup
Refines The Backlash into a compact, horizontal swimming squid: large low eyes, rear empera fins instead of crossed wings, and a joined lower mechanism/curved tail.
Gives patrol a smooth body bob and rhythmic rear propulsion, extends the unmistakable Jackhammer tell to 2.8 seconds, and retains every native Battery Drone route beam until its rewind is complete.
0.17.66 — Backlash squid, trails and ricochets
Rebuilds The Backlash into a compact upright Jackhammer squid with paired crown fins, low eyes, a lower mechanism and a curved tail; every part remains a vanilla network object visible to unmodded guests.
Restores its native yellow persistent ricochet beams with the live Battery Drone prefab, begins aggression immediately after an Enemy Lab spawn, and makes the charge use real wall normals without vertical/NavMesh teleport corrections.
Expands the recorded path so all nine charge legs rewind smoothly to their true starting point.
0.17.65 — Backlash Enemy Lab spawn fix
Fixes The Backlash refusing Enemy Lab spawns by resolving the live catalog's Valuables/06 Tall/Valuable Arctic Jackhammer network prefab for its body.
0.17.64 — The Backlash and multiplayer hardening
Replaces Playback with The Backlash: a Jackhammer squid that ricochets nine times, leaves stunning yellow trails, rewinds itself to the start of its route, then resumes patrol. It never performs a forward replay.
Blocks enemy body parts from guest inventory storage, preserves assembled bodies during stun, and removes the dominant kinematic-warning source seen in large lobbies.
Fixes Broker post-kill hostility, Mimic host-death voice restoration, Undertow full-area damage, Cupid potion side effects and Voodoo part separation.
Changes the default per-slot MOD replacement probability to 0.4%.
0.17.62 — Vanilla-style respawn and safe grabbed physics
Automatically selected MOD enemies now retain their consumed vanilla enemy slot: defeated encounters return after a configurable 60-120 second cooldown.
Completing the final extraction expedites any defeated MOD slot, matching REPO's guaranteed vanilla enemy return behaviour.
Respawn points exclude the truck and keep their distance from living players; Enemy Lab test spawns are not included.
Dead Air no longer dies and drops an orb merely from clipping into the floor while grabbed. Only a deliberate fast slam can arm its impact damage.
0.17.61 — Host target restoration
Blocks inventory storage/duplication of Carousel guns, Marionette drones and Parasite drone/cannon body parts, including requests sent by unmodded guests.
Removes the resulting kinematic-rigidbody warning flood and defensively clears destroyed late-join eye/grab references.
Makes Marionette forced hostility late-join-safe and adds Enemy Robe's dedicated target/state transition.
Fixes The Cupid treating its intended player's held gun or tool as unrelated cover. The arrow now completes its visible windup and flight instead of snapping underneath Cupid into immediate recovery.
Cupid arrows now attach as soon as their swept flight actually reaches the selected player or valuable. Missed arrows preserve the outgoing trajectory and land naturally instead of discarding the prior arc and snapping toward the deepest wall.
Never classifies the room owner as a late joiner, even when REPO's local generated-level avatar temporarily has no resolvable Photon owner on its hierarchy.
Restores Angel movement, Undertow mooring and all other hostile AI that depends on finding a living target.
0.17.60 — Persistent hostile-AI scheduler
Runs recurring encounter AI directly on the protected BepInEx plugin component so level-transition cleanup cannot delete its scheduler.
Restores continuous targeting, pursuit, attacks and Undertow mooring while preserving public-region connectivity.
0.17.59 — Targeting-safe vanilla scheduler
Runs encounter AI in vanilla MonoBehaviour.LateUpdate, after REPO finishes rebuilding its player state for the frame.
Restores target selection, hostile pursuit and attacks while retaining the public-region connection fix from 0.17.58.
0.17.58 — Vanilla Photon update path
Runs enemy logic only through a persistent normal Unity MonoBehaviour.Update driver.
Removes custom low-level PlayerLoop, render-time and startup-time ticking from the public build.
Removes the Regions-page Harmony patches entirely, restoring the unwrapped vanilla Photon menu path.
0.17.57 — Public multiplayer network-safe build
Leaves Steam and Photon callback dispatch on the vanilla Unity synchronization path.
Disables the unsuccessful Regions-page transport retry used for diagnostics in 0.17.56.
Keeps the genuine PlayerAvatar experiment completely inactive while retaining all fifteen normal encounters.
0.17.56 — Public region connection recovery
Keeps REPO's normal Photon region connection attempt unchanged.
If the REGIONS page is still waiting after 12 seconds, retries once over WSS/443.
Restores the original Photon transport when the region page closes.
Adds connection-state logging so a remaining failure is diagnosable instead of silent.
0.17.55 — Public multiplayer isolation build
Temporarily disables the genuine network PlayerAvatar experiment for final public multiplayer testing.
Does not create its manager, does not register it with Enemy Lab, and does not apply any of its PlayerAvatar Harmony patches.
Leaves all fifteen normal encounters and their vanilla enemy-slot integration unchanged.
0.17.54 — PlayerAvatar laboratory startup hotfix
Prevents the Enemy-Lab-only network probe from inspecting Photon room-object data during ordinary local-player startup.
Restores the vanilla NEW GAME and CREATE SERVER initialization paths when Unknown Enemy Lab is disabled or the probe has not been spawned.
Keeps the one-probe, 30-second, no-collision network experiment available inside Enemy Lab.
0.17.53 — Network PlayerAvatar laboratory probe
Replaces the local-only PlayerAvatar laboratory dummy with one room-owned network experiment that can be inspected by unmodded guests.
Keeps the experiment exclusive to Unknown Enemy Lab; it is not registered with normal enemy spawning.
Limits the probe to one instance, preserves the vanilla default colour, disables physical collision, and deletes it automatically after 30 seconds.
Adds diagnostic logging for Photon ownership, observed serialization components, movement heartbeats and automatic cleanup.
0.17.52 — First public release candidate
Adds fifteen host-installed enemy encounters that use vanilla network objects so unmodded guests can see and interact with them.
Integrates every encounter into the vanilla difficulty-slot selection instead of adding independent extra enemy rolls.
Includes configurable health, damage, movement, reward and relative spawn-weight settings.
Supports vanilla guns, melee weapons, thrown physics objects, traps, tumbles and enemy-orb rewards where applicable.
Adds late-join protection, shop/death-arena cleanup and host-authoritative damage handling.
Prevents duplicate hit processing from one projectile or one physics impact touching several parts of the same enemy.
Updates The Weeping Angel to its current 7.5 m/s movement speed and The Dead Air to its Small Orb reward.
Uses non-physical No Gravity Drone beam rings for The Undertow's guest-visible hazard warnings.
Fixes The Bellhop Hauler shell absorbing its own cargo or nearby rewards.
Fixes The Auditor's carried upgrade box being usable repeatedly by an unmodded guest.
Known limitations
The vanilla enemy-proximity music hook is local, so custom proximity music is heard by the host only. Networked roaming, attack and hit sounds remain audible to guests.
A completely unmodded guest may still see vanilla map markers belonging to the synchronized objects used to build an encounter.
High latency can make multi-part limbs and ornaments look slightly stepped even though AI, hit detection and damage remain host-authoritative.
A R.E.P.O. update that changes vanilla prefab names, RPCs or physics structures may require a compatibility update.
0.18.34
MOD enemies now use the Sledge Hammer's live authored melee damage instead of a fixed fallback when the hit arrives through a zero-damage helper collider.
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