MCIllagersMod
Adds Minecraft-style Illagers to R.E.P.O. - the Vindicator, Pillager and Evoker, plus their Vexes and the Totem of Undying.Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog.
[1.0.4] - 2026-10-08
Added
- Per-mob config. The two global multipliers (
HealthMultiplier,DamageMultiplier) are gone. In their place every mob gets its own value, grouped into sections so the file is readable at a glance:[Illagers]—SpawnVindicator,SpawnPillager,SpawnEvoker(unchanged), plusDebugLogging.[Vindicator]—VindicatorHealth,VindicatorHit1Damage,VindicatorHit2Damage,VindicatorHit3Damage.[Pillager]—PillagerHealth,PillagerDamage,PillagerPreferredDistance.[Evoker]—EvokerHealth,EvokerFangDamage,EvokerSummonCooldown,EvokerFangCooldown,EvokerEngageRange,TotemDropChance,TotemRangeMultiplier.[Vex]—VexDamage,VexAttackCooldown.- The three spawn toggles stay under
[Illagers]on purpose: they are the only keys that existed before this update, and BepInEx looks a value up by section and key name — moving them would silently reset everyone's existing choice back totrue.
VexAttackCooldown— seconds between a Vex's slashes. Note it is a lower bound, not the final gap: the real gap ismax(this value, the length of the Attack animation), because a swing has to finish before the next one starts. That clip is about 0.8s, so anything at or below that changes nothing.
Changed
- Vindicator max HP 300 → 350.
- Pillager bolt damage 30 → 40 (to players and to other enemies alike).
- Vex slash damage 10 → 15.
- Totem of Undying drop chance 10% → 20%.
- Vindicator melee reach 2m → 2.5m (the allowed height difference is unchanged at 2.5m).
- The Vindicator's attack animation was shortened from 13 to 10 frames, so the hit now lands 0.25s into the swing instead of 0.40s. Attacks are noticeably snappier; the time it stands still per swing drops from 0.7s to 0.5s.
Notes
- First public release. Everything in the entries below ships together in this one package — the 1.0.0–1.0.3 entries are development milestones from the pre-release cycle and were never published on their own.
- If you encounter any issues or bugs, please include a precise description of what happened and your log file. A screen recording helps but is optional.
[1.0.3] - 2026-10-06
Added
- Config file —
BepInEx/config/com.luca.illagers.cfg, created on first launch.SpawnVindicator/SpawnPillager/SpawnEvoker— turn a mob off and it is removed from the level's enemy pool, so it never spawns or takes up a spawn point. Spawn commands still work, so you can always summon one by hand. Turning off the Evoker also removes its Vexes and the Totem of Undying.HealthMultiplier/DamageMultiplier— global multipliers covering every mob's HP and damage. Vex HP is deliberately excluded.DebugLogging— verbose logs, for bug reports only.
- In co-op, every player must use the same config.
[1.0.2] - 2026-10-02
Added
- Evoker — 250 HP, tier 3 enemy, 10% chance to drop a Totem of Undying.
- Stays back and does not attack until you are within 10m. It always opens by summoning 3 Vexes.
- Two skills — summoning Vexes (20s cooldown) and fangs (5s cooldown) — both counted from a successful cast, not from the wind-up.
- Every action is telegraphed: it stands still, then spends 1s on the cast animation, and the effect only lands when that animation ends.
- Fangs come in two shapes: a ring around the Evoker at close range, or 16 of them in a line down a corridor from far away.
- Fangs pass through walls and follow the ground, but never track — once a fang's position is set it stays there, even if the Evoker turns.
- Fangs do not hurt the Evoker's own Vexes. The Evoker has no melee attack of its own.
- Vex — summoned by the Evoker. 15 HP, tier 1 enemy, no drops.
- Lives at most 25s: after a 20s grace period it starts losing 3 HP per second, which kills it right on 25s if it goes untouched.
- Flies at you and slashes. Roughly half its time is spent attacking and half floating, so there is a window to fight back — and killing it early is always an option.
- Cannot pass through walls. Emits blue particles on death.
- A surviving batch does not stop the Evoker from summoning the next one.
- Totem of Undying — a 10% drop from the Evoker.
- Works like the vanilla revival drone, but searches 5x further (3m → 15m, or 6m → 30m when everyone is down) and revives in 2.5s instead of 5s.
- Revive HP shrinks the deeper your save is: 50% in the early levels, down to 25% past level 20.
- Much quieter than the drone — it only makes noise on the revive itself.
[1.0.1] - 2026-10-01
Added
- Pillager — 150 HP, tier 2 enemy, no special drop.
- Holds its distance instead of closing in: it backs off when you approach and advances when you retreat, hovering around 6m.
- Roughly one bolt every 4s (3s reload, then 1s held), and it stands still for the last half-second before firing — it will not shoot while walking.
- Bolts fly straight with almost no drop and hit other enemies as hard as they hit you. Sidestepping is enough to dodge.
- Blocked by walls, obstacles and closed doors. Normal doors get shot off their frames and land as pickups; keycard and locked doors only block them.
- Bolts damage valuables — normal treasure takes several hits, the fragile tier goes down in one.
- Firing angle is capped at 30°, so from a high platform you can make bolts pass below you.
- Full sound set, a bolt appears on the crossbow while reloading, and fired bolts leave a trail.
[1.0.0] - 2026-9-29
Added
- Vindicator — 300 HP, tier 3 enemy, no special drop.
- Chases at 1.75x speed, and keeps chasing for 4s after losing sight of you — vanilla gives up after 1s.
- Damage ramps across consecutive hits: 30 → 60 → 120, then back to 30. The ramp only advances on real hits, with one exception: whiffing the last hit resets it to 30, so dodging that swing is worth doing. Dodging the first two neither advances nor resets it.
- Stunning it mid-swing does not reset the ramp.
- Each of the three hits has its own sound, getting heavier. Sounds only play on hit.
- The second hit shoves you. The third deals 120 and turns you into a grabbable ragdoll — physics take over, teammates can carry you, and you can press jump to get up after 1s.
- Smashes valuables and carts that block its path; if you are in range during that smash, you take 30 too.
- Walking and chasing use two different models, causing a brief pose pop when it switches.
- General behavior:
- All mobs intentionally have no death or despawn visual effects — but death sounds do still play.
- Each mob's idle hum plays roughly every 4–7 seconds.
