R.E.P.O.
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Latest version
1.0.4
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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), plus DebugLogging.
    • [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 to true.
  • VexAttackCooldown — seconds between a Vex's slashes. Note it is a lower bound, not the final gap: the real gap is max(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.
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