R.E.P.O.
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Latest version
1.1.10
Last Updated
First Uploaded
Downloads
5.4K
Likes
3
Size
104MB
Dependants

Changelog

1.1.10

  • Fixed Thread Magistrate's invisible movement tether with a persistent cord, anchor knot and four physical boundary stakes.
  • Added physical world cues for binding tape, flashlight retaliation, stomp debris, streamer panels, reversal cards and crossing cords.
  • Added native room-material response to footsteps and damaging contact, plus audible target notice reactions.
  • Extended Thread Magistrate's neural tension/snap cues to its complete 2.5-second active state.
  • Added a 42-creature attack presentation contract and matching offline gallery previews.

1.1.9

  • Gave all 42 creatures distinct close-combat timing, reach, force, damage, hit windows and seven different consequences.
  • Added species-specific notice, multi-leg search, miss recovery, retreat and encounter cadence with active population caps.
  • Added synchronized wax, seed and grass aftermath with late-join replay.
  • Added layered and occluded attack audio, species pitch character, 16 surface treatments, directional hurt reactions and six death styles.
  • Updated the offline gallery and expanded deterministic, continuity and locomotion checks.

1.1.8

  • Added nine lore-specific ways to lose pursuit: break sight, drop cargo, become quiet, freeze, go dark, crouch, separate, keep an ambusher in view, or stop sprinting.
  • Replaced the shared search timer with creature-specific memories and faster aggression decay after a successful counter.
  • Added native-scaffold vertical pursuit to nine agile creatures when players hide on elevated non-navmesh props.
  • Added a warned reach-under attack for eleven low-profile creatures when players crawl beneath furniture.
  • Added target-escape and vertical-pursuit diagnostics and updated every counter description in settings, the field guide and model gallery.

1.1.7

  • Replaced the shared chase loop with 13 native-inspired pursuit policies: artillery spacing, flanking, sentry movement, skirmishing, ambush, charge setup, shepherding, lurking, trapping, predation, juggernaut pressure and disguised mimic approaches.
  • Assigned all 42 creatures distinct tactical movement identities while preserving their authored gait, speed class and counterplay.
  • Aligned signature hit reach with attack activation range and added swept collision to every moving rush, lunge, ram, hop and ricochet.
  • Added themed movement and visual aftermath to tape, thread, static, ink, cold, flashlight, streamer and scrolling attacks.
  • Retained a warned close-range fallback so no creature can remain harmless while staring at a player.

1.1.6

  • Fixed Tallow Twin and other slow creatures inheriting an excessively high shared chase-speed floor.
  • Drove gait animation from observed navigation displacement as well as physics velocity, preventing frozen feet and gliding on peers.
  • Made all three close-attack families track through most of their warning, commit shortly before contact, and use swept contact volumes.
  • Kept signature attacks in rotation outside personal space while retaining a dependable close-range fallback for all 42 creatures.
  • Added regression coverage for speed classes, attack commitment, contact volumes, and signature-versus-melee selection.

1.1.5

  • Reworked all 42 creature attack previews and close-attack rigs with continuous anticipation, contact, and recovery motion.
  • Added wax bombs, furnace charges, ticking seed bombs, loose-loot suction, a scrap vortex, and a two-revolution fan gust.
  • Increased combat pressure, pursuit reliability, health, and attack follow-through while preserving creature-specific counters.
  • Rebuilt the 384-cue sound set around individual creature identities and added new recordings for redesigned attacks.
  • Preserved the multiplayer loading fix that delays networking and persistent runtime startup until the game scene is ready.
  • Added 16 valuables, eight warned random effects, contextual player mimics, host settings, and expanded diagnostics.
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