Guest Role
Host-assigned Medic, Mechanic, Tank, Bird, Brawler, Burger, Agent and Trapper roles. F8 selection panel. Guests do not need this mod.Guest-Role
Created by a Japanese mod creator. / 日本人制作者によるMODです。
Host-assigned roles for R.E.P.O. multiplayer. The host selects a player and a role with F8. Guests do not need this mod installed.
Roles
| Role | Abilities |
|---|---|
| Medic | Automatically revive the nearest fallen teammate within 3 m at 25 HP (capped by maximum HP), twice per stage by default. Hold the expression bound to 7 to heal nearby allies within 5 m: 5 HP every 2 seconds, with a shared 100 HP stage budget by default. |
| Mechanic | Directly hold a damaged valuable while holding 7 / Expression3 to repair 2% of its original value per second, with a 50% stage budget. Also suppresses supported valuable effects while holding them. |
| Tank | Base maximum HP of 200 plus health upgrades. Covers enemy damage to allies within 5 m, taking the transferred damage with 15% resistance. Transferred damage cannot lower Tank HP below 1; cover stops at 1 HP. |
| Bird | One bonus extra-jump upgrade, Wings level 10 by default, fall-damage protection excluding pits, and easier air steering. Tumble in midair and move forward for limited camera-directed flight with a configurable upward angle. |
| Brawler | One bonus Tumble Launch upgrade, 30 tumble attack damage and a 2-second stun on successful tumble hits against eligible enemies, plus a 1.1x / 1.2x / 1.3x melee combo (next damaging hit within 3 seconds; then back to 1.1x). Native tumble-hit self-damage remains 5. |
| Burger | Requires both vanilla Burger head meshes. While tumbling with eyes closed (8 / Expression4), once per stage, a new holder instantly receives up to 50 HP at a 15 HP cost, then receive 10 HP every 1 second at a shared 3 HP cost. These costs can kill Burger. Death Head Battery level 30; holding Burger’s conscious death head heals 3 HP every 1 second. |
| Agent | Silent footsteps, landings, voice chat and chat TTS to enemy investigation; 2x visual recognition time; base damage x1.5 to unaware enemies; firearm enemy damage x1.1 against aware enemies (no stacking); firearm energy consumption 50%. |
| Trapper | Look down 70° while standing, then crouch for 0.5s: armed Stun Mine 0.3m ahead. 20s cooldown. Max 5, oldest removed. Native traps ignore you. |
One player can have one role at a time, and each role has one assigned player. Assigning another role replaces that player's previous role. Reassignment does not refill spent stage budgets. Role assignment requests a vanilla TTS announcement from the selected player.
Role illustrations / 役職紹介
Illustrations explain the roles; cosmetic skins shown are not included in this mod. / 画像は役職のイメージです。掲載された衣装・スキンを追加するMODではありません。
Medic

Default: 5 HP every 2 seconds within 5 m, 100 HP shared per stage. Auto-revive within 3 m at 25 HP, capped by maximum HP, twice per stage. Limits are configurable.
Mechanic

Hold 7 / Expression3 while directly holding a valuable: repair 2% per second, 50% per stage. Supported effect suppression remains automatic.
Tank

Base maximum HP 200 plus upgrades, 15% damage resistance. Cover applies to enemy damage only; transferred damage cannot lower Tank HP below 1.
Bird

One extra jump upgrade, Wings level 10 by default (the native upgrade has no fixed maximum), limited flight and fall-damage protection excluding pits.
Brawler

One bonus Tumble Launch upgrade. Tumble attack damage is set to 30, not a dynamic 2x multiplier. Successful tumble hits apply a 2-second stun to eligible enemies, including heavy enemies. Vanilla stun immunity still applies, and longer existing stuns are not shortened. Consecutive melee weapon hits within 3 seconds cycle through 1.1x, 1.2x, and 1.3x damage, then return to 1.1x; this added stun applies only to tumble attacks. Guests do not need the mod.
Agent / エージェント

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After Contact, automatic Agent TTS is silent for 6 seconds from dispatch (including repeat Contact). Scanning continues; the next notification uses current conditions. Manual chat and voice chat are unaffected.
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Contactの通知開始から6秒間は自動TTSを停止します。索敵は継続し、再開時点の状況を通知します。
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Contact: announces when an enemy detects or starts chasing the Agent. Checked once per second, independent of radar range. After announcing, that enemy cannot trigger Contact again until observed 10m or farther away. A fresh detection is then required; continuous pursuit alone does not repeat. Different enemies are tracked independently. Contact takes priority over radar; the global six-second silence is retained.
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敵に発見された際、本人のTTSで Contact と通知します。同じ敵は10m以上離れるまで再通知しません。その後の再発見で再通知します。別の敵は個別に判定し、1秒ごとの確認と通知後6秒間の自動TTS停止を維持します。
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Radar scans every 1 second, tracking each enemy separately. Entry into 25m triggers
Enemy nearbyonce when the range was empty. Each enemy entering 15m triggersEnemy ahead,Enemy left,Enemy rightorEnemy behindonce. No periodic repeats while it stays inside. Another enemy entering triggers its own direction notice. An existing enemy must first move to 16m or farther, then return within 15m, to trigger again. Simultaneous entries are announced one at a time, nearest pending enemy first. -
Direction follows the Agent's own viewing direction. Unequal sectors: front 60°, back 108°, left/right 96° each. Walls do not block detection; distance includes height.
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Nearby teammates can hear the speech. Notification waits if the host detects TTS already playing; the next scan uses the current position and cancels stale notices. No guest-side mod is required.
1秒ごとに敵を個別に索敵します。25m以内に入った時に接近通知、各敵が15m以内へ侵入した時に本人から見た方向を通知します。範囲内に留まる間の定期通知はありません。新しい敵の侵入、または一度16m以上離れた敵が15m以内へ戻った場合に再通知します。図に合わせた前方60°・後方108°・左右各96°の区分です。近くの味方にも聞こえます。
- Footsteps, landings, voice chat and chat TTS do not provoke enemy investigation. Other players still hear them; item impacts, breakage and weapon noise are unaffected.
- Uses the RoleShuffle Ninja recognition-delay approach at 2x. RoleShuffle itself is optional.
- Deal 1.5x base enemy damage while that enemy is unaware of Agent, replacing the firearm bonus. A momentary loss of sight during an active chase does not count as unawareness. Attributed melee, bullets, tumble attacks and held/thrown object collisions are supported. Unattributed environmental damage, death pits, forced kills and teammate damage are excluded; native enemy resistance is preserved.
- Firearm enemy damage x1.1: standard gun bullets, Cart Cannon, Laser Gun and Cart Laser. Applies against aware enemies. Against unaware enemies, use base damage x1.5 instead; the bonuses do not stack. The selected multiplier is rounded once. Stun duration is unchanged. Zero-damage shots remain zero. Gun-body impacts, melee weapons, thrown valuables, grenades, staff/unarmed magic, and enemy/environment lasers do not receive the firearm bonus. Modded guns using independent hit systems are not guaranteed to be supported.
- Firearm energy consumption 50%: standard guns (including Shotgun and Tranq Gun), Laser Gun, Cart Cannon and Cart Laser. Fractional consumption is halved directly. Whole-bar weapons retain a half-bar remainder per weapon: two uses consume one normal use's charge. The host sends the stock battery update even on the no-deduction use. Other role holders consume normal energy; passing a weapon does not erase its remainder. Staff/tool energy and charging speed are unaffected. Custom modded consumption systems may not be covered.
- No bonus extra jump is granted. Purchased jump upgrades remain intact.
- The host manages these passive effects; guests do not need the mod. There is no active invisibility ability. Expression4 / key 8 only performs its normal expression action.
足音・着地音・VC・チャットTTSで敵を警戒させず、視覚認識に通常の2倍の時間がかかります。自身を未発見の敵へのダメージは素の火力の1.5倍です。銃器の1.1倍とは重複せず、未発見時は銃器も1.5倍のみ適用します。発見済みの敵への銃器ダメージは1.1倍です。通常の銃・カートキャノン・レーザー銃・カートレーザーが対象です。未発見判定は敵ごとに行い、追跡が継続している間は未発見扱いにしません。銃系武器のエネルギー消費は通常の50%です。1目盛り単位の銃は2回使用で通常1回分を消費します。追加ジャンプ+1は2.9.3で廃止しました。購入済みアップグレードは維持します。8キーによる透明化はありません。
Trapper / トラッパー

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Ability-generated mines tracked by this version cannot be stored in inventory slots, by either Trapper or allies. Hand-grabbing and carrying remain available; ordinary mines are unaffected. The host rejects the native equip request before slot/state/stat updates. No guest mod is required. The restriction persists through role removal or ability toggling while the mine remains tracked.
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この能力で生成した罠は、トラッパー本人・味方ともインベントリ収納不可です。手で掴んで運ぶことは可能で、通常の罠には適用しません。旧版の生成物や、セーブ読込で別オブジェクトとして復元された罠の由来を遡って判別する機能はありません。
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The mine is placed sideways relative to the placer: its central bar runs left-to-right in the downward view. Spawn and final placement share the same horizontal heading. Normal grabbing and physics can still rotate it afterward.
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設置時は、中央の棒が設置者から見て左右に伸びる横向きに揃えます。設置後の掴み・物理挙動は通常どおりです。
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Stand on the ground and look down at least 70 degrees below the horizon. Crouch while keeping that view for 0.5 seconds to place one armed vanilla Stun Mine approximately 0.3m ahead on the floor.
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Repeat from standing for another placement; remaining crouched never repeats it. The previous one-second gesture deadlines and two-second stationary hold are removed.
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Looking away, standing, jumping, tumbling, crawling, sliding, dying or losing the role cancels the hold. Placement is blocked when the floor cannot be found or a wall blocks the short forward path.
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Up to 5 ability-generated mines can exist at once. After the sixth placement succeeds, remove the oldest remaining mine; further placements follow the same generation order. Destroyed mines free capacity. Purchased, naturally spawned and other mods’ mines are neither counted nor deleted.
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Carrying or disarming an ability mine does not remove it from the count. Reassigning the role preserves the live tracked mines and their generation order.
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Successful placement starts a 20-second cooldown. The first placement each stage is immediately available, and failed/cancelled placements do not spend the cooldown. Role reassignment and death do not clear it. The timer uses game time and resets on a new stage/room.
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Inputs during cooldown are not queued: after it expires, repeat the standing look-down → crouch gesture. No placement cost or total per-stage use limit is added. The host uses native item creation, state RPCs and network deletion; guests need no mod. Posture/view updates may be delayed by normal networking.
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Trapper is excluded from player contact detection by all native mine types, regardless of who placed them or whether Trapper left and returned. Native stun-mine and biting-book player searches, plus the common trap contact detector, also exclude Trapper.
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This is detection exclusion, not damage immunity. Other players, enemies, objects and forces can still activate traps; existing area effects and grab-activated valuable effects remain vanilla. Custom traps from other mods may use different detection paths.
立って下を向く(70度以上)→そのまましゃがんで0.5秒で、約0.3m前方に起動済みの痺れ罠を設置します。トラッパーは設置者を問わず標準の罠のプレイヤー検知・対象探索から除外され、一度離れて戻っても継続します。検知除外のため、他の人などが発動させた罠の範囲効果や、貴重品を掴んだときの固有効果は無効化しません。
設置成功後は20秒のクールタイムが発生します。各ステージの最初の1個は待たずに設置でき、失敗時はクールタイムを消費しません。終了後に改めて設置操作を行ってください。
この能力で生成した罠は同時に5個までです。6個目を設置すると、残っている最も古い罠を削除します。購入した罠などは対象外で、破壊済みの罠は個数から除外します。役職の付け直しでも、残っている罠の個数・生成順は引き継ぎます。
Burger

Equip both Burger Head Top Mesh and Burger Head Bottom Mesh. The host must assign the Burger role with F8; wearing the cosmetics alone does not grant it.
- Instant heal: while both cosmetics, tumbling and closed eyes are already active, a new holder receives up to 50 HP immediately at a 15 HP cost to Burger. Once total per stage; regrabbing, changing holders or reassigning the role does not restore this use. Full-health holders do not spend the use. Toggling the expression while continuously holding does not retrigger it.
- Alive: tumble and maintain the closed-eye expression (8 / Expression4 by default) while an ally directly grabs you. Every 1 second, each injured holder receives up to 10 HP and you spend 3 HP once per shared pulse.
- Battery: the role raises Death Head Battery to level 30 while both cosmetics are equipped; higher purchased levels are preserved. Removing the role or outfit removes only the temporary bonus.
- Dead: only while you are consciously controlling your death head, allies directly holding it receive up to 3 HP every 1 second. No expression input is required, but both Burger cosmetics must still be equipped.
- Healing cannot exceed maximum HP. No HP is spent if all holders are at full health. Periodic healing uses a 1-second interval while alive and 1 second for the conscious death head; losing the conditions resets the timer. Periodic healing has no per-stage usage cap.
- Both the instant 15 HP cost and periodic 3 HP cost bypass damage resistance/invulnerability but can reduce Burger to 0 HP and cause normal death. The triggering heal is still delivered.
- Guests use their own binding for Expression4. Hold-mode expressions are recommended. Carrying a cart containing the head does not count as directly grabbing it.
Controls
- F8: open or close the host panel.
- Click a role, click a player, then click ASSIGN.
- Left/Right: choose a role. Up/Down: choose a player. Enter: assign.
- CLEAR PLAYER ROLE / Backspace: remove the role assigned to the highlighted player (host or guest). The selected role tab does not change the removal target.
- Esc / X: close the panel.
The panel does not pause the multiplayer game. Host gameplay input is suppressed while it is open.
Installation
Install with Thunderstore Mod Manager. Required dependencies are BepInExPack and REPOLib. RoleShuffle is optional and is not required.
For manual installation, install the dependencies and place Guest-Role.dll inside BepInEx/plugins/Guest-Role/.
If upgrading from a manually installed copy, remove the old DLL before installing this package to avoid duplicates. Do not run the old Guest-Medic / GuestHealthPackGrant DLL alongside this mod. Keep your existing configuration.
Configuration
Run the game once to generate BepInEx/config/Guest-Role.cfg. Close the game before editing it.
| Section / key | Default | Meaning |
|---|---|---|
| General / Enabled | true | Enable role benefits. |
| Diagnostics / TankLogging | false | Enable Tank diagnostic logging. |
| Controls / HostMenuKey | F8 | Host panel key. |
| Medic / HealingHotkey | 7 | Vanilla expression digit: 5, 6, 7, 8, 9, 0; -1 disables healing. |
| Medic / HealingLimitPerStage | 100 | Total HP healed per stage across recipients. |
| Medic / RevivesPerStage | 2 | Revival allowance per stage. |
| Revival / HealthAfterRevive | 25 | Revival HP, capped by the revived player's maximum. |
| Bird / FlightDurationSeconds | 3.5 | Flight duration. |
| Bird / FlightSpeed | 4 | Flight speed. |
| Bird / FlightUpwardAngleDegrees | 30 | Upward angle relative to camera direction. |
For unmodded guests, expression activation follows their own binding for the corresponding vanilla expression. Hold-mode expressions are recommended. Medic healing is suppressed while holding a boombox.
Notes
- Multiplayer host installation is required. Installing this mod only as a guest does not grant roles. Single-player is not supported by this build.
- Tank cover targets enemy damage, not every damage source. Lethal covered hits can involve corrective revival.
- Mechanic repairs directly held valuables, not the contents of a held cart. Effect suppression only supports compatible valuable types.
- RoleShuffle has optional compatibility handling, but arbitrary mod combinations are not guaranteed.
- Version 2.7.1 includes the compact panel, foreground pointer and Brawler name. Its UI was confirmed working by the requesting user. Automated checks do not replace multiplayer testing for every ability or mod combination.
日本語
ホストがF8画面でプレイヤーと役職を選んで付与するMODです。ゲスト側の導入は不要です。
- Medic:近くのデスヘッドを自動蘇生。7キーの表情を維持すると周囲の味方を回復。
- Mechanic:貴重品を直接つかみ、7キーの表情を維持して修理。対応する貴重品の特殊効果も抑制。
- Tank:基本最大HP200。5m以内の味方への敵由来ダメージを肩代わり。15%軽減を持ち、肩代わりだけではHP1未満になりません。
- Bird:追加ジャンプ・タンブル飛行・落下ダメージ保護(奈落を除く)。
- Brawler:タンブルアップグレード+1、タンブル攻撃30ダメージ。タンブル攻撃の命中時、対象の敵に2秒間のスタンを付与します。重量級も対象ですが、標準のスタン無効条件に従い、すでに残っている長いスタンは短縮しません。近接武器ダメージは命中ごとに1.1倍→1.2倍→1.3倍→1.1倍(直前の命中から3秒以内で継続)(今回の追加スタンはタンブル攻撃のみ)。ゲスト側のMOD導入は不要です。
- Burger:条件を満たしている状態でつかんだ瞬間、1ステージにつき合計1回だけ味方を最大50HP回復して自身は15HP消費(HPが尽きると死亡します)。頭の上下ともハンバーガーを装着した場合のみ有効。タンブル+8キーで閉眼中につかんだ味方を1秒ごとに10HP回復し、自身は3HP消費(HPが尽きると死亡します)。デスヘッドバッテリーはレベル30相当。自身がデスヘッドに意識を入れている間のみ、直接つかんだ味方は1秒ごとに3HP回復。最大HPまで。複数人を同時に回復しても自身の消費は1回につき3HPです。
1人1役職です。役職とプレイヤーをクリックしてASSIGNで付与します。CLEAR PLAYER ROLE / Backspaceは、一覧で選択中のプレイヤーの役職だけを解除します。上部の役職タブには左右されません。設定はGuest-Role.cfgで変更できます。
2.8.10
Medic defaults to 2 revivals per stage. Existing cfg values are preserved. Brawler retains native base 5 self-damage on tumble hits; unrelated incoming damage is unchanged.
メディックの蘇生回数初期値は2回です。既存cfgの設定は保持します。ブロウラーのタンブル命中時自己ダメージは標準の5を維持します。
2.8.11: Brawler melee combo
Each damaging weapon swing advances 1.1x → 1.2x → 1.3x → 1.1x if the next hit lands within 3 seconds of the previous hit. After more than 3 seconds it restarts at 1.1x. Multiple enemies and the attached inflatable-hammer explosion share the swing stage. Misses, immune hits and tumble attacks do not advance the combo. Role removal, death and stage changes reset it. Guests do not need the mod.
Brawler combo lockout: additional hits within 0.2 seconds keep the same multiplier and do not refresh either timer. Advancement resumes at 0.2 seconds.
2.9.0: Assassin
Added Assassin with silent movement/voice investigation, doubled recognition delay, unaware-enemy damage x2 and Extra Jump +1. Build and 367 code/rule checks passed against the supplied assemblies. Live Unity multiplayer was not executed.
2.9.1: F8 startup fix
Fixed the Assassin/Brawler shared Harmony state collision that disabled Guest-Role at startup and could also affect GreatWizard initialization. Assassin hooks now use separate state owners. Fully exit the game before replacing the DLL. No cfg changes are needed. Build, 367 existing checks and the added patch-registration audit passed; live Unity multiplayer remains untested.
2.9.0でF8が反応しなくなる起動エラーを修正しました。ゲームを完全に終了してからDLLを差し替え、再起動してください。既存cfgと能力の仕様は変更しません。
2.9.2: Remove Assassin invisibility
Removed key 8 / Expression4 invisibility. Silent movement/voice investigation, 2x recognition time, unaware-enemy damage x2 and Extra Jump +1 remain. The 2.9.1 startup fix is retained.
2.9.3: Assassin firearm bonus
Removed the role-granted Extra Jump +1. Added firearm enemy damage x1.2, stacking with unaware damage for x2.4. Existing passive stealth and the F8 startup fix remain. Enemy map markers are not included.
2.9.4: Agent radar
Renamed Assassin to Agent. Added 1-second nearest-enemy radar with TTS on 20m entry and on 10m entry, repeating direction every 8 seconds with unequal direction sectors. Build and 397 rule/API/code checks passed; Unity multiplayer remains untested.
2.9.5: Contact
Added detection-transition TTS for Agent using native vision/chase state. Build, 404 rule/API/code checks and patch-state audit passed; live multiplayer remains untested.
2.9.6: Contact silence
Added six seconds of silence for automatic Agent TTS after Contact. Build and 411 code/rule/API checks passed; live multiplayer remains untested.
2.9.7: Radar range
Expanded proximity notification to 25m and directional notification to 15m. Existing scan/repeat timing, sectors and six-second silence after Contact are preserved. Build and 411 checks passed; live multiplayer remains untested.
2.9.8: Per-enemy entry notifications
Replaced 8-second directional repeats with per-enemy 15m entry notifications. Re-entry rearms at 16m. New enemies are reported even when another enemy is closer. Simultaneous entries are processed one at a time. Build and 417 checks passed; live multiplayer remains untested.
2.9.9: Per-enemy Contact rearming
Contact is tracked per enemy and cannot repeat until that enemy is observed at least 10m away and detects the Agent again. Global six-second silence is retained. Build and 421 checks passed. Live multiplayer remains untested; the reported spoken Error issue remains unresolved.
2.9.10: Stealth attack
Changed unaware-enemy damage to base x1.5, replacing rather than stacking with the firearm x1.2 bonus. Aware-target firearm damage remains x1.2. Build and 422 checks passed; live multiplayer remains untested.
2.9.11: Firearm energy efficiency
Agent consumes 50% of normal firearm energy. Whole-bar weapons carry half-bar debt per physical battery and use stock host battery synchronization. Build, 449 rule/API/code checks and patch-state audit passed; Unity multiplayer remains untested.
2.10.5: Trapper inventory restriction
Block native inventory equip requests for tracked ability-generated mines, including pending initialization. All holders are covered; ordinary mines and hand-carrying remain unchanged. Build, 514 checks and patch-state audit passed; live Unity/Photon behavior remains untested.
2.10.4: Trapper cooldown
Successful placement starts a 20-second cooldown. Failed placements do not spend it; reassignment preserves it; stage/room changes reset it. Build and 506 checks passed. Live Unity/Photon behavior remains untested.
2.10.3: Trapper sideways placement
Align the mine with the placer’s horizontal heading so its central bar runs left-to-right. Preserve this rotation through native spawn and final placement. Native asset axes inspected; build and 496 checks passed. Live Unity/Photon behavior remains untested.
2.10.2: Trapper placement limit
Require a 70-degree downward view, place 0.3m ahead, and retain at most five ability-generated mines using oldest-first network deletion. Build, 496 checks and patch-state audit passed; live Unity/Photon behavior remains untested.
2.10.1: Trapper controls and detection
Changed placement to standing look-down → crouch for 0.5s, 0.2m ahead. Added role-wide native trap detection exclusion. Build, 485 rule/API/code checks and patch-state audit passed. Live Unity/Photon behavior is untested.
2.10.0: Trapper
Added Trapper with a timed crouch/stand/crouch gesture and two-second stationary placement. Uses native armed Stun Mine spawning and guest RPCs. Build, 484 rule/API/code checks and patch-state audit passed. Live Unity/Photon behavior is untested.
2.10.6: Agent firearm damage
Reduced aware-target firearm damage from x1.2 to x1.1. Unaware hits remain base x1.5 without stacking. Firearm energy consumption remains 50%.
