R.E.P.O.
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Hunted

An asymmetric mode for R.E.P.O. in the spirit of Dead by Daylight. One player is the killer: invulnerable, fast, huge, armed with a sword, and able to see in the dark. Everyone else is a survivor who has to fill the extraction points with valuables and get out through a truck before the killer finds them.

Everyone in the lobby needs Hunted and MenuLib, on the same version. Only the host's settings count, so nobody else has to touch the config.

How a round works

  • Pick the killer. In the lobby, the host ticks the box next to a player's name. If nobody is ticked, a random player is the killer.
  • Everyone spawns on the map, not in the truck. Survivors start well away from the killer. The killer starts in the killer room, the room in the middle of the map.
  • Extraction. There are more extraction points than survivors, and all of them are open from the start. Survivors need as many completed points as there are survivors (the extras are spares). Fill a point with valuables as usual.
  • Escape. Once enough extraction points are done, both trucks open. The survivors win when every living survivor is inside a truck.
  • The killer wins when every survivor is dead, or when the time limit (15 minutes by default) runs out first.
  • Death heads and revives work as in the vanilla game, so a dead survivor can still be brought back by a teammate.
  • Valuables. Only small valuables spawn, and they respawn over time. Carts only appear at extraction points.
  • No monsters by default.

The killer

  • Cannot be damaged, tumbled or killed. Cannot sprint or tumble. Is faster than a survivor and much bigger.
  • Carries a sword that cannot be dropped, only stowed. It passes through survivors' bodies, so swings are not blocked. It hurts survivors only, and does not damage valuables, carts or monsters. Hits cost sword energy, and the sword slowly drains on its own. The energy recharges while the killer is in the killer room.
  • Cannot pick up valuables, carts, monsters or survivors' heads, and cannot enter the trucks. Monsters, the Museum's red-light-green-light robot and other map hazards ignore the killer.
  • Has night vision, a steady fog distance in every room, a zoomed-out map and a red light. Looks like a white skeleton with glowing red eyes.
  • In the killer room the killer walks faster, hits harder and the lights are brighter. Nobody can hide there, and a survivor inside shows as a red dot on the killer's map, with a beep.
  • If the killer falls into a hole, they float back out.

How the killer finds survivors

The killer sees survivors badly. Walls don't matter, but distance and direction do:

  • A standing survivor is always visible.
  • A crouching or tumbled survivor becomes visible only after the killer looks towards them from close by for a moment. A crawling one takes much longer.
  • The nearer a survivor is and the more directly the killer looks at them, the faster they are noticed. Beside or behind the killer, or farther than about 20 m, they are not noticed at all.
  • A survivor who takes damage is visible to the killer for at least 3 seconds.

Survivors

  • Start with more health (200) and slowly regenerate it.
  • Boost: a survivor who is revived, or hit down to half their health or less, runs without tiring and cannot be tumbled by anything but themselves for a few seconds.
  • Cannot hide in the killer room: they are always visible to the killer there.

Playing

  1. Install the mod and its dependencies (a mod manager does this for you), then restart the game fully.
  2. The main menu changes: Singleplayer, Public Game and Tutorial are hidden while Hunted is installed. Private Game becomes Host Hunted and Join becomes Join Hunted. To play the vanilla game, disable the mod.
  3. The host creates a lobby, ticks the killer's box next to a player, and starts the game.

Testing alone

When you are the only player in the lobby, nobody is the killer unless you tick your own box (unticked, you play as a survivor). A Dummy survivor toggle appears under the player list: it places a dummy that you can pick up and put down, for testing the killer's vision and sword.

Settings

The config file is BepInEx/config/Prussian.Hunted.cfg, created on first launch. In a lobby the host's values replace everyone else's while they are connected. (Balance values such as the killer's vision rules are part of the mod and are not configurable.)

Setting Default What it does
Killer / WalkSpeedMultiplier 2 Killer walking speed relative to a normal player
Extraction / GoalPerPoint 10000 Dollar value that completes one extraction point
Extraction / TimeLimitMinutes 15 The killer wins when this runs out
Survivor / MaxHealth 200 Health everyone starts with
Survivor / RegenPerSecond 0.5 Health regenerated per second (0 turns it off)
Survivor / BoostSeconds 5 Length of the boost (0 turns it off)
Level / Columns, Rows 4, 4 Size of the map's inner grid of rooms
Sword / DamagePerHit 40 Damage to a survivor per hit
Sword / EnergyPerSurvivorHit 10 Sword energy lost per hit (out of 100)
Sword / EnergyDrainPerSecond 0.55 Sword energy lost per second
Sword / ChargePerSecond 10 Sword energy regained per second in the killer room
Vision / KillerFogStart, KillerFogEnd 5, 30 The killer's fog distances
Vision / NightVisionRange, NightVisionIntensity 30, 1.4 The killer's night-vision light

Compatibility and known issues

  • Requires BepInExPack and MenuLib. Everyone must run the same version of Hunted.
  • Early version. Most of it has been tested in small lobbies only, so expect rough edges. Mods that change the main menu, the lobby list, player cosmetics or level generation may conflict.
  • Needs a local install of the game with BepInEx, so it cannot be used on cloud-streamed versions of the game.
  • Please send bug reports with the host's BepInEx/LogOutput.log. The log is short by default. For more detail, add Debug to LogLevels under [Logging.Disk] in BepInEx/BepInEx.cfg.
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