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EnemySpeedUp
【Host Only MOD】Changes enemy movement speed, visual speed, and optional attack interval pacing.敵の移動速度、見た目速度、任意の攻撃間隔テンポを倍率変更するMOD
By REPO_JP
CHANGELOG
Changelog
[4.0.0] - Update
Added
-
REPO v0.4.1 compatibility
-
Late-spawn enemy support
- Applies speed settings to enemies spawned after level start
- Re-syncs player awareness for late-spawned enemies where possible
-
Optional attack interval acceleration
- Adds optional wait/cooldown/delay-style timer acceleration
- Disabled by default
- Avoids stun, freeze, invincibility, death, and disable timers
-
Runtime configuration
- Added late-spawn support settings
- Added attack interval acceleration settings
Changed
- Default movement multipliers are now
2 - Attack interval multiplier default is
2 - Attack interval acceleration is disabled by default
- Reduced unsafe per-frame speed overwrites so enemy attack states are less likely to break
- Reworked dynamic method patching to avoid noisy Harmony missing-method warnings
Fixed
- Fixed invalid
EnemyRigidbody.OnEnablepatch - Fixed
EnemyRigidbody.OverrideFollowPositionargument mismatch - Fixed
EnemyRigidbody.OverrideFollowRotationargument mismatch - Fixed excessive Harmony warning output from missing
Update/FixedUpdatelookups - Fixed late-spawn support not being applied consistently after level start
Notes
- This version is intended as the stable REPO v0.4.1-compatible release
- Host installation is enough for gameplay movement speed changes
- Client installation can help visual-speed behavior appear more consistent on clients
[2.0.0] - Major Update
Changed
- Reworked the mod from simple enemy movement scaling into a broader enemy speed overhaul
- Renamed the release package target to
EnemySpeedUp - Replaced separate animation-state speed handling with one global visual speed approach
- Kept gameplay-side movement changes host-authoritative while supporting visual sync logic for installed clients
Added
- Unified enemy movement speed scaling for NavMesh-based enemies
- Unified enemy movement speed scaling for Rigidbody-follow enemies
- Unified all-visual speed scaling with a single animation speed setting
- Support for non-
Animator.speedvisual systems such as Spring-based or custom visual updates - Damage rage system that increases speed as enemy HP decreases
- Exclusion list for specific enemies
- Automatic config reload and reapplication when config values change
- VFX speed sync for supported particle and trail style visuals
- Built-in same-frame double-apply prevention for override movement methods
Notes
- This version is designed so players can speed up or slow down an enemy's full motion more uniformly with fewer separate settings
- Host installation is sufficient for gameplay movement changes, while visual sync behavior benefits from installation on clients as well
[1.0.0] - Initial Release
Added
-
Enemy movement speed multiplier
- Scales
EnemyNavMeshAgent.DefaultSpeedandDefaultAccelerationonEnemyNavMeshAgent.Awake - Scales override
speedandaccelerationonEnemyNavMeshAgent.OverrideAgent - Enforces a minimum
NavMeshAgent.speedonEnemyNavMeshAgent.Updatewhile not overriding
- Scales
-
Config
General.Enableenable or disable the modSpeed.SpeedMultiplierrange0.1to100default5.0
-
Logging
- Logs patched default speed in
EnemyNavMeshAgent.Awake
- Logs patched default speed in