Resized the Echo Stalker to roughly half player height and slightly larger than the Duck.
Matched its physical hit capsule and sight, attack, and look-at origins to the smaller body.
Moved its latched sitting position closer to the captured player.
0.2.2
Fixed silent captive audio by using R.E.P.O.'s native Cutscene Only mixer snapshot instead of muting Unity's global listener volume.
Made the long captive clip preload synchronously and added one-time playback diagnostics to the BepInEx log.
Disabled unsupported enemy-near music hooks that flooded the runtime log with missing-component errors.
0.2.1
Changed latch damage from a single hit to 20 damage immediately and every 5 seconds thereafter.
Kept every latch hit nonlethal, clamping the captured player to at least 1 health.
Added sequence-validated multiplayer damage ticks and heal-race handling so healing still releases immediately.
0.2.0
Added a friend-styled procedural body, generated face decal, articulated hands, state-driven animation, and speech-like mouth movement during the captive loop.
Added the supplied captive audio as a deterministic target-only loop beginning at 0:00.
Muted all other audio locally for the captured player until their health increases, with immediate restoration on release.
Increased chase speed and added distance-based catch-up speed so the target cannot simply outrun the monster.