R.E.P.O.
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uberflyteam-EchoStalker-0.2.3
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Changelog

0.2.3

  • 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.
  • Added multiplayer-safe capture confirmation, nonlethal damage handling, healing-race handling, and target-disconnect cleanup.

0.1.0

  • Added the first Echo Stalker prototype.
  • Added roaming, alert, chase, attack, cooldown, stun, and death handling.
  • Added multiplayer state synchronization through the game's enemy state system.
  • Added original prototype visuals and sounds.
  • Added host-authoritative thrown-object damage and stun handling.
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