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RepoMutantEnemies

Vanilla enemies now have a chance to spawn mutated: a mutant keeps the base enemy's look but glows with a coloured aura and gains a nastier ability. More mutants added over time.

By matsu

CHANGELOG

Changelog

0.8.0

  • Auras are now actually visible — the coloured mutation aura is a proper light now, so you can spot a mutant at a glance (even the otherwise-invisible Snatcher).
  • Meltdown Crew now lobs three heads at once (normal / sluggish / frantic speed) instead of one at a time — fully synced for everyone.
  • Poltergeist — its zero-gravity field range is now shown, its thrown objects hurt players properly again, and it no longer damages/stuns itself with its own throws. Field range trimmed a little.
  • Boomday Boy — its blasts deal damage again, no longer knock/hurt itself, and it turns hostile and chases you after it goes off.
  • Deathgaze stare time increased a bit, and its beam no longer gets blocked by the Peeper itself.

0.7.0

  • New mutant: Deathgaze (mutated Peeper). Don't let it hold you in its stare for too long.

0.6.0

  • Two new mutants:
    • Meltdown Crew (mutated Cleanup Crew, toxic-green aura): instead of lobbing one bomb-head, it fires a 3-shot volley — normal speed, then a sluggish half-speed head, then a frantic double-speed head.
    • Snatcher (mutated Hidden, violet aura): instead of slowly dragging a grabbed player far away on foot, it instantly teleports them to a random spot on the map (verified to be solid ground, never a pit) and hurts them the moment it grabs.
  • Mutation chance reworked into a pity system: chance is now level% + pity, where pity grows by that level's own level% for every level a given mutation type fails to appear, and resets to 0 the moment it does — so a long dry streak makes the next appearance increasingly likely, independently per mutant type.
  • Sticky per-individual mutation: once a specific enemy mutates, it stays mutated through every despawn/respawn cycle within the same level (previously it could theoretically re-roll). Verified this also works correctly with two enemies of the same type alive at once, one mutated and one not.
  • New jacket artwork.

0.5.0

  • Everyone must install: mutation attachment now happens independently on every client (a deterministic per-enemy roll), so mutation auras and visuals render correctly for all players, not just the host.
  • Mutation auras recolored: replaced the point-light aura with a Fresnel rim-glow on the enemy's own model (Boomday Boy = orange, Poltergeist = light blue), visible to every client.
  • Real explosions: Boomday Boy's blasts now use the game's actual explosion (damage, knockback, and sound), replacing the old fixed-damage/VFX-only approach.
  • Balloon rules overhauled:
    • A player touching a balloon now explodes only that single balloon — no more chain reaction on touch.
    • An enemy touching a balloon just pops it harmlessly.
    • Death/recurring-blast chain reactions now detonate balloons in the order they were placed, one every 0.1 seconds, and this fix also makes the touch-explosion actually trigger reliably.
    • Multiple Boomday Boys now correctly track only their own balloons.
  • Slightly reduced Boomday Boy's explosion damage.
  • Poltergeist rework: removed the indiscriminate telekinetic damage entirely. Thrown valuables now use the same throw physics as the game's own loot-throwing enemy — the object's own impact deals the damage, so there's no more artificial or unavoidable hit.
  • Mutant health multiplier (2x by default) now reliably applies to the enemy's current health, not just its maximum.

0.4.2

  • Rebalanced Boomday Boy explosion damage and mutation chance scaling (level x 1% by default).

0.4.0

  • Added Poltergeist (mutated Mentalist): persistent zero-G field + telekinetic barrage.

0.1.0

  • Initial release. Boomday Boy (mutated Birthday Boy): recurring bomber with chain-exploding balloons.