Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
RepoMutantEnemies
Rare mutated enemies, glowing with a coloured aura. Boomday Boy: recurring bomber, single-balloon pops, ordered chain blasts. Poltergeist: zero-G field + hurls valuables (Rugrat-style). Everyone must install.
By matsu
| Date uploaded | 2 days ago |
| Version | 0.5.0 |
| Download link | matsu-RepoMutantEnemies-0.5.0.zip |
| Downloads | 48 |
| Dependency string | matsu-RepoMutantEnemies-0.5.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
REPO Mutant Enemies
Rarely, a vanilla R.E.P.O. enemy spawns mutated — it keeps the base enemy's model but glows with a coloured mutation aura and gains a new, nastier ability.
⚠ Everyone in the lobby must install this mod (not just the host) — it's the only way for every player to see the mutation auras and visuals correctly.
Mutants
- Boomday Boy (mutated Birthday Boy, orange aura): a tougher Birthday Boy that periodically
detonates a real explosion when players get close — and survives it, re-arming after a cooldown.
Its balloons are tinted orange as a warning:
- A player touching a balloon explodes only that balloon — no chain reaction.
- An enemy brushing a balloon just pops it harmlessly.
- When the Boomday Boy dies (or blasts on its recurring fuse), every balloon it placed detonates in the order it placed them, one every 0.1s — a rolling chain reaction.
- Multiple Boomday Boys each track their own balloons independently.
- Poltergeist (mutated Mentalist, light-blue aura): its anti-gravity power runs wild. It projects a persistent zero-G field that makes nearby valuables, props and the cart float, and it periodically hurls a floating valuable at a player using the same throw physics as the game's own loot-throwing enemy — the thrown object's own impact deals the damage, so there's no artificial or indiscriminate damage.
How it works
- On spawn, a vanilla enemy has a chance to mutate. The chance scales with the level (default +1% per level, e.g. level 1 = 1%, level 10 = 10%, capped).
- Every client decides mutation independently (from a deterministic per-enemy roll), so no extra networking is added — but gameplay (health, explosions, throws) is still driven by the host, and reaches every player through the game's own networked damage and physics.
- Explosions reuse the game's own real explosion (damage, knockback, and sound included).
Config & debug
BepInEx/config/com.matsu.repomutations.cfg
Mutation / ChancePerLevel,MaxChance,HealthMultiplier(mutants have 2x HP by default)- Per-mutant tuning (damage, cooldowns, ranges, touch radius)
- Debug spawn keys (host only):
F9= Boomday Boy,F10= Poltergeist
Bug reports & requests
Found a bug or have an idea? Please use this form: https://docs.google.com/forms/d/e/1FAIpQLSfl7f-oNiwjXjd7mUkfQoqBIhbJhQhhfV-ZmovjJVQ9orwuYQ/viewform
REPO Mutant Enemies(日本語)
R.E.P.O. のバニラ敵が、まれに突然変異してスポーンします。見た目はベース敵のモデルのままですが、 色つきの変異オーラをまとい、より厄介な新しい能力を得ます。
⚠ このMODはロビー全員が導入する必要があります(ホストのみでは不可)。全員が変異オーラや挙動を 正しく見るために必要です。
変異個体
- Boomday Boy(突然変異した Birthday Boy/オレンジのオーラ): 通常より頑丈な Birthday Boy。プレイヤー
が近づくと本物の爆発を起こし、しかも自分は生き残ってクールダウン後にまた爆発します。風船は警告として
オレンジ色に変異します:
- プレイヤーが風船に触れるとその風船だけが爆発します(連鎖なし)。
- 敵が風船に触れると連鎖もダメージもなく、ただ割れるだけです。
- Boomday Boy が死亡(または周期爆発)すると、設置した風船が設置した順番に0.1秒間隔で次々に 爆発する連鎖反応が起きます。
- 複数の Boomday Boy がいる場合、それぞれ自分の風船だけを個別に管理します。
- Poltergeist(突然変異した Mentalist/メンタリスト/水色のオーラ): 反重力の力が暴走。周囲に持続する 無重力フィールドを張り、近くの宝・小物・カートをふわふわ浮かせ、周期的に浮いた宝をプレイヤーに ブン投げます。投擲のロジックはゲーム本体の投擲敵(赤ちゃん系)と同じ物理挙動で、当たった宝自体の 衝突ダメージで倒れます。人為的・無差別なダメージはありません。
仕組み
- スポーン時、バニラ敵が一定確率で突然変異します。確率はレベルに応じて上昇(既定でレベル×1%。 例: レベル1で1%、レベル10で10%、上限あり)。
- 突然変異の判定は各クライアントが決定論的な乱数で独立して行うため、追加の通信は発生しません。ただし 体力・爆発・投擲などのゲームプレイはホストが処理し、ゲーム本体のネットワークダメージ/物理経由で 全員に届きます。
- 爆発はゲーム既存の本物の爆発(ダメージ・ノックバック・効果音込み)を流用します。
設定・デバッグ
BepInEx/config/com.matsu.repomutations.cfg
Mutation / ChancePerLevel、MaxChance、HealthMultiplier(既定で変異体はHP2倍)- 各変異個体の調整(ダメージ・クールダウン・範囲・接触半径)
- デバッグ召喚キー(ホストのみ):
F9= Boomday Boy、F10= Poltergeist
バグ報告・要望
不具合や要望があれば、こちらのフォームからお願いします: https://docs.google.com/forms/d/e/1FAIpQLSfl7f-oNiwjXjd7mUkfQoqBIhbJhQhhfV-ZmovjJVQ9orwuYQ/viewform
CHANGELOG
Changelog
0.9.3
- Fixed: Boomday Boy balloons not exploding when physically touched/punched. Vanilla's own
balloon pop handler (
CheckForPoppedBalloons→RemoveBalloon) runs before our distance-based check, silently removing the balloon before the explosion could trigger. Now intercepted via a Harmony Prefix onRemoveBalloon: any Boomday Boy balloon that gets popped also detonates.
0.9.2
- Fixed: Mutation aura/glow only visible on host. The mutation component was attached during
EnemyParent.Spawnwhen Photon ViewID is still 0, causing the deterministic roll to disagree between clients — only the host's copy would mutate. Fixed by switching toSpawnRPCwhich fires after ViewID is assigned, so all clients always agree. - Fixed: Deadeye (mutated Huntsman) Photon Blaster beam dealt no damage to non-host players.
The beam's
HurtColliderwas incorrectly disabled on non-host clients. REPO's damage system is victim-authoritative (IsMinecheck insideHurtCollider.PlayerHurt) — each client must have its own active collider to register damage on its own player. Restored for all clients. Also fixed: beam could stop firing permanently after the first shot (_activeBeamnull-check bug). - Fixed: Boomday Boy explosions (proximity blast, death blast, balloon chain, balloon contact)
dealt no damage to non-host players. All four explosion paths now broadcast via
[PunRPC]on the enemy'sPhotonViewso every client spawns the explosion locally. Victim-authoritativeHurtColliderprevents double damage automatically. - Confirmed: Fenrir countdown display runs on every client independently (state is RPC-synced by vanilla EnemyElsa). No fix needed.
- Confirmed: Meltdown Crew 3 heads fully synced — extra heads are Photon network objects
(
SpawnNetworkPrefab) and their explosions use[PunRPC] ExplodeRPC. No fix needed. - Stronger mutation auras — default glow intensity 4.5 → 12, light range 3.7 m → 6 m. Adjustable in BepInEx config.
0.9.1
- Fixed mutations happening far too often — enemies could all end up mutated even on early levels, ignoring the configured chance. Mutation odds now work as intended.
- New
MaxChancecap (default 25% per enemy type) so the per-level scaling can't run away to a near-guaranteed mutation on deep runs. Raise it to 1 for the old behaviour, or lower it to make mutants rarer.
0.9.0
- Three new mutants:
- Deadeye (mutated Huntsman) — shoots the players' own Photon Blaster: a sustained laser beam.
- Hivemind (mutated Gnome) — multiplies over time. One gnome becomes two, becomes four...
- Fenrir (mutated Elsa) — the dog freezes and a countdown appears over its head when it spots you; when it hits zero it transforms and hunts as normal. Just enough time to run. Petting won't save you.
- Mutants now show their name when you grab one (e.g. "Fenrir", "Boomday Boy").
- Mutation chance reworked: now a flat 2.5% per level with no upper cap (was 1% + a pity system), so deeper runs get much wilder.
- Brighter auras — mutants now glow more strongly so they're easier to spot.
- Fix: Deathgaze's beam no longer gets blocked when the Peeper is mounted on the ceiling.
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.