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RepoMutantEnemies
29 mutant variants, spatial cuts, blood debts, living soul recall and spore clouds. Guaranteed mutation surges every fifth level. No spawn hotkeys.
By matsu
| Date uploaded | 2 weeks ago |
| Version | 1.2.0 |
| Download link | matsu-RepoMutantEnemies-1.2.0.zip |
| Downloads | 1877 |
| Dependency string | matsu-RepoMutantEnemies-1.2.0 |
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
REPO Mutant Enemies turns the 28 vanilla enemy families into rare, tougher variants with 29 distinct ability kits. Huntsman has two mutually exclusive variants, Deadeye and Ricochet. Mutants keep their original model and AI, but have a bright colour aura and show their mutant name when grabbed.
This is a synchronized gameplay mod: every player in the lobby must install the same version and use the same gameplay configuration.
What is new in 1.2.0
- Every displayed level 5, 10, 15, ... is a Mutation Surge: every enabled supported enemy mutates.
- Added Ricochet, the second Huntsman variant, with a warned multi-bounce firing path.
- Rebuilt weak or unreliable abilities so they still matter without a dead player, nearby loot, allies, a particular laser material, or accidental portal contact.
- Reworked overlapping kits into different player decisions: look away, jump, orbit through moving gaps, chase a colour pocket, stretch a chain, reunite with a partner, use cover, or leave fixed cuts.
- Replaced Parallax's unreliable portals with two targeted spatial cuts.
- Removed all keyboard enemy-spawn shortcuts and their settings.
- Kept the established strong damage values; this is not a blanket nerf pass.
The 29 mutants
- Boomday Boy — Birthday Boy, orange. It survives recurring proximity blasts and turns its balloons into visible contact mines. Killing it also detonates the core.
- Poltergeist — Mentalist, light blue. Its 11 m zero-gravity field suspends players and loose objects, then periodically flashes white and reverses into a 25-damage high-gravity slam. Leave the field.
- Meltdown Crew — Cleanup Crew, toxic green. Each throw becomes a synchronized three-head volley: one slow, one normal, and one fast homing bomb head.
- Snatcher — Hidden, violet. The instant it begins carrying a victim, it moves that player to a verified floor point elsewhere on the map and deals 45 damage.
- Deathgaze — Peeper, red. Looking toward the visible eye fills an on-screen exposure meter; looking away or putting a real wall between you drains it. A full meter burns for 50; fully draining it also clears the repeat-charge acceleration.
- Deadeye — Huntsman, laser blue. A shot also fires a sustained straight Photon Blaster beam. The line deals one explicit 55-damage hit and stops at solid cover, even if its source visual is absent.
- Trickster — Gnome, purple. The whole natural four-Gnome group shares one roll. Calm Tricksters disguise themselves as loot, ambush collectors, and split into two real children once when killed.
- Fenrir — Elsa, icy blue. The dog freezes under a readable 3.5-second countdown, then transforms in a 60-damage shockwave.
- Big Bang — Banger, hot pink. A twice-sized Banger forms a two-member squad and detonates with an 80-damage chain-reaction blast.
- Glutton — Animal, amber. It swallows loose valuables and gains health, impact damage, and mass based on their size. Kill it to recover the protected loot and reset that individual's growth.
- Alpha — Apex Predator, gold. After a five-second countdown it swaps with another enemy and howls, redirecting the whole map toward its prey for 15 seconds. When alone, it swaps with loose loot or safely relocates, so the transformation never intentionally collapses into an empty ability.
- Belladonna — Bella, magenta. Every bell sends a 0.9-second-warned floor wave that must be jumped. Up to four nearby valuables stay in place and answer with staggered cyan echo waves; the primary wave always fires even in an empty room.
- Flambé — Chef, burning orange. Every tumble throws four real armed shop grenades in the cardinal directions. Their blasts hurt players but not enemies.
- Redline — Reaper, red. It records its overclocked chase path, draws the route, then sends a lethal 55-damage pulse through that exact history. Leave the track; swept collision prevents low-FPS misses.
- Singularity — Bowtie, blue violet. Its yell pulls players inward while real valuables orbit the gravity well, then slingshots captured debris at players with boosted impact.
- Faultline — Headman, lava orange. Each mace attack leaves three warned floor fractures. The cracks stay dangerous for 7.5 seconds and deal 40 while touched, changing how the room can be crossed.
- Kaleidoscope — Clown, electric cyan. A laser impact opens three coloured prism blades. After the warning they rotate through 120 degrees; orbit with the gaps rather than crossing a blade (40 damage).
- House Edge — Gambit, casino gold. Roulette creates five moving colour pockets and labels the winning
one
SAFE. Players in the same visible room must reach it before settlement or lose 55; its final orbit is chosen so the nearest visible participant's starting point lies inside the winning ring. - Resonance — Upscream, resonant blue. Its attack marks nearby players with a returning echo. Stop moving continuously for the final 0.75 seconds or the echo deals 55 and launches you upward.
- Blood Bank — Tick, green. Stolen health heals and shields nearby enemies. Each completed feeding also creates a visible six-second blood debt for 45 damage; stun or kill that Tick to cancel the debt.
- Railgun — Rugrat, charged cyan. Its normal valuable throw becomes a fast glowing projectile with 9x native player-impact damage.
- Blackout — Robe, near-black violet. Hostile states suppress non-directional room and carried lights in 16 m and increase pursuit speed to 1.75x. Overlapping fields restore each light only after all release it.
- Contagion — Spewer, toxic green. Puke infects up to three valuables into visible grab traps and leaves a warned 4 m spore cloud for eight seconds. The owner HUD says to leave its green ring. Two seconds of exposure deals 50; retreat or solid cover drains exposure twice as fast.
- Necromancer — Head Grabber, soul violet. A stolen death head triggers Soul Recall, and visible living players are also recalled every 12 seconds even before a death. Run beyond the 20 m chain range and hold until it turns white and snaps; failure after five seconds deals 50, disarms, and pulls you back.
- Heartbreak — Heart Hugger, hostile pink. Its chomp pairs visible same-room players with synchronized heart chains. The owner HUD tells partners to meet and hold together; an unpaired player gets a reachable phantom-heart goal. Unresolved chains pull and deal 10 per pulse, then snap for 50.
- Deathlight — Oogly, searchlight red. Its spotlight photographs a player and leaves a shrinking
snapshot plus a
BREAK SPOTLIGHT WITH COVERcountdown. Hold real cover long enough to erase it, or be dealt 50 and rewound. - Aftershock — Shadow Child, electric violet. A slap closes two tall shadow walls around a lane aimed
only at a visible player and clipped at the first wall. Follow
ESCAPE SIDEWAYSbefore the final clap or take 60, drop the held object, and get thrown from the corridor. - Parallax — Thin Man, cyan. Each non-intro teleport locks two perpendicular lines onto a nearby visible player's current position. The HUD calls out cyan, then magenta: leave the fixed first line before 1.2 seconds and the second 0.8 seconds later. Each cut deals 55 and stops at solid walls.
- Ricochet — alternate Huntsman, amber. Instead of Deadeye, a shot traces up to three real wall
reflections across a maximum 60 m path. The fixed path and
LEAVE THE AIM LINEHUD warn for 0.9 seconds, recheck closing doors, and deal each caught player 60 once per volley.
Mutation rules
- Ordinary chance is
displayed level × ChancePerLevel(2.5% by default), capped atMaxChance(25%). - Every
GuaranteedSurgeIntervallevel (5 by default) uses 100% chance for every supported enemy. DisabledMutantsis respected even during a surge. If one Huntsman variant is disabled, the other is selected; if both are disabled, Huntsman remains normal.- A mutant has 2x health by default, gains another 0.05x per completed level, and caps at 3.5x.
- A stable Photon ViewID roll keeps the mutation identity consistent across clients and ordinary respawns.
Configuration
The BepInEx configuration exposes mutation chance, surge interval, health scaling, aura brightness,
DisabledMutants, and per-mutant damage/range/timing controls. Names are comma- or semicolon-separated,
for example:
[Mutation]
DisabledMutants = Big Bang; Parallax
GuaranteedSurgeInterval = 5
There are no keyboard spawn bindings. Ability-created children and squads are ordinary gameplay mechanics, not debug shortcuts.
Installation and compatibility
Install BepInEx, REPOLib 4.2.0 or later, and this package through a mod manager. Manual installation places
Matsu.MergedEnemyMod.dll under the profile's BepInEx/plugins directory. Everyone joining the lobby needs
the same build and gameplay config because deterministic mutation attachment, visual warnings and
player-owned damage resolution run on every client.
The packaged 1.2.0 build passes the Release compiler and standalone geometry, timing, mutation-director, and package-integrity checks. Those checks do not replace an in-game solo and multiplayer playtest; report the enemy name, level, host/client role, config, and relevant BepInEx log when reporting a runtime issue.
REPO Mutant Enemies(日本語)
バニラ28系統の敵を、強化された29種類の突然変異へ変化させます。Huntsman だけは Deadeye と Ricochet の どちらか一方になります。姿と基本AIは元の敵のままですが、固有色の強いオーラが付き、掴んだときには変異名が 表示されます。
同期型のゲームプレイMODなので、ロビー全員が同じバージョンと同じゲームプレイ設定を使用してください。
1.2.0 の主な変更
- 表示上の5・10・15…階を Mutation Surge(突然変異確定階) に変更。対応する有効な敵は全て変異します。
- Huntsman の第2変異 Ricochet を追加。壁で最大3回反射する予告射線です。
- 死者・財宝・味方・特定レーザー素材・偶然のゲート通過が無いと空振りしていた能力を再設計しました。
- 似た攻撃を、視線を外す・跳ぶ・隙間と一緒に回る・当たり色を追う・鎖を伸ばす・仲間と合流する・遮蔽を使う・ 固定線から離れる、という別々の判断へ分離しました。
- Parallax の不安定なポータルを、狙った位置へ出る2本の空間裁断に置換しました。
- キーボードによる敵スポーン機能と設定を全削除しました。
- 既に強かった攻撃の数値を一律に下げてはいません。
29種類の突然変異
- Boomday Boy(Birthday Boy/橙)— 繰り返し近接爆発し、風船も接触地雷になります。死亡時も本体が爆発します。
- Poltergeist(Mentalist/水色)— 11mの無重力場でプレイヤーと物体を浮かせ、周期的に白く光って高重力へ反転。 場内に残ると25ダメージの叩きつけです。範囲外へ逃げてください。
- Meltdown Crew(Cleanup Crew/毒緑)— 低速・通常・高速追尾の爆弾頭3個を同時に投げます。
- Snatcher(Hidden/紫)— プレイヤーを運び始めた瞬間、安全確認した別地点へ移動させ45ダメージを与えます。
- Deathgaze(Peeper/赤)— 見えている目の方を向くと画面の露出メーターが増え、視線を外すか本物の壁に隠れると減少。 満タンで50ダメージ。完全に減らせば次の蓄積加速もリセットされます。
- Deadeye(Huntsman/青)— 発砲時に直線の Photon Blaster を追加。遮蔽で止まり、1射につき明示的に55を1回だけ 与えます。元のレーザー素材が無い環境でも代替線と判定が残ります。
- Trickster(Gnome/紫)— バニラの4体組がまとめて抽選され、静かな時は財宝へ擬態。回収者を奇襲し、死亡時に 一生につき一度だけ本物の子2体へ分裂します。
- Fenrir(Elsa/氷青)— 犬形態が3.5秒のカウントダウン中に停止し、終了時に60ダメージの衝撃波と共に変身します。
- Big Bang(Banger/桃)— 2倍サイズ・2体小隊・80ダメージの大型連鎖爆発です。
- Glutton(Animal/琥珀)— 落ちている財宝を飲み込み、サイズに応じてHP・接触威力・質量が成長。倒すと保護された 財宝を吐き戻し、その個体の成長がリセットされます。
- Alpha(Apex Predator/金)— 5秒後に別の敵と場所を交換して変身し、15秒間マップ全敵を獲物へ招集します。 単独時は財宝との交換、それも無ければ安全な床への再配置を使うため、能力が意図的に空振りしません。
- Belladonna(Bella/マゼンタ)— ベルごとに0.9秒予告の床リングを放ちます。リングをジャンプしてください。 周囲の財宝は動かず、最大4個が時間差の水色リングで応答。空部屋でも本体リングは必ず出ます。
- Flambé(Chef/炎橙)— 転がるたび前後左右へ本物の起爆済みショップグレネードを4個投げます。敵には無害です。
- Redline(Reaper/赤)— 高速追跡した経路を赤い線で記録し、その履歴を55ダメージのパルスが再走します。 線から離れてください。低FPSでも通過区間をまとめて判定します。
- Singularity(Bowtie/青紫)— 叫びがプレイヤーを引き込み、本物の財宝を重力軌道へ捕獲。終了時に高威力で射出します。
- Faultline(Headman/溶岩橙)— メイス攻撃が3方向の予告亀裂を残します。7.5秒残留し、接触中は40ダメージです。
- Kaleidoscope(Clown/電気水色)— レーザー着地点から3色のプリズム刃を展開。予告後に120度回るため、刃を横切らず 隙間と一緒に周回してください。命中は40です。
- House Edge(Gambit/カジノ金)— 5色のポケットが回転し、当たり色には
SAFEと表示。同じ見通せる部屋で 対象になったプレイヤーは停止前にその輪へ入り、外れていると55ダメージです。当たり輪の最終軌道は、最寄りの 見える参加者の開始位置を内包するよう決まります。 - Resonance(Upscream/共鳴青)— 攻撃で反響マークが付きます。最後の0.75秒を連続で静止できなければ55ダメージと 上方向への吹き飛ばしを受けます。
- Blood Bank(Tick/緑)— 吸ったHPを周囲の敵の回復・耐性へ分配。吸血完了後は6秒の「血の借金」が表示され、 放置で45ダメージ。そのTickをスタンまたは撃破すれば解除できます。
- Railgun(Rugrat/充電水色)— 通常の財宝投げを高速の発光弾へ変え、バニラ物理衝突を9倍に強化します。
- Blackout(Robe/黒紫)— 敵対中、16m内の室内灯・所持ライトをほぼ消灯し、追跡速度を1.75倍にします。複数範囲が 重なったライトは全てのBlackoutが離れるまで復元されません。
- Contagion(Spewer/毒緑)— 嘔吐で最大3個の財宝を発光する掴み罠にし、さらに半径4m・8秒の胞子雲を残します。 対象者には緑の輪から出る画面指示が出ます。2秒露出で50ダメージ、範囲外か固い遮蔽の裏では蓄積が2倍速で減ります。
- Necromancer(Head Grabber/魂紫)— デスヘッド取得時に魂鎖を張り、死者がいなくても見えている生存者へ12秒周期で発動。 20mより遠くまで走り、鎖が白くなってから距離を保てば切断。5秒以内に失敗すると50+武器解除+引き戻しです。
- Heartbreak(Heart Hugger/桃)— 噛みつきで同じ見通せる部屋のプレイヤー同士を同期した心臓鎖で結びます。 画面指示に従い相方と合流して一定時間密着。奇数の1人には到達可能な幻の心臓が出ます。未解除は周期10、最後に50です。
- Deathlight(Oogly/照明赤)— スポットライトが位置を撮影し、そこへ縮む残像と「遮蔽で光を切れ」のカウントを表示。 一定時間本物の遮蔽に隠れて写真を消さないと、50ダメージと共に撮影地点へ巻き戻されます。
- Aftershock(Shadow Child/電気紫)— 平手攻撃が、見えている相手だけへ向けた通路を2枚の影壁で挟みます。通路は 最初の壁で止まり、「横へ逃げろ」の画面指示も表示。失敗すると60ダメージ、所持解除、通路外への吹き飛ばしです。
- Parallax(Thin Man/水色)— 通常テレポートの着地時、近くの見える生存者の現在位置へ直交2本の線を固定。 画面が水色→マゼンタの順に避ける線と残り時間を示します。各55で、壁に当たった線はそこで止まります。
- Ricochet(Huntsman別変異/琥珀)— 壁で最大3回反射し、合計最大60mの固定射線を描きます。「照準線から離れろ」の 0.9秒予告後、閉じた扉を再確認し、対象ごとに60を1回だけ与えます。
抽選ルール
- 通常確率は
表示階 × ChancePerLevel(既定2.5%)で、MaxChance(既定25%)が上限です。 GuaranteedSurgeInterval階ごと(既定5)は、対応する有効な敵が100%変異します。DisabledMutantsは確定階でも有効です。Huntsmanの片方だけを無効化すればもう片方、両方なら通常個体です。- 突然変異のHPは既定2倍、クリア階ごとに0.05倍増加し、3.5倍で止まります。
- 安定した Photon ViewID 抽選により、クライアント間と通常の再出現で同じ変異を維持します。
設定
BepInEx設定には、変異確率・確定階・HP倍率・オーラ・DisabledMutants・各変異の威力/範囲/時間があります。
[Mutation]
DisabledMutants = Big Bang; Parallax
GuaranteedSurgeInterval = 5
キーボードの敵スポーン設定はありません。能力による子個体や小隊はゲームプレイ機構であり、デバッグキーではありません。
導入と互換性
BepInEx、REPOLib 4.2.0以上、本パッケージをMod Managerで導入してください。手動では
Matsu.MergedEnemyMod.dll をプロファイルの BepInEx/plugins 配下へ置きます。突然変異の決定、警告表示、プレイヤー所有端末での
ダメージ解決を各クライアントが行うため、ロビー全員に同じビルドとゲームプレイ設定が必要です。
同梱の1.2.0はReleaseビルド、単体の幾何・時間・変異抽選テスト、パッケージ整合性検査を通過しています。 ただし、これらはゲーム内のソロ/マルチ実機試験を置き換えません。不具合報告には敵名、階、ホスト/ゲスト、設定、 該当するBepInExログを添えてください。
CHANGELOG
Changelog
1.3.1 — configurable mutants per level
- Added
[Mutation] MaxMutantsPerLevel(default 6,0for unlimited) in response to feedback that fifth-level surges become overwhelming in deep runs such as level 40. The cap applies to all built-in and optional Wesley variants even when the surge roll is 100%. - Counts distinct mutated enemy bodies admitted during the level. Respawns keep their identity without taking another slot; Trickster's natural quartet reserves four together, and Big Bang squad members consume remaining slots. A fresh game resets the budget even if it starts at the same displayed level number.
- The host now publishes the mutation-generation settings (chance, surge interval, disabled list and level cap) as room properties. Guests wait for those settings and use them even when their local values differ; settings are fixed for the room, so change them before creating a lobby. Other non-synchronized attack settings still need to match. The survey link remains in both descriptions.
1.3.0 — approved reworks, Wesley mutations and Berserker compatibility
-
Added Chatterjaw for Headman, a separate family from Faultline's Trudge. Its mouth marks a fixed high 130-degree sector for 1.3 seconds, then deals 65 damage to standing players. Crouching, crawling, leaving the arc, solid cover or stunning Headman avoids the attack; native bites remain.
-
Completed a GPU image audit of the HUD-free warnings. Resonance now previews the complete outbound and reflected route instead of only its origin, and Parallax uses a guaranteed-visible cyan humanoid echo, white outline and arrow rather than depending on Shadow Child's temporarily disabled teleport renderer.
-
Added Power Leech, a mutually exclusive second Tick mutation alongside Blood Bank. Its 14 m cyan aura drains 25 battery percentage points per second from every in-range battery-powered item: equipped slots use their owner's position, loose items use their own. The host calls the game's native
ItemBattery.Drain, retaining native charge-bar updates, saved charge and multiplayer synchronization. Stun or leave the radius to interrupt it. Both Tick variants respectDisabledMutants; the original Tick mutation roll remains unchanged. Tick's Berserker alias also includes the new name. -
Follow-up fixes: Trickster initializes a valid recovery destination on collapse and commits its strike from the host only after interrupt checks. Poltergeist can select loose objects without Photon IDs in solo. Redline's 1.5-second charge is independent of warning duration and caps its final physics step.
-
Native enemy hurt processing now skips only the transient spawn frame where an enemy rigidbody exists before its physics object or enemy reference is ready. Valid native hits still use the original method; the guard prevents the intermittent base-game
HurtCollider.EnemyHurtRigidbodynull exception. -
Destructible vines/summons/thorns use native weapon wall checks and cooldowns. Thorn hits use their raised box shape, and a destroyed target cannot run its break callback twice. Authority is read live; received effect IDs advance local counters so a promoted host cannot reuse existing IDs. Promotion no longer reruns the mutation's initial full-health assignment (full host-migration playtest pending).
-
Reworked Deathgaze into an invulnerable closed-eye wind-up, a 60-damage opening gaze flash and a three-second vulnerable open interval. Removed the exposure HUD, repeat-burn meter and forced gaze.
-
Poltergeist possesses up to three loose objects and rams warned lanes (50 damage, shared 0.8-second hit interval). No eligible objects: spectral rams. Grabbing the object or stunning the source interrupts it.
-
Trickster stacks its existing natural Gnome group into a breakable tower (75 strike / 50 ground attack). Base damage, grabbing or stun collapses it. Ceiling clearance is checked during assembly and movement. Removed disguises, death splits and split-child spawning; reforming does not refill health.
-
Redline commits to a warned charge (60), then its real route explodes after two seconds (75 once per player). Damage and impulse explicitly target players only. Explosion visuals disable all native hurt colliders before activation: no enemy damage, enemy knockback, prop damage or prop impulse.
-
Resonance previews and sends a broad travelling wave (55 per leg) with one wall reflection instead of the stillness test. Necromancer combines destructible skulls, grasping floor hands, stolen-head empowerment and one interruptible three-second half-health revival. Real death heads are released, never consumed.
-
Heartbreak combines a cuttable pulling vine (30 catch / 50 bite) with breakable side thorns (20/sec). Removed partner-chain HUD and native gas capture. Deathlight combines ceiling light trails (20/sec), a fixed dive, a clearance-capped carry and 70-damage slam. Tumble readiness, both bodies' swept movement, low ceilings and interrupted/disconnected victims are checked; carry overrides expire automatically.
-
Parallax now leaves a bright humanoid departure afterimage and a one-second-warned linear strike (65). Initial spawn and arrival do not produce an extra echo. Ricochet retains its three-reflection 60-damage kit and replaces its HUD with a pulsing world path, reflection flashes and sound.
-
Deadeye creates the actual Photon Blaster beam for every shot and keeps native damage/cooldown/force fields. Its full length can hit all contacted players, stopping at scenery/solid loot. Removed the old target-only 55-damage substitute and Clown/line-only fallback.
-
Restored House Edge's 1.1.0 rules: red movement restriction, yellow forced drop/grab lock, green enemy healing/resistance, white repeated launch, black safe cyclic position swap (solo impulse). The settled roulette angle selects the rule; host rule values are synchronized. The SAFE-pocket HUD is gone. The solo black rule now derives its horizontal push from Gambit instead of a floor-ray point, preventing the player's own collider from cancelling most of the intended upward launch.
-
Corrected base-enemy documentation and Berserker aliases: Faultline = Trudge, Aftershock = Loom, Parallax = Shadow Child (internal EnemyThinMan). Headman no longer incorrectly enables Faultline.
-
Rework events validate their host sender, use monotonically increasing serials and carry exact paths, target IDs, network time and a validated 22-value host-rule snapshot. Retired config keys for replaced mechanics are no longer bound; users do not need to delete their existing configuration.
-
Added six optional mutations, one for every currently registered Wesley's Enemies character:
- Hydroshock (Gusher): three expanding, jumpable pressure waves with swept collision and wall cover.
- Flashpoint (Roaster): a warned burn zone fixed to the target's captured floor position.
- Scrambler (Lost droid): a cover-blocked EMP that damages and throws exposed players.
- Crossfire (Lost Destroyer): two perpendicular, wall-clipped firing lanes.
- Barrage (Soldier): three warned firing lanes that resolve in sequence and cap at one mutation hit.
- Effigy (Voodoo): a tethered curse broken by escaping the captured seven-metre circle.
-
Wesley integration is a true soft dependency. A family is eligible only when the Wesley plugin is loaded, its exact runtime behaviour component is present, and its base enemy name matches. Other mods' similarly named enemies are ignored, and this package keeps no assembly reference to WesleysEnemies.dll.
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Added BerserkerEnemies Reborn 1.6.0 compatibility. Its enabled base names now expand to the renamed mutant names, allowing one enemy to retain both the mutation component and Berserker controller. The accidentally omitted Hidden toggle is repaired, and Voodoo participates under
containModded. -
Berserker remains authoritative for its final health/damage settings when both modifiers select the same enemy; mutation attacks, aura and warnings remain active.
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Restored the public bug-report/request survey link in both the English and Japanese package description.
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Release compilation passes with zero warnings/errors. The linked production-helper suite passes 18,733 assertions. The real Wesley 1.3.6 and Berserker Reborn 1.6.0 assemblies load together; the compiled compatibility postfix verifies 18 representative aliases, including both Tick variants and Headman/Chatterjaw, with zero hard optional-mod references. Sixteen disabled-family/absent-Wesley checks pass. Game/PUN reflection checks verify 25 reflected fields, four private call targets, 12 inherited RPC receivers plus the Power Leech pulse, and 23 Harmony target signatures.
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Isolated Unity 2022.3.67f2 probes for the final production DLL pass in all four optional-mod layouts: no optional mods 176/176 in non-batch Direct3D 11 with five inspected GPU captures, Wesley only 205/205, Berserker only 177/177, and both 208/208 in non-batch Direct3D 11 under a test-enforced 15 FPS cadence (14.730 FPS measured), with zero MOD runtime errors and zero rendering errors in the rendered runs. All 31 built-in mutations attach through their real native prefab path in every layout. The production player-list and radius helpers also return all 12 supplied entries without a six-player cap. The probes exercise real enemy prefabs and player HP for all selected reworks, three simultaneous real battery items for Power Leech, Necromancer's normal and equipped-head summon limits, native weapon destruction, one-time revival, Chatterjaw's standing/duck/cover/cancel cases, the five House Edge rules, the native hurt-initialization guard, and all six Wesley attacks (including Scrambler cover and Effigy escape). A final-DLL Steam-authenticated Photon run passes 26/26 checks with RoboUnion 0.6.2 in a real private room with
MaxPlayers = 12, including Headman SpawnRPC, deterministic Chatterjaw attach, inherited attack RPC, one owner-local 65-damage hit and pending-warning cleanup on room leave. Ozoka Gaming MorePlayers 1.1.0 separately passes the same 12-slot gameplay path at 22/22; both lobby mods remain optional. This confirms a 12-slot host path, not seven simultaneous distinct-account peers; a live host/guest, actual seven-player and full balance pass remain. The legacyzelofi-MorePlayers-1.0.5package is not compatible with the current game itself: its startup patch references the removedNetworkConnect.instancefield, so it fails before a room can be joined. The final rendered runs include Resonance's complete warning route and reflected return, Parallax's humanoid echo, Ricochet's three bounces, Redline's delayed route, Chatterjaw, every Wesley attack and the native Photon Blaster beam. Audio mix and combat balance remain live-play judgements. The final-DLL authenticated host-leave portion holds a Chatterjaw warning 30 seconds beyond its normal expiry, then confirms Photon teardown removes it with no pending local damage object. The final 176/176 no-optional graphics run includes a native singleplayer level transition: a warning held 60 seconds ahead is removed byRunManager.ChangeLevel, and no detached mutation effect survives. A separate native solo GAME OVER/new-run reset passed 176/176 checks and removed a pending Chatterjaw bite. With Wesley and Berserker installed, a controlled Direct3D 11 stress run kept all 37 mutation variants and 43 native enemy parents active for ten seconds: 211/211 checks, zero runtime/render errors, and 137.776 FPS on the test RTX 3060 Ti. Native AI movement was paused after attachment; this is not a 43-enemy combat or RPC benchmark. A live Headman component passed a synchronous simulated guest-to-host transition at 180/180 checks: wounded HP stayed at 37/500, the next event serial became 41 after receiving 40, and the temporary test authority override was removed. Distinct-account migration remains untested. The release number remains 1.3.0; no automatic upload is performed.
1.2.0 — major uniqueness and reliability update
- Added Ricochet, a mutually exclusive Huntsman alternative: up to three wall reflections, a fixed 0.9-second warning path, closing-door recheck, and one 60-damage hit per caught player.
- Replaced Parallax's rarely triggered portal pair with reliable targeted severance. Each Thin Man arrival fixes a cyan cut and perpendicular magenta cut onto a visible living player's position; they fire after 1.2 seconds and another 0.8 seconds for 55 each. Unsafe player/loot portal transport is gone.
- Separated mechanics that had copied another mutant's job:
- Poltergeist no longer aims or throws valuables. It owns the vertical gravity cycle: local-player zero-G lift, a white inversion warning, high-G force, and a 25-damage slam for anyone still in its field.
- Deathgaze no longer fires a second generic laser. Looking at the eye fills a visible exposure meter; looking away drains it, and an uninterrupted stare accelerates repeat 50-damage burns.
- Belladonna no longer orbits or shoots valuables. Every bell always creates a jumpable primary floor wave; nearby valuables remain fixed and answer with staggered cyan echo waves.
- Kaleidoscope replaces three static blast marks with three rotating prism blades. Players move with the gaps through one 120-degree sweep; swept-angle collision covers long frames.
- House Edge replaces five unrelated colour rules with one readable roulette game. Five pockets spin,
the winning colour is labelled
SAFE, and same-room marked players must enter it before settlement.
- Necromancer now casts on visible living players every 12 seconds even before a death. Its counter is
the inverse of Heartbreak: run beyond the 20 m range and hold until the soul chain turns white and snaps.
Added an owner-only
RUN AWAY/HOLD DISTANCEcountdown and host validation for the cast RPC. - Alpha retains enemy swapping and its global hunt, but a lone Alpha now swaps with loose loot or moves to a verified floor point instead of spending its countdown on an intentionally empty transformation.
- Contagion retains infected loot and now always leaves a warned spore field: 4 m radius, eight-second active life, and 50 damage per two seconds of exposure. Cover and retreat drain exposure twice as fast.
- Blood Bank retains ally healing/resistance and adds a visible 45-damage blood debt six seconds after feeding. Stun or kill that Tick to cancel the debt, so the mutant remains meaningful without allies.
- Heartbreak uses host-selected stable pairs, host-controlled pulses/resolution, and a complete NavMesh path plus travel-budget check for the solo phantom-heart objective.
- Deadeye now has a functional LineRenderer and the same explicit 55-damage cover test even when neither Photon Blaster nor Clown laser material can be loaded. Disabled/dead targets and stale beams are cleaned up.
- Redline checks every route segment crossed during a frame, preventing low-frame-rate tunnelling. Belladonna's rings and Kaleidoscope's blades use equivalent swept collision helpers.
- House Edge ignores players behind solid room boundaries and points the winning pocket toward the nearest visible participant. Its orbit radius now makes that participant's starting point part of the final safe ring, preventing an objective from being selected on an unreachable side of a narrow room.
- Added owner-readable countdowns for Heartbreak, Deathlight, Aftershock, Contagion, Parallax and Ricochet, plus Resonance's stillness state. Twelve central warnings use stable HUD lanes instead of overwriting one another during a mutation surge.
- Room-scale selection and damage now respect solid cover for Heartbreak, Resonance, Faultline and Aftershock. Necromancer and Aftershock ignore their own rig while testing visibility, fixing false self-blocking; the latter also clips its corridor at the first real wall and refuses to attack unseen players.
- Fully draining Deathgaze now clears hidden repeat acceleration, real walls break mutual gaze, and a missing first-person camera can no longer charge an invisible rule.
- Secured all 32 custom gameplay RPCs with sender metadata and current-host validation. Spawn and Thin Man Harmony postfixes mirror vanilla RPC authorization so rejected guest messages cannot trigger mod effects.
- Fixed Boomday balloon replacement/cleanup calls being mistaken for real pops, which could broadcast one explosion per peer. Only a genuine host-observed pop now detonates.
- Big Bang squad positions are announced before spawning and consumed on every peer, so a summoned squadmate is the same pink-aura mutant everywhere instead of becoming a normal guest-side Banger. PackSize is clamped to 1–12, and squad creation fails closed if the leader has no PhotonView.
- Belladonna's native contact-damage upgrade now applies on every peer, allowing REPO's victim-authoritative collider to deal the intended 60 to guest-owned players.
- Reused aura and Blackout work buffers to reduce repeated allocations while preserving their existing kits.
- Removed every keyboard spawn shortcut, its 29 configuration bindings, both input paths, forced-spawn helper, dedicated network event, and marker. Gameplay-created Trickster children and Big Bang squadmates remain.
- Displayed levels 5, 10, 15, ... still guarantee every enabled supported mutation. Strong established values were not reduced. All lobby members must use this same build.
- Release compilation and 6,518 live-helper geometry/director/timing assertions pass. Package layout, binary
identity, removed-feature scans, and hashes are checked by
Build-Candidate.ps1. Solo/multiplayer gameplay and performance still require an in-game validation pass; this changelog does not claim otherwise.
1.1.0
- Strength-only 28-mutant normalization:
- No mutation was reduced below its original 1.1.0 threat. Mutant health remains 2.0x + 0.05x/level with a 3.5x cap; Big Bang remains 80 damage, Meltdown heads remain 75, Trickster remains 50, Belladonna remains 60, and Glutton keeps its original full growth.
- Weaker direct specials were raised toward the established high-threat group: Deadeye 40→55, Fenrir 45→60, Redline 42→55, Faultline 32→40, Kaleidoscope 28→40, House Edge 40→55, Resonance 45→55 and Contagion 35→50.
- Poltergeist now has an 11-metre field, faster throws, stronger gravity and a new 25-damage impact at the end of each inversion. Snatcher now deals 45 on relocation; Alpha's full-map hunt lasts 15 seconds.
- Physical/support kits were raised rather than reduced: Singularity reaches 10 metres with 8x debris impact, Blood Bank heals up to 25 with 45% resistance, Railgun uses 9x impact, and Blackout expands to 16 metres with 1.75x pursuit speed.
- The five newest mutants were raised: Necromancer 50, Heartbreak 10-per-pulse/50 snap, Deathlight 50, Aftershock 60 and Parallax 25, alongside stronger range, pull, duration or activation pressure.
- Balance revision 2 recognizes both original and temporarily lowered defaults and moves them to this stronger preset automatically, while preserving manually customized config values.
- Large mutation rework:
- Levels 5, 10, 15, ... are now guaranteed mutation surges: every enabled supported enemy mutates.
GuaranteedSurgeIntervalcontrols the interval andDisabledMutantsremains respected. - Trickster now rolls once per vanilla four-Gnome group, so all four mutate together. A killed Trickster splits into two real networked Gnomes once per life; children cannot split again, and a genuine respawn resets the entitlement.
- Deadeye no longer relies on the Photon Blaster prefab's visual/internal collider. An unobstructed beam now applies one explicit victim-authoritative line hit, so it cannot be visual-only.
- Poltergeist has stronger default range, lift and throw cadence, plus a periodic high-gravity inversion that slams players and floating objects back down.
- Belladonna replaces unreliable phantom decoys with cursed cargo: her bell pulls nearby real valuables into orbit and launches them at the target with boosted physical impact damage.
- Redline (mutated Reaper) — records its overclocked chase route, then sends a lethal moving pulse back through that exact path.
- Singularity (mutated Bowtie) — captures real valuables in orbit during its gravity-well yell, then slingshots every captured object at players when the yell ends.
- Faultline (mutated Trudge; earlier text incorrectly said Headman) — every mace attack leaves a persistent three-branch floor fracture; after warning, all branches remain dangerous for several seconds.
- House Edge (mutated Gambit) — roulette colours now invoke distinct house rules: Red Light, loot confiscation, enemy insurance, player launches, or a position shuffle.
- Resonance (mutated Upscream) — marks nearby players with a returning echo; players must stop moving before it returns or take explicit damage.
- Contagion (mutated Spewer) — puke infects nearby loose valuables. Infected loot visibly glows and triggers a one-shot toxic backlash when grabbed.
- Levels 5, 10, 15, ... are now guaranteed mutation surges: every enabled supported enemy mutates.
- Five additional mutants — 28 total:
- Necromancer (mutated Head Grabber) — a stolen death head soul-chains exposed players; sustained cover severs the chain, while failure disarms and recalls the victim toward the head.
- Heartbreak (mutated Heart Hugger) — forges paired player chains that require a held reunion to break, with a phantom-heart objective for an unpaired player.
- Deathlight (mutated Oogly) — photographs players in its hostile spotlight; cover erases the image, while failure rewinds the victim to the captured position.
- Aftershock (mutated Shadow Child) — each slap closes two giant shadow walls around a corridor; players must escape laterally before the final clap catches, disarms and throws them.
- Parallax (mutated Thin Man) — every teleport creates temporary two-way gates that transport and launch both players and loose physics objects between the exact endpoints.
- Snatcher keeps its instant safe-map teleport and initial damage, but its delayed destination bomb has been removed.
- Unchanged by request: Boomday Boy, Meltdown Crew, Kaleidoscope, Blood Bank, Railgun and Blackout retain their 1.0.0 abilities and tuning. Other mutations not listed above also keep their existing kits.
- Added tuning sections and host debug keys for Contagion and all five additional mutants.
1.0.0
- Nine brand-new mutants — 22 total:
- Redline (mutated Reaper) — an overclocked pursuit that leaves explosive wakes along its route.
- Singularity (mutated Bowtie) — its yell creates a gravity well followed by a final implosion.
- Faultline (mutated Trudge; earlier text incorrectly said Headman) — mace attacks trigger a telegraphed chain of four floor eruptions.
- Kaleidoscope (mutated Clown) — its laser impact splits into three delayed floor detonations.
- House Edge (mutated Gambit) — its roulette creates an explosive clockwise ring.
- Resonance (mutated Upscream) — attacks leave delayed echoes at players' recent positions.
- Blood Bank (mutated Tick) — bites convert stolen health into healing pulses for nearby enemies.
- Railgun (mutated Rugrat) — thrown valuables gain extra speed, impact damage and a projectile trail.
- Blackout (mutated Robe) — suppresses nearby room and carried lights while hunting.
- Threat escalation pass for five weaker mutants:
- Snatcher gained an unstable destination rift and 25 initial teleport damage.
- Deathgaze fires sooner, hits harder and accelerates repeated beams during an uninterrupted stare.
- Fenrir transforms sooner and releases an enemy-safe shockwave when its countdown reaches zero.
- Blood Bank also grants nearby enemies temporary damage resistance.
- Blackout gains a configurable pursuit-speed boost while its darkness field is active.
- Late-run threat scaling: mutant health gains a configurable bonus per completed level and respects a configurable maximum multiplier.
- Added
Mutation / DisabledMutants, allowing individual mutations to be disabled without removing the mod. - Gave each mutation type an independent deterministic roll salt so all clients agree without species sharing equivalent ViewID roll streams.
- Removed obsolete pity-state scaffolding and made per-level sticky mutation state explicit per mutant type.
- Added tuning sections and host debug keys for the nine new mutants, plus the new threat-scaling options.
0.10.0
- Hivemind is gone — meet the Trickster (mutated Gnome). The population-doubling Hivemind could lag the game badly, so the Gnome mutation was redesigned: the Trickster is a MIMIC — it disguises itself as a random valuable and ambushes whoever comes to collect it.
- Five brand-new mutants:
- Big Bang (mutated Banger) — twice the size, roams in a squad of five, and detonates with the full shop-grenade blast. One going off tends to set off the rest.
- Glutton (mutated Animal) — swallows any loose valuable it gets close to, and every meal makes it tougher, harder-hitting and heavier (bigger valuables feed it more). Kill it to get your haul back.
- Alpha (mutated Apex Predator) — freezes with a countdown before transforming; at zero it trades places with a random other enemy on the map, then howls — every enemy hunts its prey for a while. Works for provoked/touched transformations too.
- Belladonna (mutated Bella) — her bell-ring attack tell summons a swarm of identical phantom decoy tricycles that charge in alongside her. Same look, same sound — the real one hits hardest, but a decoy still costs you. She also escalates to her bell/attack sequence far faster than vanilla and holds a grudge much longer once provoked.
- Flambé (mutated Chef) — flings four real, armed shop grenades around itself each tumble attack. Its grenades can't hurt enemies — only players.
- New config sections:
Trickster,BigBang,Glutton,Alpha,Belladonna,Flambe(the oldHivemindsection is gone). New debug spawn keys: F3 / F1 / F11 / F12 / Insert. - Post-release polish pass: silenced the Trickster's disguise (its own footsteps/idle sounds no longer give it away); fixed Big Bang's squad occasionally summoning far more than its configured size when multiple mutants rolled near each other; fixed the Alpha sometimes showing its post-transform model/animation years before its countdown actually finished; Glutton's growth from eaten valuables now correctly resets when it's actually killed (a mere despawn still preserves it).
- Full self-audit: reviewed every mutation and Harmony patch for host/client desync bugs. Fixed one
narrow edge case — a Flambé grenade's fuse time could go out of sync between the host and clients if
Flambe/GrenadeFuseSecondswas changed away from its default, causing an occasional client-side double detonation effect. Everything else checked out: mutation rolls are correctly deterministic across every client, all damage/knockback correctly reaches every player, and no other host-only gaps were found.
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.