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RepoMutantEnemies
31 built-in mutations + 6 optional Wesley variants. A host-configurable per-level mutant cap limits surge difficulty; includes Chatterjaw, Power Leech and Berserker compatibility.
By matsu
| Date uploaded | 4 days ago |
| Version | 1.3.1 |
| Download link | matsu-RepoMutantEnemies-1.3.1.zip |
| Downloads | 1447 |
| Dependency string | matsu-RepoMutantEnemies-1.3.1 |
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 29 vanilla enemy families into rare, tougher variants with 31 built-in ability kits. Huntsman has two mutually exclusive variants, Deadeye and Ricochet; Tick has Blood Bank or Power Leech. If Wesley's Enemies is installed, all six of its current characters also receive a dedicated mutation, for 37 variants in that setup. Mutants retain their original models and basic movement, gain reworked attacks and 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. The lobby host's mutation-generation settings control the chance, surge interval, disabled list and per-level cap. Keep any other non-synchronized gameplay settings aligned between players.
New in 1.3.1: limit mutants per level
[Mutation] MaxMutantsPerLevel limits how many distinct enemy bodies can become mutants
during one level. It defaults to 6, including fifth-level surges and optional Wesley enemies.
Level 40 is a surge level under the default interval, so its mutation roll is 100%, but the
new cap leaves later enemies normal. Set the cap lower for a gentler run, or to 0 for
the previous unlimited behavior. The existing chance, surge and disabled-mutant settings
still apply.
[Mutation]
MaxMutantsPerLevel = 3
This counts mutants admitted over the whole level, not just those alive at once. A respawn keeps its previous mutation without using another slot. A natural Trickster group uses four slots together; if fewer than four remain, that group stays normal. Big Bang squad members also use slots. Set the limit on the host; guests automatically use the host's limit and other mutation-generation settings for that room. Choose settings before opening the lobby.
What is new in 1.3.0
- Reworked Deathgaze, Poltergeist, Trickster, Redline, Resonance, Necromancer, Heartbreak, Deathlight and Parallax around visible world actions. Closed Deathgaze eyes are invulnerable; Redline's delayed trail explosions cannot damage or knock back enemies.
- Deadeye now uses the real Photon Blaster damage pipeline along the full beam. House Edge restores the five 1.1.0 colour rules; Ricochet keeps its reflected-shot kit without its HUD.
- Added Power Leech as a second, mutually exclusive Tick mutation. Within 14 m it drains every nearby battery-powered item, including equipped inventory slots and dropped items, at 25 percentage points per second. Its cyan pulse marks the area; leaving it or stunning the Tick stops the drain.
- Added Chatterjaw, a dedicated Headman mutation: a teeth-chatter warning marks a high, 130-degree frontal bite for 65 damage. Crouch or crawl under it, leave the fixed arc, use solid cover, or stun it.
- Improved the HUD-free world tells after a real GPU visual audit: Resonance now previews its complete outbound/reflected route, and Parallax leaves a guaranteed-visible cyan humanoid echo with a direction arrow.
- Fixed Trickster's collapse recovery/strike ordering, solo Poltergeist object selection, and Redline's
charge duration with custom warnings. Breakable vines, summons and thorns respect native weapon wall
checks and hit intervals; thorns can also be hit correctly near their top. House Edge's solo black rule
now always retains its intended upward launch instead of being weakened by the player's own collider.
Native enemy-to-enemy hurt checks also ignore the brief spawn frame before a target's physics object is
ready, preventing an intermittent base-game
HurtColliderexception without changing valid hits. - Corrected the base names: Faultline = Trudge, Aftershock = Loom, Parallax = Shadow Child.
- Added six optional mutations for Wesley's Enemies: Hydroshock, Flashpoint, Scrambler, Crossfire, Barrage and Effigy. They are registered only when Wesley's mod is actually installed.
- Added BerserkerEnemies Reborn compatibility. Berserker now recognizes renamed mutant enemies, so one enemy can keep both its mutation ability and its Berserker modifiers.
- Restored the bug-report/request survey link in this description.
- Deterministic rolls and guaranteed fifth-level surges remain.
The 31 built-in 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, violet. Possesses up to three loose objects, warns their paths, then rams them for 50 damage with a shared 0.8-second hit interval. Empty rooms get visible spectral objects. Grab an object or stun the Mentalist to interrupt it; weapons, carts and real death heads are excluded.
- 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. Its closed eye is invulnerable. After a 1.2-second wind-up it opens and flashes: looking directly at the visible eye deals 60 damage. Look away or use solid cover, then attack during the three-second open-eye recovery. No exposure meter or forced camera turn.
- Deadeye — Huntsman, laser blue. Every shot fires the real Photon Blaster beam, retaining the weapon's native damage, hit cooldowns and force. Every player touching its full length can be hit; players do not shorten the beam, but solid scenery and loot stop it. The old target-only 55-damage hit is gone.
- Trickster — Gnome, purple. The natural four-Gnome group shares one mutation roll and assembles a tower of up to four existing members. A warned long-reach strike deals 75; ground attacks remain 50. Hurt the base, grab a member or stun one to collapse it. Low ceilings limit the stack. No mimicry or splitting.
- 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. Warns for one second, then charges in a fixed direction for 60 contact damage. Two seconds after the charge ends, its actual three-metre-wide trail explodes for 75 once per player. These blasts apply no damage or knockback to any enemy and do not damage or push props.
- 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 — Trudge, 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. Restores the five 1.1.0 rules using the settled wheel colour:
red punishes movement (55 after a 0.8-second warning), yellow drops held items and prevents grabbing
for four seconds, green heals nearby enemies by up to 40 and gives 40% resistance for six seconds,
white launches players four times, and black rotates valid player positions (an impulse when alone).
Colour rings mark the affected room; the later
SAFEpocket minigame is removed. - Resonance — Upscream, resonant blue. After a one-second tell, a six-metre-wide sound wave travels through the room and reflects once from a wall. It deals 55 at most once per player on each leg. A pulsing cyan guide previews the complete outbound and reflected route; read the moving wave and dodge its return. There is no stillness rule or HUD meter.
- 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 — Headgrab, soul violet. Summons three destructible skulls (25 per hit) and two grasping floor hands (20 plus a brief movement slow). Carrying a real death head raises those caps to five and three without consuming the head. Its first lethal hit starts a three-second ritual: break the visible core to finish it, or it revives once at half health. Summons remain useful before anyone dies.
- Heartbreak — Heart Hugger, hostile pink. A warned, cuttable vine catches a player for 30, pulls them toward the mouth and bites for 50. Cut the vine, break sight with cover, or stun the source. Two breakable thorn barriers flank the target, leave escape gaps, and deal 20 per second on contact. No partner-matching HUD, paired chains or original gas capture.
- Deathlight — Oogly, yellow. Ceiling travel leaves warned floor-light strips that burn for 20 per second over four seconds. It then locks a dive line, catches the first contacted player, lifts them toward the ceiling (maximum five metres) and slams for 70. Low ceilings shorten the lift; obstruction, death or stun releases it. Native wrestling/fall damage is suppressed during this carry.
- Aftershock — Loom, 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 — Shadow Child, cyan. Teleport departure leaves a bright humanoid afterimage at the old position. A white-edged six-metre direction arrow warns for one second, then strikes once for 65. Move out of that fixed line. Arrivals and initial spawns do not create a second echo, and no HUD is needed.
- Ricochet — alternate Huntsman, amber. Retains up to three wall reflections across a maximum 60 m path and one 60-damage hit per caught player. Its 0.9-second tell now uses a pulsing, whitening world-space path, sound and bounce flashes instead of a HUD. Closing doors still truncate later bounces.
- Power Leech — alternate Tick, electric cyan. Its 14 m aura continuously drains 25 battery percentage points per second from every nearby battery item, not just the item in hand: equipped slots use their owner's position and dropped items use their own. Native battery bars and saved charge update. Stun the Tick or leave the cyan pulse; batteries are not disabled by a hidden input lock.
- Chatterjaw — Headman, fang red. Every nine seconds of active pursuit it marks an 8.5 m, 130-degree high bite for 1.3 seconds, then snaps for 65 damage. Crouch or crawl beneath the visible tooth-height arc, leave its fixed sector, break sight with solid cover, or stun the Headman. Native bites remain.
Six optional Wesley mutations
These variants are available only while Magic_Wesley-Wesleys_Enemies is installed. There is no hard dependency: without Wesley's mod, REPO Mutant Enemies loads normally and does not roll these families.
- Hydroshock — Gusher, water blue. Sends three expanding pressure waves through the room. Each wave has its own swept hit check and can be jumped; solid cover blocks it.
- Flashpoint — Roaster, burning orange. Captures a player's floor position and collapses a visible timer ring into a 55-damage burn zone. Leave the marked circle before it ignites.
- Scrambler — Lost droid, signal green. Charges a 12 m EMP that damages and throws exposed players. Leave its radius or put a real wall between yourself and the droid.
- Crossfire — Lost Destroyer, crimson. Locks two perpendicular, wall-clipped firing lanes onto a target's position. Leave both red lanes before they fire.
- Barrage — Soldier, gold. Warns three slightly spread aim lanes, then fires them in sequence. A caught player takes at most one mutation hit per barrage.
- Effigy — Voodoo, curse purple. Captures one player's position and draws a live tether. The target must escape the seven-metre curse circle before the countdown ends.
Mutation rules
- Ordinary chance is
displayed level × ChancePerLevel(2.5% by default), capped atMaxChance(25%). - Every
GuaranteedSurgeIntervallevel (5 by default) uses a 100% roll for supported enemies, withinMaxMutantsPerLevel(6 by default). DisabledMutantsis respected even during a surge. Huntsman and Tick each choose one of their two enabled variants; disabling both for a family leaves that enemy normal.- Wesley variants use the same deterministic chance, surge, health and
DisabledMutantsrules. - A mutant has 2x health by default, gains another 0.05x per completed level, and caps at 3.5x.
- A stable Photon ViewID roll and the host's room-published mutation settings keep identities consistent across clients and ordinary respawns. Guests wait for the host settings before attaching mutants.
Configuration
The BepInEx configuration exposes the per-level mutant limit, mutation chance, surge interval,
health scaling, aura brightness,
DisabledMutants, and selected attack damage/range/timing controls, including all six optional Wesley kits.
Names are comma- or semicolon-separated, for example:
[Mutation]
DisabledMutants = Big Bang; Parallax
GuaranteedSurgeInterval = 5
MaxMutantsPerLevel = 6
The mutation-generation settings above and reworked attack settings are synchronized from the host. Other attack tuning should still match between players. Old exposure/chain/photo/replay settings no longer control the replaced kits; existing configuration files are not deleted. There are no keyboard spawn bindings. Big Bang's gameplay squad remains; Trickster no longer creates children.
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.
Wesley's Enemies is optional. When present, it must also be installed consistently across the lobby. The integration checks Wesley's actual runtime component before attaching a variant, so similarly named enemies from other mods are not changed.
BerserkerEnemies Reborn is optional and compatible. This mod extends Berserker's enabled-name list instead of replacing its controller. A mutant may therefore be selected as a Berserker and keep both kits. When both change health or damage, Berserker's later native health/collider-damage settings take precedence; custom mutation attacks retain this mod's damage settings. The mutation ability, aura and telegraphs remain active. Voodoo is included under Berserker's “modded enemies” setting.
The packaged 1.3.0 build passes the Release compiler, standalone geometry/timing/director checks, package
integrity checks, and isolated Unity probes in all four layouts (no optional mods, Wesley only, Berserker
only, and both). Every one of the 31 built-in mutations is attached through its real native prefab path in
all four layouts. On the final DLL, no optional mods pass 176/176 in non-batch Direct3D 11 with five inspected
GPU captures; Wesley only passes 205/205; Berserker only passes 177/177; and both together pass 208/208 under
a test-enforced 15 FPS cadence (14.730 FPS measured). All report zero mod runtime errors, and the rendered runs
report zero rendering errors. The production player enumerator also returns all 12 supplied native list entries
without a six-player cap. On the final DLL, an authenticated Photon probe with RoboUnion 0.6.2 creates a
real 12-slot private room and passes 26/26 checks across Chatterjaw's SpawnRPC, inherited attack RPC,
owner-local damage and room-leave cleanup. Ozoka Gaming MorePlayers 1.1.0 separately passes the same
12-slot gameplay path at 22/22; both lobby mods remain optional.
The obsolete zelofi-MorePlayers-1.0.5 package is not supported on the current game build because that mod's own
startup patch still references the removed NetworkConnect.instance field. The controlled probes use real enemy
prefabs, player HP, weapons and battery items. The 26/26 final-DLL run confirms that a pending Chatterjaw
warning is removed by Photon room teardown. These probes do not replace a live distinct-account host/client or actual
seven-player playtest. The final 176/176 graphics run also performs a native level transition and removes a deliberately
long-lived pending warning with no orphaned mutation effects. A separate native solo GAME OVER run passed 176/176
and removed a pending bite during new-run reset. A controlled Direct3D 11 stress run kept all 37 variants (43 native
enemy parents) active together for ten seconds: 211/211 checks passed at 137.776 FPS on the test RTX 3060 Ti.
Enemy AI movement was paused for that sample, so it does not measure 43 simultaneous attacks or normal play balance.
A live Headman mutation also passed a simulated guest-to-host authority switch: wounded HP stayed at 37/500 and the
next event serial advanced from 40 to 41 (180/180 checks, zero mod runtime errors). This is not a live migration
between distinct Steam accounts. Report the enemy name, level, host/client role, config, and relevant BepInEx log when
reporting a runtime issue.
Bug reports & requests
Please use the REPO Mods – Bug Reports & Requests survey. Choose RepoMutantEnemies and include the enemy name, level, host/client role and BepInEx log when possible.
REPO Mutant Enemies(日本語)
バニラ29系統の敵を、強化された31種類の標準突然変異へ変化させます。Huntsman は Deadeye と Ricochet、 Tick は Blood Bank と Power Leech のどちらか一方です。さらに Wesley's Enemies 導入時だけ、同MODの現行6キャラクター全員にも専用変異が追加され、 合計37種類になります。姿と基本移動は元の敵を引き継ぎ、攻撃を変化させます。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を導入してください。 変異率・確定階・無効化リスト・レベル上限はホスト設定が適用されます。同期対象外の攻撃設定は揃えてください。
1.3.1 の新設定:1レベルの変異体数上限
[Mutation] MaxMutantsPerLevelで、そのレベル中に新たに変異する敵の総数を制限できます。
既定は6体で、5階ごとの確定抽選階とWesley追加敵にも適用します。既定設定の40階は
確定抽選階なので抽選確率は100%ですが、6体に達した後の敵は通常個体になります。
より易しくするなら数を下げ、以前どおり無制限にするなら0にしてください。
[Mutation]
MaxMutantsPerLevel = 3
同じ敵が再出現しても再計上しません。Tricksterの自然な4体組は4枠をまとめて使用し、 残り枠が4未満なら組全体を通常個体にします。Big Bangの小隊員も枠を使用します。 値はホスト側で設定してください。参加者はローカル設定が異なっても、ロビー内では ホストの変異率・確定階・無効化リスト・上限を使用します。設定変更はロビー作成前に行ってください。
1.3.0 の主な変更
- Deathgaze・Poltergeist・Trickster・Redline・Resonance・Necromancer・Heartbreak・Deathlight・Parallaxを、 実空間の見た目と動きで判断する能力へリワーク。Deathgazeは閉眼中無敵、Redlineの遅延爆発は敵へのダメージ・吹き飛ばしなしです。
- Deadeyeは本物のPhoton Blasterのビーム全長判定、House Edgeは1.1.0の5色ルールへ変更。 Ricochetは反射性能を維持し、HUDを廃止しました。
- Tick の別変異 Power Leech を追加。半径14m内の装備スロットと地面にある電池付きアイテム全てから、 毎秒25%ずつ吸電します。水色の波紋で範囲を示し、離れるかTickをスタンさせれば止まります。
- Headman専用の Chatterjaw を追加。歯の音と高さのある弧で予告した後、前方130度を噛み払います。 しゃがむ・伏せる、予告範囲から離れる、遮蔽物に隠れる、スタンさせることで回避できます。
- Tricksterの崩壊後の復帰・攻撃確定順、ソロでのPoltergeistの物体選択、予告時間を変更したRedlineの突進時間を修正。
蔓・召喚物・茨の破壊判定は武器本来の壁判定・命中間隔に従い、茨の上部にも正しく当たる形状判定へ修正しました。
House Edgeの黒ルールは、プレイヤー自身のColliderで上方向の勢いが相殺されないよう修正しました。
また、敵生成直後の物理オブジェクト未準備な1フレームをネイティブの敵同士命中処理が無視し、
正常な命中は変えずに、まれなゲーム本体の
HurtCollider例外を防ぐようにしました。 - 元の敵名を Faultline=Trudge、Aftershock=Loom、Parallax=Shadow Child へ訂正しました。
- Wesley's Enemies 用に Hydroshock、Flashpoint、Scrambler、Crossfire、Barrage、Effigy の6変異を追加しました。 Wesley本体が実際に導入されている場合だけ登録されます。
- BerserkerEnemies Reborn互換を追加。変異後の名前もBerserker側が認識するため、同じ敵で変異能力と Berserker強化を同時に動かせます。
- 過去バージョンの説明欄にあった不具合・要望アンケートへのリンクを復元しました。
- 同期抽選と5階ごとのMutation Surgeは維持しています。
標準31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/紫)— 最大3個の落下物に憑依し、射線を予告して突撃させます。50ダメージ、複数の物体で 0.8秒の命中間隔を共有。物がない部屋では霊体の物体を使用。掴む・本体をスタンさせることで妨害できます。 武器・カート・本物のデスヘッドは対象外です。
- 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)— 閉眼中は無敵。1.2秒の溜め後に開眼し、その瞬間に見えている目を直視していると60ダメージ。 視線を外すか壁に隠れ、開眼後3秒の隙に攻撃してください。露出メーターと強制的な視線誘導はありません。
- Deadeye(Huntsman/青)— 毎射、本物のPhoton Blasterのビームを発射。威力・命中間隔・吹き飛ばしは同武器本来の処理です。 ビーム全長に触れた各プレイヤーに当たり判定があり、プレイヤーは貫通し、壁や固い物体で止まります。 旧仕様の「指定した1人だけに55を1回」は廃止しました。
- Trickster(Gnome/紫)— 自然出現の4体組で変異し、既存メンバーが最大4段のタワーを作ります。予告付きの長射程攻撃は75、 地上攻撃は50。土台へのダメージ・メンバーの掴み・スタンで崩せます。低天井では段数を制限。擬態と死亡分裂は廃止です。
- 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)— 1秒予告後、向きを固定して突進し、接触で60。終了2秒後に実際に通った幅3mの道が爆発し、 各プレイヤーへ75を1回だけ与えます。この爆発は、MOD追加分を含む敵にはダメージもノックバックも与えず、小物も壊しません。
- 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(Trudge/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)— 1.1.0の5色ルールを復元。確定した出目を使います。赤=0.8秒予告後の移動に55、 黄=手持ち品を落として4秒間掴み禁止、緑=周囲の敵を最大40回復+6秒間40%耐性、白=4連続打ち上げ、 黒=安全確認したプレイヤー位置を順番に交換(1人なら吹き飛ばし)。対象範囲は色付きの輪で示し、SAFEポケット方式は廃止です。
- Resonance(Upscream/共鳴青)— 1秒予告後、幅6mの音波を放ち、壁で1回反射します。往路と反射後にそれぞれ最大1回55。 動く波と反射先を見て避けてください。静止ルール・HUDメーターはありません。
- 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(Headgrab/魂紫)— 壊せる霊体の頭3体(命中25)と床の手2個(20+短い移動低下)を召喚。 本物のデスヘッドを取り込んでいる間は5体・3個へ強化し、頭自体は消費しません。最初の致死ダメージで3秒の蘇生儀式へ移り、 見える核を壊せば阻止、放置するとHP半分で1回だけ蘇生。死者がいなくても召喚は機能します。
- Heartbreak(Heart Hugger/桃)— 予告した蔓を伸ばし、命中30+引き寄せ+噛みつき50。蔓の切断・遮蔽・本体スタンで解除。 対象の左右には壊せる茨を出し、接触中は毎秒20。抜け道は残します。相方合流HUD・心臓鎖・元のガス拘束は廃止です。
- Deathlight(Oogly/黄)— 天井移動で予告付きの光の床を残し、4秒間・毎秒20の危険地帯にします。続いて射線固定の急降下、 最初に触れた相手の捕獲、天井方向へ最大5mの持ち上げ、70の叩きつけを行います。低天井では短縮し、障害物・死亡・スタンで解除。 この拘束中だけ元のレスリングと落下ダメージの重複を抑えます。
- Aftershock(Loom/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(Shadow Child/水色)— テレポートの出発地点に残像を残し、6mの固定射線を1秒予告して65の一撃。 線の外へ避けてください。到着時・初回出現時には追加残像を作らず、HUD指示も使いません。
- Ricochet(Huntsman別変異/琥珀)— 最大3反射・合計最大60m・対象ごとに1回60を維持。0.9秒予告はHUDではなく、 明滅して白くなる実空間の射線・音・反射点の光で表します。予告中に閉じた扉より先へは届きません。
- Power Leech(Tick別変異/電気水色)— 半径14mの範囲で、装備スロット内や地面のものを含む 電池付きアイテム全てから毎秒25%吸電。スロット内は持ち主の位置で判定します。ゲーム本来の電池表示・ 保存残量にも反映されます。スタンまたは範囲外へ逃げれば停止し、使用キー自体は封じません。
- Chatterjaw(Headman/牙赤)— 追跡中9秒ごとに、前方130度・最大8.5mの高い噛み払いを1.3秒予告して65ダメージ。 歯の高さの弧を見てしゃがむ・伏せる、範囲外や固い壁の裏へ逃げる、またはHeadmanをスタンさせて中断できます。 本来の近接噛みつきも残ります。
Wesley導入時の追加6変異
Magic_Wesley-Wesleys_Enemies が導入されている場合だけ有効です。必須依存ではないため、Wesley未導入環境では この6系統を抽選せず、REPO Mutant Enemies単体として通常どおり起動します。
- Hydroshock(Gusher/水青)— 部屋へ3本の圧力波を順番に広げます。各波をジャンプで回避でき、固い壁も遮蔽になります。
- Flashpoint(Roaster/炎橙)— プレイヤーの足元を記録し、縮むタイマー付きの燃焼円を設置。点火前に円外へ出てください。
- Scrambler(Lost droid/信号緑)— 半径12mのEMPを溜め、露出したプレイヤーへ45ダメージと吹き飛ばし。範囲外か壁裏が安全です。
- Crossfire(Lost Destroyer/深紅)— 対象地点へ直交する2本の射線を固定します。壁で切られた赤い2レーンから発射前に離れてください。
- Barrage(Soldier/金)— 少しずつ角度の違う3本の照準線を予告し、順番に射撃します。1回の斉射による追加ダメージは最大1回です。
- Effigy(Voodoo/呪紫)— 1人の開始位置を呪いの円として固定し、現在位置まで線で接続。時間内に半径7mの円外へ逃げてください。
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)は抽選が100%ですが、MaxMutantsPerLevel(既定6体)の範囲内です。DisabledMutantsは確定階でも有効です。Huntsman・Tickとも、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。- Wesley用変異も同じ同期抽選・確定階・HP倍率・
DisabledMutantsの規則を使用します。 - 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 抽選とホストから配信する変異設定により、クライアント間と再出現で同じ変異を維持します。
設定
BepInEx設定には、1レベルの変異体数上限・変異確率・確定階・HP倍率・オーラ・DisabledMutantsと、対応する攻撃の威力/範囲/時間があります。
Wesley用6変異の設定も、Wesley未導入時に害のない形で含まれます。
[Mutation]
DisabledMutants = Big Bang; Parallax
GuaranteedSurgeInterval = 5
MaxMutantsPerLevel = 6
上記の変異出現設定とリワークした攻撃の設定値はホストから同期します。それ以外の攻撃設定は揃えてください。 旧露出・鎖・撮影・経路再走用の設定は新能力には使いません。 既存の設定ファイルを削除する必要はありません。敵スポーン用キーはなく、Big Bangの能力による小隊生成だけを維持し、Tricksterの分裂は廃止しました。
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。
Wesley's Enemiesは任意依存です。導入する場合はロビー全員で揃えてください。実際のWesleyランタイム型まで確認してから 変異を付けるため、他MODの同名敵を誤って変更しません。
BerserkerEnemies Rebornも任意依存で、同時動作に対応しています。Berserkerのコントローラーを置換せず、 有効な敵名リストへ変異名を追加する方式です。同じ個体へ両方が付いた場合、バニラ側のHP・接触威力は後から設定するBerserker側が優先し、 独自攻撃の威力は本MODの設定を使います。変異能力・オーラ・予告表示はそのまま残ります。VoodooはBerserkerの「modded enemies」設定に含めます。
同梱の1.3.0はReleaseビルド、単体の幾何・時間・変異抽選・Wesley対応表・Berserker別名テスト、
パッケージ整合性検査に加え、任意MODなし/Wesleyのみ/Berserkerのみ/両方のUnity隔離検査を通過しています。
標準31変異すべてを各構成で実敵Prefabから付与しました。最終DLLでは、任意MODなしを非バッチDirect3D 11で
176/176件(代表5予告のGPU画像を原寸確認)、Wesleyのみ205/205件、Berserkerのみ177/177件、両方同時を
15 FPS制限下で208/208件(実測14.730 FPS)合格し、MODランタイムエラー0、描画実行の描画エラー0です。
製品側のプレイヤー列挙も12件すべてを返し、6人固定の打ち切りがないことを確認しました。
さらに最終DLLをRoboUnion 0.6.2と同時に起動し、Steam認証した実Photonプライベートルームを
12人枠で作成しました。マルチモードのChatterjaw SpawnRPC・攻撃RPC・所有者側ダメージ・退出時の
待機攻撃消去まで26/26件合格しました。Ozoka Gaming MorePlayers 1.1.0も同じ12人枠ゲームプレイ経路を
別途22/22件合格しています。
旧版zelofi-MorePlayers-1.0.5は、そのMOD自身が現行ゲームから削除済みのNetworkConnect.instanceを参照して
起動に失敗するため非対応です。最終DLLのSteam認証ホスト退出時に、待機中のChatterjaw予告がPhoton退出処理で
消えることも確認しました。実敵Prefab・実プレイヤーHP・武器・電池アイテムを使う検査ですが、別Steamアカウントの
実ホスト/ゲストや7人同時参加の実機試験を置き換えるものではありません。最終176/176描画検査内のネイティブレベル遷移で、
長時間待機させた攻撃と全孤児エフェクトが遷移後に0件となることも確認しました。別のソロGAME OVER検査でも
176/176件合格し、新規ゲームへのリセット時に待機攻撃が消えました。Direct3D 11の制御された負荷試験では、
Wesleyを含む37変異・実敵43体を10秒間同時表示して211/211件合格、試験機のRTX 3060 Tiで平均137.776 FPSでした。
この測定中は敵AIの移動を止めており、43体同時攻撃や通常プレイのバランスは測っていません。
実Headmanでゲストからホストへの権限変更を模した検査も180/180件合格し、HP 37/500を維持、イベント連番40の次を41に進めました。
別Steamアカウント間の実ホスト交代は未検査です。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。
不具合報告・要望
REPO Mods – Bug Reports & Requests アンケートを利用してください。 対象MODは RepoMutantEnemies を選び、可能なら敵名、階、ホスト/ゲスト、BepInExログを添えてください。
CHANGELOG
Changelog
1.3.2 — Glutton fixes and balance improvements
-
Add Glutton counterplay and fix swallowed-loot retention, mass growth and HP initialization. Improve mutant balance and attack readability based on playtest feedback.
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Redline starts its warned charge during native pursuit/notice states, checks visible targets, and probes the actual Reaper feet rather than its raised torso. Its travelled-route explosion remains player-only: no enemy damage or knockback.
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Necromancer uses 2 skulls + 1 hand (3 + 2 with a stolen head), 11/9-second casts, a 1.5-second warning and a 6.5-second summon lifetime. Skulls hit once for 20 then dissipate; hands deal 16 once and slow movement to 55% for at most 0.8 seconds. All summons from one caster share a 1.2-second damage cooldown per victim. Breakable summons and the one-time revival remain.
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Deathlight can commit its warned dive from ceiling roam, paints a warned strip even when stationary, and has a gold halo/light following the physical flying body. Default floor/slam damage is 25/80; old defaults migrate once while customized values remain unchanged.
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Chatterjaw shows the entire floor sector and two closing rows of teeth. Its warning is 1.5 seconds, damage 75 and cast cooldown 6 seconds; crouch/crawl, cover and stun counterplay remain.
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Big Bang rolls its natural three-Banger group together and reserves three cap slots atomically. The entire group stays ordinary if fewer than three slots remain. Summoned top-ups still cost a slot each.
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Snatcher default damage reduced slightly from 45 to 40, with a one-time old-default migration. Belladonna retains its floor waves but no longer draws a text HUD. Other tested, appropriate kits stay unchanged.
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Keep swallowed valuables deactivated independently of their Glutton, so temporary component or whole-rig despawns no longer expire the stash timer and lose the original loot.
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Use the game's safe storage position instead of a below-map teleport that could trigger native valuable destruction, particularly when re-enabling an already full Glutton.
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Apply meal mass growth to the native permanent baseline as well as the current body. Native mass resets preserve growth; returning loot during an override changes only the underlying baseline.
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Mark Glutton's initial HP setup on guests too, preventing an unintended refill on promotion to host.
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Initialize reworked-mutant HP before native damage is accepted, preventing the first update from restoring damage taken in the spawn frame. No change to ordinary healing or respawn rules.
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Each hit that actually reduces a living Glutton's HP now returns one swallowed valuable. The original valuable is released, with brief damage protection; no replacement loot is spawned.
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Damage pauses eating for 4 seconds by default. Repeated damaging hits restart the pause, including when its belly is empty. Returned loot cannot be swallowed by any Glutton during that window. Added
[Glutton] HurtEatCooldownSeconds(0.5–60 seconds). -
Returning a valuable removes the exact health, contact-damage and mass growth it originally granted. Re-swallowing therefore cannot accumulate duplicate growth from the same meal. Growth amounts and their removal are sent by the host to all peers.
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Zero damage and fully resisted hits do not trigger a drop. Lethal hits retain the full-haul death return, and ordinary despawns still retain swallowed loot until respawn.
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Fixed Glutton's death-event ordering so native Animal despawns cannot skip the remaining loot return or leave a stale kill flag. Loot returned on death also receives re-eating protection.
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BerserkerEnemies Reborn's solo despawn reflection call now supplies the game's optional Photon sender metadata. This prevents its argument-count exception from blocking a Berserker Glutton's death and loot return; Berserker abilities and settings are unchanged.
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
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Corrected base-enemy documentation and Berserker aliases: Faultline = Trudge, Aftershock = Loom, Parallax = Shadow Child (internal EnemyThinMan). Headman no longer incorrectly enables Faultline.
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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.
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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.
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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.
-
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 during release packaging. 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.