Vanilla enemies can spawn as one of 28 glowing mutants; every fifth level is a guaranteed mutation surge, with unique group, physics and rule-based abilities.
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.
GuaranteedSurgeInterval controls the interval and DisabledMutants remains 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 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.
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 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.
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 old
Hivemind section 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/GrenadeFuseSeconds was 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 on RemoveBalloon: 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.Spawn when Photon ViewID is still 0, causing the deterministic roll to disagree
between clients — only the host's copy would mutate. Fixed by switching to SpawnRPC which
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 HurtCollider was incorrectly disabled on non-host clients. REPO's damage system is
victim-authoritative (IsMine check inside HurtCollider.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 (_activeBeam null-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's PhotonView so every client spawns the explosion locally. Victim-authoritative
HurtCollider prevents 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 MaxChance cap (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.
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