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Changelog

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. 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.
    • 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 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 (CheckForPoppedBalloonsRemoveBalloon) 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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