Vanilla enemies now have a chance to spawn mutated: a mutant keeps the base enemy's look but glows with a coloured aura and gains a nastier ability. More mutants added over time.
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.