RepoMutantEnemies

v1.3.4·Updated 2026-10-03

31 mutants + 6 optional Wesley variants. Stronger Trickster, breakable Resonance cages and Chatterjaw traps, fairer Necromancer, targeted Deathlight, working Flashpoint and warned Effigy. No text HUD;

About this mod Author’s original text

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 build.

Update everyone to the same distribution package together; do not mix versions or builds.

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 1.3.4: updated playtest feedback

  • Trickster: its runaway-valuable curse is now stronger: 12 seconds, 5.8 m/s, larger purple

feet and a visible link to the Gnome. Grab the original valuable or stun/kill its source.

  • Resonance: three breakable tuning forks create a shrinking triangular sound cage. After

1.5 seconds of warning, the sides close for five seconds. Break any fork to stop the whole cage

and stun Upscream. The entire cage deals at most one 55-damage hit per player, not three stacked hits.

  • Necromancer: alternates fixed skull lanes and floor hands instead of combining homing attacks

with underfoot snares. Each player takes at most one summon hit per volley. Stolen-head power

and its single interruptible revival remain.

  • Deathlight: faster initial dive and wider floor lights at a visible player's captured position,

instead of harmless strips away from the action. The gold body halo and lift/slam kit remain.

  • Chatterjaw: an open jaw on the floor replaces its stance test. Jump or leave the circle

before it closes; breaking the central pink tooth stops the trap.

  • Flashpoint: fixes targeting from a stale parent position and warnings landing on ceilings.

A brighter floor ignition tell uses its own six-second cooldown and at least 1.25 seconds of warning.

  • Effigy: a visible doll, closing circle and reddening tether give at least four seconds to

escape seven metres. On this mutation only, Voodoo's instant execution and attack slow/time-lock

become a warned 60-damage curse. Break sight with cover or interrupt the source to cancel it.

The growing doll stays anchored at the marked floor; its head, body and arms cannot drift toward world zero.

Existing customized settings are retained. New Flashpoint/Effigy cooldown entries inherit an existing

custom shared cooldown once; unchanged old defaults receive the new timings. No new text HUD.

Match the same 1.3.4 distribution build across the lobby. Older changelog sections describe their

historical kits; the ability lists below describe the current version.

Previous in 1.3.3: clearer abilities, less screen clutter

  • Trickster: no tower or extra leap attack. Nearby unattended valuables grow purple feet and run

away for up to 6.5 seconds. Grab the valuable, stun or kill the Gnome to stop the curse. The original

item keeps its price and mass; weapons, shop equipment and carts are excluded.

  • Kaleidoscope: ceiling laser hits now place the prism on the combatants' floor, not the ceiling.
  • Aftershock: a visible nearby player can trigger the shadow corridor without waiting for a slap.

A 6.5-second cooldown prevents overlapping claps; stun, death and despawn cancel pending traps.

  • Hydroshock: visible water-pressure buildup, faster first cast and waves, 12 m / 32 per wave,

a 0.65-second warning and a separate 4.5-second cooldown. It only targets players its waves can reach.

  • Removed the mod's activation/countdown text overlays and overhead digits, including Blood Bank

and the optional Wesley mutations. Blood Bank's link reddens and pulses as its debt comes due.

World-space shapes, lig

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPackZehs-REPOLib

File & checksum

Filename
RepoMutantEnemies-1.3.4.zip
File size
180.5 KiB