Expand The Gungeon is a mod that "expands" the Gungeon. :D This mod is similar to official DLC. This mod adds a new custom secret floor accessible from 4th floor and adds many new custom room designs and features a new custom boss! Full feature set detailed below: Notice: Starting with v1.9.5, Mod Folder/Zip must be "ExpandTheGungeon". Do NOT rename zip/folder to anything else or this will break path to external resources the mod loads. (sound bank and custom asset bundle are now loaded from mod's folder/zip path instead of internal embedded resource). Due to ModWorkShop renaming the file from what I intended, Download page will link to Github release instead. Source Code for this mod as well as the wWise and Unity Editor project files to generate the sound bank and custom asset bundle can be found here: https://github.com/ApacheThunder/ExpandTheGungeon Features: 1. Updated version of old Anywhere mod. Use load_flow to load a DungeonFlow. Command syntax is mostly the same as old anywhere mod. Use "load_flow help" in console to get help on how to use this command. 2. Three new secret floors! With brand new tilesets pulled from unused tilesets from old versions of the game. 3. Glitch Chests now take player to a full floor with glitched enemies instead of just a simple 3 room floor that goes direct to the boss. 4. Fixed pit generated under sell creep on floor 4. Pit edge decoration of floor tiles near left side of sell creep is no longer missing. 5. Fixed issue intreduced in FTA update that made it trouble-some to drop passives into sell creep in Bello's shop. 6. Added "Junk" enemies. A small chance a floor could have 1 or 2 critters that spawn Junk or Ammo when killed depending on which enemy was spawned. This was an idea from TheTurtleMelon so credits to him for this one. 7. Added custom rooms to room tables used by most floors. This adds new room layouts to the game! Most room designs courtasy of TheTurtleMelon! 8. A glitched elevator has a small chance of appearing on the floor. This takes the player to a glitch chest floor. Can only appear on rooms 1-4 and can only appear once in a run. 9. The few Winchester gun game rooms that were missing icons now have icons. This oversight from original game devs has been fixed. 10. Custom secret rooms. Staring with a ultra tiny secret room that is the smallest possible size (2x2). This secret room can appear in places you won't expect one to fit so be on the look out! 11. Glitch Floors have "corrupted" appearence via addition of sprite objects that use random tile map sprites. 12. Additions/Improvements to DD20 modifiers: * Rat's Revenge now spawn rat traps instead of flame traps. * Infamous bug with Zone Control possibly soft locking the player if teleported out of room is fixed. * Don't Blink is changed to have enemies have stone effect instead of boring stun effect. * Blobulon Rancher can now spawn poisulins as well as the normal blobulins. * Two new DD20 modifiers. "Apache Thunder's Revenge". A custom modifier that has most of the Chaos mode mayhem from ChaosGlitchMod!. The second modifier is "Triple Trouble. A modifier for the Trigger Twins boss. As you can guess a third trigger twin will spawn. 13. Custom items!: * "Baby Good Hammer". An active item companion that summons a Dead Blow Forge Hammer to do your bidding! Thanks to Retrash for providing the item sprite. * "Corruption Bomb". A powerful bomb that corrupts the reality around you. Corrupted enemies can no longer attack. May have suprising effects on other objects. Test it out on things if you dare! * "Table Tech Assassin". Tables flipped by enemies are betrayed by their tables. Tabled flipped by enemies explode. * "Corrupted Junk". Junk warped by corruption. May grant player an obscene amount of a random consumable. * "Cronenberg Bullets". Bullets that have a chance to transmorgify enemies into a horrible cronenberg abomination. Sprite work courtasy of Neighborino! * "Mimiclay". Special item dropped by custom boss on custom secret floor. One time use active item. Clones another active or passive when used while said active/passive is spawned/near the player. This item idea/code was created thanks to Retrash. * "The Lead Key". Special active item taht will teleport the player to a new room not normally connected to the floor. Small chance of beign a shop, shrine, or chest room. * "The Bullet Kin Gun". Fires Bullet Kin....No further explenation needed. * "Baby Sitter". Companion item that gives you the COOP cultist as a non playable friend. Like Cop, he can die. When this happes you get curse and damage up. * "Rock Slide". Causes rocks to fall on your enemies! Amount of rocks is random. Sometimes all enemies get targeted while other times only a few do. * "Pow Block". Flips enemies and makes them easier to kill. Flipped enemies can no longer attack. 14. Certain NPCs and objects and even a copy of the player can appear as enemies on glitch floors. 15. An unused trap "Alarm Mushroom" has been revived and made usable. It currently appears in random rooms on the Mines, the floor the trap object was intended to appear on. 16. New type of elevator added. A small elevator that can take the player to another room on the floor. Used as a entrance elevator to the secret glitched elevator room on Hollow. 17. 1 new Custom Boss! Can be found on my custom secret floor! 18. Tweaks to Boss Rush mode and addition of Miniboss rush!. Forge boss rush floor now uses the correct boss foyer room. First floor boss rush now has a second path that you can go through to fight all the minibosses! Use the elevator shaft to access it!. Also, the curse shrine has been added so that players can do 9 curse boss rush runs. Versions of Enter the Gungeon required: This mod is intended for post Farewell to Arms version of the game. Please ensure your game is up to date before attempting to use this mod. Credits: * KyleTheScientist, Zatherz, Abe Clancy, and PlaguedPixel for their help/code for improving/making certain features possible. * TheTurtleMelon for name idea of mod and for custom room designs used on normal floors. He is also reponsible for all the custom rooms/room theming on the new Jungle floor. * Retrash for the Baby Good Hammer item sprite and item idea/code/sprite for Mimiclay. * Charcola for the Table Tech Assassin sprite design. * Neighborino for help making sprites for the Cronenberg monsters that Cronenberg Bullets transform enemies into. He has also provided some additional room designs.

Changelog: v1.9.7: * 20+ custom rooms for Mines have been trimmed to reduce visual bugs with spike decorations appearing in rooms they should not be in. (like Shop or elevator room). This should also reduce instances of rat trap door appearing in boss rooms. * Odds for Gltich Elevator reduced again. Now 0.3% odds per floor instead of 1%. v1.9.6: * Candle Guy enemies no longer leave eternal fire goop if they are placed in rooms that aren't boss rooms. * The Lead Key no longer spawns exit elevators in Bullet Hell and no longer crashes in COOP mode. v1.9.5: * 4th floor custom secret floor is now using Old West tileset along with new floor layout. Most puzzle elements are the same. Just some bits re-arranged a bit. * Finally fixed missing floor vfx for corrupted enemies using buffer/jammer/necromancer enemy behaviors. * New active item: Pow Block. Usable only in combat. Use to flip enemies upside down and permenently stun them. Effected enemies can be one shotted with most weapons or die on contact. * Alarm Mushrooms should no longer appear in areas they aren't supposed to appear in. If this still isn't fixed then custom room pack makers need to go go back and start trimming their rooms. * Spelling mistakes with Belly boss card and node in monster entrance room fixed. * Adjustments made to sound effects used for Belly's doors. Sound fx for door seal now different then the unseal fx. * Bug Fix: Thrown guns are no longer invisible if thrown during a dodge roll. * Sound Bank and custom asset bundle now stored outside DLL for better performance. It is recommended you clear out outdated ZIP file if you switch to folder instalation version of ExpandTheGungeon. v1.9: 1. Brand new secret floor using another unused tileset (Belly tileset this time). This time a tileset that wasn't left in the game files at all! It was completely rebuilt in code with just the sprite atlas PNG! Expect to see another unused tileset get revived in a future update! Room designs for this floor was privided by both TheTurtleMelon and Nevernamed. 2. Bootleg gun animations are no longer broken. 3. Bootleg Shotgun no longer cause endless loop of transforming already transformed enemies. 4. Fixed bug with explosive barrel in one of the Jungle Tree entrance room designs. Moved it away from the wall a bit. It no longer gets stuck. 5. Skusket Heads now die on contact like blobulins/poisbulins. 6. Custom Enemies from my mod and enemies added from FTA update can now be spawned via MTG's spawn command. 7. Wooden Crest (sprite courtasy of Retrash) now appears in the Jungle instead of Old Crest. 8. The Bullet Kin Gun...Fires Bullet Kins. Don't ask questions. Just accept it. :P (Credit to TankTheta for gun sprite) 9. PayDay Drill no longer breaks chests on jungle floor when used on chest room chests. 10. Jungle has a new boss. 11. Junk enemies should no longer spawn in the Tree rooms on Keep which could potentionally soft lock player if they spawned in the locked area. 12. Entrance room for 4th floor custom secret floor now has custom minimap icons! This was made possible using the new syetem I setup for making "real prefabs" using a custom asset bundle. 13. New veriation of the cronenberg enemies specifically for Belly. Thanks to Neihborino for taking time out to do new sprites for these. 14. New passive item: Baby Sitter (name may change pending suggestions). Get COOP cultist as a companion! No second human player required! v1.8.6: 1. Out of bounds area outside of rooms in Jungle now have correct sprite data and have proper occlusion v1.8.5: 1. Fix crash that can occur when attempting to change forms of Chamber gun while on Jungle or Canyon custom secret floors. 2. Chamber Gun now has custom forms for my custom secret floors. "El Tigre" for Jungle. (an unused gun in the game), and "Mimic Gun" for Canyon. Mimic Gun is likely going to be a placeholder until something more fitting is found. 3. Jungle Entrance Tree sprite edited to look better. Changes courtasy of Retrash. 4. Entrance room for Jungle made a little larger to make things less cramped for Rainbow mode. 5. Item class for custom master round for Canyon changed from "Special" to "Excluded". It should no longer spawn from Rainbow chests/Boss drops. v1.8: 1. Fixed softlock bug caused by killing player mimics on custom secret floor. (the one off Hollow) 2. Old Crest is now obtained from a Tree Stump on Jungle floor instead of an item pedestal. 3. DungeonDatabase.GetOrLoadByName hook refactored to get along with future mods that may also hook this. v1.7: 1. Jungle Tree Room now has two locked gates instead of the first locked door being the entrance to the room. 2. Prevented Alarm Mushrooms from showing up in a few more room types to avoid softlocks. 3. Added new secret room that will only show up on Jungle floor. 4. Made fixes to ExpandJungleTreeController to fix an exception on level generation. (didn't seem to break anything, but I fixed it anyways) v1.6: 1. Added 2 new custom floor layouts specifically for new Jungle floor. 2. Jungle floor now has 100+ custom rooms (provided by TheTurtleMelon) and uses it's own room tables. 3. Rain intensity decreased slightly for Jungle floor. 4. Jungle floor now has custom entrance/exit rooms. v1.5: 1. Custom secret floor now has a custom master round. 2. Fixed issue with Bootleg guns not retaining item description info in Ammonocon after game restarts. 2. Prevented Alarm Mushrooms from spawning in chest rooms now that they can have enemies via room packs. (there is a soft lock bug with these rooms) 3. New tileset/floor! An entrance method for new Jungle floor added to Keep. Note that Jungle floor currently uses same rooms/layout as sewers. But a future update will bring custom rooms and layout to this floor. v1.4: 1. Custom secret floor no longer has bugged floor tiles and has overall improved appearance. 2. Further tweaks to keep the larger corrupted enemies away from exits. 3. Redesigned Expand_TurtleMelon_Spiral room on first floor. It shouldn't take as long to get to the center. Also has reduced appearance rate. 4. Changed respawn logic for Baby Good Hammer. Should get stuck in walls/objects less often. 5. Made "special" trap room appear less often. v1.3: 1. Added new item: Rock Slide. An active item that causes large bolders to fall on random enemies. This item can show up in Trorc's shop. 2. Tweaks spawn code for corrupted enemies for glitch chest floors and custom secret floor. They shouldn't crowd near the exits anymore. 3. Corrupted enemies that get the mountain cube behavior now die on room clear properly. 4. Lightning flash effect on custom secret floor decreased in intensity. 5. 50 new rooms for Gungeon Proper and Mines courtasy of TheTurtleMelon! 6. All newer RoomFactory rooms no longer appear on the custom secret floor or glitch chest floors. 7. More balance and appearence rate tweaks to existing rooms from TheTurtleMelon. 8. The Lead Key now has a small chance spawn the custom Dopplegunner secret floor boss. v1.2: 1. Issues encountered with turtles being able to follow player out of the room. 2. Fixed issue where where player couldn't see contents of room if the room The Lead Key chose was a secret room. 3. The Lead Key can now has small chance to spawn the Dopplegunner boss room (via a room cluster so player is transported to a boss foyer room first). The item will only be able to do this once per run. (unless clone run, then you can get it again possibly after returning to floor 1) v1.1: 1. TheTurtleMelon has re-balanced appearance rate of many of his custom rooms and adjusted enemy spawns on others. 2. Metal_Cube_Guy (the yellow brick thwomps on custom secret floor and the gray ones that show up in specific trap rooms on other floors) now has harmlessEnemy flag set. Companions should no longer needlessly target this enemy. 3. Reduced odds of bootleg guns exploding on taking damage. v1.0: 1. 100+ new rooms from TheTurtleMelon has been added. 2. Special trap room no longer spawns enemies if it shows up as a secret room due room clear events not working in secret rooms. (the room would never unseal) 3. The Lead Key can now show up as an item in the Key shop and the Baby Good Hammer can show up as an item in the Blacksmith on the Forge. 4. Odds for Raccoon and Turkey junk enemies spawning have been reduced. Odds of getting double junk from Raccoon also reduced. 5. Glitch Elevator can no longer appear in the Bootleg room where it would be inaccessible to the player. 6. Another new custom item + custom item synergy added. "The Lead Key". A special active item that will take the player to a random new room not connected to the rest of the floor. The custom synergys added is Master of Unlocking. A synergy betweeen Trusty Lock Picks and The Lead Key. Having this synergy gives the lock picks a 100% success rate. Having the Master of Unlocking passive also enables this synergy. Thanks to Nevernamed for the sprite and item idea! 7. Bootleg guns have new features. Chance to transmorgify enemies into bootleg versions. Guns now have a chance of exploding while taking damage. Bootleg guns will explode if they run out of ammo due to questionable build quality. Exploded guns are permanently removed from player's inventory. The guns exploding will damage the player. This makes them deserving of the D teir they are in. 8. Expand_HopScotch has been disabled until re-balancing due to difficulty in clearing this trap room. v0.8.5: 1. Added switch to first floor switch to allow toggling ... something ... to make YouTubers streaming the game not worry about content ID issues. v0.8: 1. Updated RoomFactory code to support newer .room files that have placed objects. 2. Fixed bug with Corruption Bomb that would allow it to be used in quick succession. There is now a small 2 second cooldown before it's usable again. 3. Prevented Alarm Mushrooms from showing up in DD20 mode. 4. Black chest mimic room adjusted for better balance. It is now a secret room. The intended room category TheTurtleMelon wanted for it. v0.7: 1. Removed Cultist as possible behavior for glitch rats on special secret floor entrance room on Hollow. Should hopefully prevent them from getting out of bounds and causing a soft-lock. 2. Removed one of the trap rooms from the possible trap rooms for Keep due to containing enemies typically not found on the Keep. 3. Added new trap room and "secret" trap room. ( ?° ?? ?°) v0.6: 1. Fixed bug where player could cause infinite rat key spawn on custom secret floor by killing the enemy that drops it over a pit and being close enough to immediately collect it after it respawns causing an infinite loop of key falling in pit while being collected by the player. 2. Player can no longer cheese the Winchester game on custom secret floor using flight items. 3. Non consumable items dropped by winning Rat Punchout fight no longer appear in Rainbow mode. They are instead replaced with Bowler notes. v0.5: 1. Fixed bug with Corruption Bomb spawned in special secret room causing difficulties interacting with other things in the room. This was fixed by spawning it on a Reward Pedestal. 2. Fixed issue with custom boss's health bar not appearing. 3. Updated some rooms from Sewers with balance changes from TheTurtleMelon. 4. Made Glitched Secret Room more rare. v0.4: 1. Added 20+ rooms to Sewers courtesy of TheTurtleMelon. 2. Fixed bug with custom DD20 modifier "Apache Thunder's Revenge". If any Baby Dragun NPC objects get placed during the modifier while on floor 4, the sell creep should now continue to operate properly. 3. Fixed audio bug with Baby Dragun objects spawned by "Apache Thunder's Revenge" DD20 modifier. They no longer produce a very load noise when an enemy get's eaten by one. 4. Added around 23 custom rooms for the Sewers courtasy of TheTurtleMelon v0.3: 1. Fixed hang on load screen when trying to visit custom secret floor a second time after going to the breach during the same game session. 2. Fixed collision issue with Rat fight on custom secret floor where he couldn't take damage until he started his first attack. He can now take damage almost immeditely like he normally does on the Rat Floor. v0.2: 1. Fixed oversight that allowed NPCs to be corrupted/destroyed multiple times by Corruption Bomb. 2. Fixed bug that could soft lock player during Apache Thunder's Revenge DD20 modifier. Bootleg enemy swaps no longer spawn in the void outside the room. Thanks to Retrash for helping debug which enemy spawns were the cause of this. 3. The Cop companion is no longer corrupted by Corruption Bomb. v0.1: 1. Updated version of old Anywhere mod. Use load_flow to load a DungeonFlow. Command syntax is mostly the same as old anywhere mod. Use "load_flow help" in console to get help on how to use this command. 2. A custom secret floor accessible from floor 4. Is only accessible under certain circumstances. ;) 3. Glitch Chests now take player to a full floor with glitched enmies instead of just a simple 3 room floor that goes direct to the boss. 4. Fixed pit generated under sell creep on floor 4. Pit edge decoration of floor tiles near left side of sell creep is no longer missing. 5. Fixed issue intreduced in FTA update that made it trouble-some to drop passives into sell creep in Bello's shop. 6. Added "Junk" enemies. A small chance a floor could have 1 or 2 critters that spawn Junk or Ammo when killed depending on which enemy was spawned. This was an idea from TheTurtleMelon so credits to him for this one. 7. Added custom rooms to room tables used by most floors. This adds new room layouts to the game! Most room designs courtasy of TheTurtleMelon! 8. A glitched elevator has a small chance of appearing on the floor. This takes the player to a glitch chest floor. Can only appear on rooms 1-4 and can only appear once in a run. 9. The few Winchester gun game rooms that were missing icons now have icons. This oversight from original game devs has been fixed. 10. Custom secret rooms. Staring with a ultra tiny secret room that is the smallest possible size (2x2). This secret room can appear in places you won't expect one to fit so be on the look out! 11. Glitch Floors have "corrupted" appearence via addition of sprite objects that use random tile map sprites. 12. Additions/Improvements to DD20 modifiers: * Rat's Revenge now spawn rat traps instead of flame traps. * Infamous bug with Zone Control possibly soft locking the player if teleported out of room is fixed. * Don't Blink is changed to have enemies have stone effect instead of boring stun effect. * Blobulon Rancher can now spawn poisulins as well as the normal blobulins. * Two new DD20 modifiers. "Apache Thunder's Revenge". A custom modifier that has most of the Chaos mode mayhem from ChaosGlitchMod!. The second modifier is "Triple Trouble. A modifier for the Trigger Twins boss. As you can guess a third trigger twin will spawn. 13. Custom items!: * "Baby Good Hammer". An active item companion that summons a Dead Blow Forge Hammer to do your bidding! Thanks to Retrash for providing the item sprite. * "Corruption Bomb". A powerful bomb that corrupts the reality around you. Corrupted enemies can no longer attack. May have suprising effects on other objects. Test it out on things if you dare! * "Table Tech Assassin". Tables flipped by enemies are betrayed by their tables. Tabled flipped by enemies explode. * "Corrupted Junk". Junk warped by corruption. May grant player an obscene amount of a random consumable. * "Cronenberg Bullets". Bullets that have a chance to transmorgify enemies into a horrible cronenberg abomination. Sprite work courtasy of Neighborino! * "Mimiclay". Special item dropped by custom boss on custom secret floor. One time use active item. Clones another active or passive when used while said active/passive is spawned/near the player. This item idea/code was created thanks to Retrash. 14. Certain NPCs and objects and even a copy of the player can appear as enemies on glitch floors. 15. An unused trap "Alarm Mushroom" has been revived and made usable. It currently appears in random rooms on the Mines, the floor the trap object was intended to appear on. 16. New type of elevator added. A small elevator that can take the player to another room on the floor. Used as a entrance elevator to the secret glitched elevator room on Hollow. 17. 1 new Custom Boss! Can be found on my custom secret floor!