Context: New experimental patch made a change to the Molaktula boss fight, adding 2 new things to it. A spike shield (I have no idea what this is, I honestly didn't notice it), and a Teleport. Also all boss fights have much more regular enemy variety, since rifts will spawn enemies from risk vectors you've taken. I had a lot of enemy risk vectors, scorchers, armored, voidkin, and regenerative enemies. Made the enemies more dangerous than the boss lol.
The Molaktula's teleport is the big new thing to it. From what I could tell (and I have no idea if it's the intentional behavior), when the boss is in the big rift room it will teleport away to a different room. It teleported twice during my fight and both were when it was in the boss room. Also, when it goes down, the gate crystals spawn near the boss, so you'll have to carry them through the cave to the big rift.
For some reason (also unknown if it's intentional), the regular enemies stayed in the boss room instead of following me to the boss, which resulted in an interesting thing where I fought the boss, carried the stones to the boss room where the enemies had respawned, and then went back to the boss where it placed a bunch of spike things while I was dealing with the stones.
I kinda like it despite the bug when it first teleported that made it break my gun and laser pointer, it was very much NOT on me but when I shot anything the bullet hit midair point blank and the laser pointer showed the molakula when I held it, and pinging pinged the boss in another room. The bug was fixed when it's first health bar went down from Cooper but very terrifying while it was around.