


This mod adds a new enemy (The Jinn), a new scrap item (cursed gramophone) and a new custom weapon (Rapier Sword). The enemy requires team co-ordination to beat and rewards players for beating it. The mod is highly configurable with most features being editable in some way. This way players can adjust values and settings to suit their needs and playstyles. (VR Support)
When the Jinn spawns they are completely invisible to players at a certain distance. The only way the Jinn can be located in this phase are through the directional music that it omits, or by being within a closer distance of it. If The Jinn spots a player, they will target that player by moving towards them.
Once the Jinn is targeting a player, it will periodically attempt to teleport to a random position near the player to cut them off and confuse them. There is a visual and auditory cue that notifies the player where the Jinn could teleport and an audio cue that omits from the Jinn when he charges his ability. The Jinn then decides whether they should teleport based on how close they to the player compared to the teleport position. Additionally, when the Jinn loses sight of a player, he will attempt a last ditch teleport to maintain chase. Therefore, the key to survival is awareness of audio and visual cues.
The Jinn's lifeforce is attached to a cursed gramophone that spawns at a random position within the facility. The Gramophone can be located through a directional audio cue that hints the player of its location. Upon finding the gramophone, the player can wind it down over a period of time. Be warned, the Jinn is alerted of this and will move to the Gramophone's position with a speed boost to defend itself. When the wind down time expires, the Jinn is defeated and drops it's rewards.
Upon defeat, the Jinn drops it's Rapier sword at it's location that has value. In addition, the gramophone turns into a valuable scrap item that can be picked up and sold.
The Jinn has the standard line of sight counterplay most enemies in the game has. However, due to it's power there are some additional ways to slow down the Jinn and reduce it's lethality.
The first and most effective counterplay involves the flashlight item. The Jinn can be rendered defenceless by the flashlight and suffers extreme pain. During the period the beam is aimed at it, the Jinn will be slowed and unable to attack. However, the trade off is that the flashlight battery is consumed much faster when the flashlight is aimed at the Jinn ensuring the Jinn cannot be completely disabled.
The second counterplay involves teamwork co-ordination and is more effective with the flashlight counterplay. It involves distracting the Jinn when winding it's gramophone down by drawing a chase or by burning it with a flashlight, or by winding the gramophone down to move the Jinn away from a valuable area. The Jinn cannot be damaged through items, stunned and killed using normal methods.
This mod also adds a custom weapon with custom animations and sounds that players can use as defense. The Rapier acts similar to how it would in real life, with lower damage but a far reach range.
The people below are amazing, and this mod wouldn't be the way it is now without them.
Would love to receive any feedback, clips, suggestions, or bug reports! Feel free to reach out to me on Discord (reikomegalul) or create an issue on the GitHub repository.