PEAK
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Latest version
1.0.5
Last Updated
First Uploaded
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1.5K
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2
Size
21MB
Dependants

1.0.5

  • Replaced the package icon with the supplied stalker image.
  • Restored F7 rampage, Shift+F7 super rampage, F8 mirror, F9 restore and F10 gate placement shortcuts and their configuration bindings.
  • Added a hotkey table explaining actions, conditions and multiplayer use. Automatic gameplay, model and audio retained.

1.0.4

  • Replaced the package summary and README with an airport safety warning and a complete description of current features, default settings and multiplayer requirements.
  • Updated the displayed version to 1.0.4. Gameplay, model and supplied recordings are unchanged.

1.0.3

  • Removed F7/Shift+F7 rampage tests, F8 mirror test, F9 reset and F10 gate placement shortcut, including their config bindings.
  • Preserved automatic mirror/rampage events, gate discovery, timeout restoration and all 1.0.2 recovery/audio fixes.
  • Updated main-menu version to 1.0.3; approved model and audio unchanged.

1.0.2

  • Removed the ten-second guest loading cutoff for the shared Bing Bong opening; loaded guests resume while the recording is still active.
  • Preserved the original head-start timestamp when reclaiming or replacing a stalker.
  • Added host recovery for biome falls, inactive/destroyed native stalkers and extreme distance from every living player.
  • Emergency relocation uses native hidden terrain placement 45–65m from the lowest living player, respecting campfire protection.
  • Updated menu version; approved model and existing audio/balance retained.

1.0.1

  • Added the supplied Bing Bong opening recording at the haunted beach run's shared start; nearby loaded toys use native mouth animation.
  • Head start increased to 70 seconds; normal walking reduced another 5%; rampage recovery reduced to 20 seconds. Saved profiles migrate once.
  • Super-rampage tint holds throughout rage and fades out after expiry.
  • Updated menu version to 1.0.1; approved model and previous fixes retained.

1.0.0

  • Added host-controlled distance rush: starts beyond 150m from all living players, uses super-rampage speed, ends within 75m of any living player.

  • Plays one supplied rampage scream at entry with reliable host announcement and longer audio falloff.

  • Defers chance rampages while rushing and applies cooldown plus a fresh interval on exit. Campfire protection, mirror lock and head start remain.

  • Shows installed version on the main menu independently of haunting.

  • Approved model, leg-weight fix, native gate pinning, beach warning, airport effects and supplied recordings retained.

0.9.1

  • Removed 56 erroneous arm-bone influences from the left leg, preserving approved geometry and stretched posing.
  • Gate spawn data now shares the intended pose; initialized native rigidbodies are aligned and pinned behind the fence before visual updates.
  • Added native body spawn anchors, trapped collision suppression and validation of saved gate locations.
  • Approved model appearance, beach countdown, airport effects and pursuit balance retained.

0.9.0

  • Locked in the approved distorted face, disfigured body, bloodshot human stare and four dental rows (96 teeth, including six sparse ruined outer crowns).
  • Updated bone rest anchors to match the twisted body; preserved ten hand-bound nails.
  • Added a fading beginning-of-run countdown tied to the actual host head-start deadline, shared with guests and late joiners.
  • Warning appears only after mirror unlock; airport return and pursuit release clear it. Configurable visibility; head-start duration stays unchanged.
  • Existing airport effects, breakout chance, pursuit balance and supplied audio retained.

0.8.4

  • Added 30 crooked, stained outer crowns and two wet gum strips ahead of the original curved dental set.
  • Added smeared blood on the chin and neck and up the forearms to the elbows, with wet skin shading.
  • Preserved existing sculpt, rig attachments, gameplay, airport effects and audio.

0.8.3

  • Added a second wet blistered tissue treatment for architectural and previously skipped scenery, with projected UVs and a small overlay depth offset.
  • Native gate stalker is always staged; proximity only triggers the host's single 50% escape attempt. Failed attempts keep it visible and trapped.
  • Shared breakout decisions and reset cleanup handle guests; escaped encounter duration increased to 70 seconds.
  • Doubled airport event and fades: defaults now 90 seconds, 36-second corruption entrance and 16-second exit. Saved durations migrate once.
  • Original mirror decay, approved model geometry, spasm pose, chase balance and supplied recordings retained.

0.8.2

  • Scenery receives transparent spreading flesh layers; original materials and shaders are retained. Walls, floors and decorative meshes no longer need individual colliders.
  • Restored the approved frozen mirror decay independently of scenery flesh.
  • Gate proximity within 12m triggers a native networked Scoutmaster using the approved in-game skin and ragdoll, with isolated head/shoulder spasms and clawing pose.
  • Preserved 50% escape chance and trapped-only audio; shared deadlines and cleanup cover guests, expiration, reset and scene exit.
  • Gate proximity does not unlock the climb; the mirror freeze remains required.

0.8.1

  • Restricted airport flesh to supported physical scenery; camera/UI objects, transparent overlays, effects, mirrors and render textures are excluded.
  • Removed unsupported-shader replacement that could turn screen surfaces white before tissue appeared.
  • Preserved original texture/normal bindings at zero spread and retained ownership tracking so skipped original materials are not changed or destroyed.
  • Added regression tests for surface selection. Gameplay, approved model and recordings remain unchanged.

0.8.0

  • Only a successful host airport mirror freeze unlocks climb pursuit; shared room state supports installed guests, late joiners and host migration. Returning to the airport resets it.
  • Gate escape chance increased to 50%; normal walking reduced by 10% once on upgrade.
  • Airport scenery gradually turns into veined red tissue with shaded folds and a wet sheen, using reversible texture blends; frozen reflections receive matching flesh staining.
  • Proximity-based targeting with commitment, closer-player priority and occasional weighted nearby switches.
  • Removed distance-only recovery and blocked automatic native chase teleports; hidden stall recovery waits 120 seconds and cannot bypass campfires.
  • Lit campfire refuge, perimeter waiting and avoidance; starting Beach-entry fire exempt.
  • Base rampage at 130% sprint force; rare 8-second super rampage at 185% with shared fading red grade. Existing chance/recovery schedule retained.
  • Shift+F7 super test respects mirror unlock and cooldown.
  • Approved model and supplied audio retained, including the quieter rampage scream.

0.8.0

  • Only a successful host airport mirror freeze unlocks climb pursuit; shared room state supports installed guests, late joiners and host migration. Returning to the airport resets it.
  • Gate escape chance increased to 50%; normal walking reduced by 10% once on upgrade.
  • Proximity-based targeting with commitment, closer-player priority and occasional weighted nearby switches.
  • Removed distance-only recovery and blocked automatic native chase teleports; hidden stall recovery waits 120 seconds and cannot bypass campfires.
  • Lit campfire refuge, perimeter waiting and avoidance; starting Beach-entry fire exempt.
  • Base rampage at 130% sprint force; rare 8-second super rampage at 185% with shared fading red grade. Existing chance/recovery schedule retained.
  • Shift+F7 super test respects mirror unlock and cooldown.
  • Approved model and supplied audio retained, including the quieter rampage scream.

0.7.0

  • Lowered rampage scream maximum volume from 75% to 45%, retaining its fades and range.
  • One-time configuration update applies the quieter level to existing profiles while preserving already lower or muted settings. Later edits persist.
  • Releases the approved arched face and body as v7; other sounds and gameplay retained.

0.6.6

  • Stronger smile arch in both gum/tooth rows; corners lift and sweep backward into the mouth.
  • Broader stretched jaw, narrower unequal cheeks and an elongated head silhouette.
  • Coordinated deformation keeps tooth roots, wet gums, saliva and eyes attached.
  • Replaced remaining painted black mouth surfaces with mottled irritated red/purple tissue.
  • Approved body below the neck, wet materials, pale eyes and gameplay retained.

0.6.5

  • Swollen mottled red gums with wet materials, stained roots and fine saliva strands.
  • Pale irises, tiny pupils, dark limbal rings and wet eye highlights.
  • Replaced misplaced outer black mouth patches with smeared wet blood; cavity stays dark.
  • Shared and merged head surfaces for efficient rendering; body geometry and existing gameplay retained.

0.6.4

  • Wide curved smile, deeper mouth pocket and thirty recessed crowns with buried gum roots.
  • Locally widened jaw supports the grin; upper face, eyes and body retained.
  • Brighter skin materials with subtle configurable shadow fill; airport apparition fill fades with the model.
  • Existing pursuit, sounds, rampage balance and airport lighting retained.

0.6.3

  • Replaced thick horizontal ribs with eight thinner, tapered arches sloping from back to front; shorter lower pairs retain a wider front gap.
  • Pronounced radius/ulna ridges under thinner forearm flesh, with clearer elbow/wrist bone ends.
  • Bloodstained fingers, nails, spine, face and game behavior retained.

0.6.2

  • Ribs wrap around the torso into a raised segmented spine, stopping short of the front centre.
  • Patchy blood staining on fingers and ten slightly longer tapered nails.
  • Nails follow the respective hand bones; face, eyes, gums and teeth retained.
  • Includes v6.1 rampage balance: 65% chance, 110% sprint pace, 30 seconds of recovery followed by a fresh 45-second roll timer.

0.6.1

  • Rampage now targets 110% of player sprint movement with a 65% roll chance.
  • Added 30 seconds of recovery after rampage ends, followed by a fresh 45-second chance timer.
  • F7 uses the same recovery guard and scheduling as automatic rampages.
  • One-time migration updates saved v6 rampage balance settings; later user edits persist.
  • Model and appearance retained pending requested model changes.

0.6.0

  • Subtle approved-model silhouette at the main menu edge with slow fades.
  • 15% stalking boost when no living players are visible to the enemy.
  • Host-authoritative 50% rampage roll every 45 active pursuit seconds; 12-second rampage at approximately 90% of player sprint pace.
  • F7 host rampage test; smooth movement transitions and no stacked boosts.
  • Separate supplied fence and rampage screams, with fading and synchronized rampage warning.
  • Removed vanilla Scoutmaster proximity fear music while retaining other ambience and visual static.
  • Approved airport appearance, lighting, model and skin preserved.

0.5.3

  • Embedded the supplied Heartbeat ambiance .mp3 and Monster sounds.mp3, preserving full recordings and the originals.
  • Replaced synthetic heartbeat/industrial chase audio with a single looping supplied heartbeat/ambience bed; supplied monster vocals replace generated screams and arrival.
  • Added proximity/scene-reset gain fades, soft clip boundaries and independent fading audio tails on event resets; prevented repeated monster-recording overlap.
  • Lightened red exposure/filter, lamp/ambient/reflection levels and material dimming to improve monster visibility.
  • Preserved approved model, 25% gate escape chance, 75% player walking target, F8/F9/F10 controls and event timing.
  • Compilation, embedded PCM hashes/format/peaks and existing APIs checked; live audio/visibility confirmation pending.

0.5.2

  • Added reversible dark-red exposure/color treatment to overcome airport daylight, with a screen-blend fallback.
  • Added smooth event entry and an eight-second exit; F9 remains an immediate reset.
  • Added original industrial airport/chase ambience and directional synthesized stalker screams.
  • Added the approved sculpt as a scripted climbing/clawing gate encounter, with F10 placement calibration.
  • Added a host-rolled 25% escape chance that switches to a real networked Scoutmaster airport pursuit. Temporary gate opening and enemy are cleaned up at reset/end/airport exit.
  • Added player walking-force/drag matching with a 0.75 target fraction, overriding the older multiplier by default.
  • Compilation, native contracts and offline sound/envelope/image checks passed. New gate, lighting, AI and multiplayer integration need live testing.

0.5.1

  • Added slow grime and darkening to the actual airport and reflected room.
  • Added a gradual, still apparition of the approved stalker model behind the reflected player silhouettes.
  • Fades nearby lights off, dims emissive surfaces, and reduces ambient/reflection light; stored states restore with F9, timeout and airport exit.
  • Preserved F8/F9 test controls, 120-second timer and existing stalker/audio behavior.
  • Compiled and checked shared image processing, decay identity and apparition foreground layering; live projection, materials, lighting and networking remain untested.

0.5.0

  • Added an airport mirror event after 120 seconds, with F8 trigger/replay and F9 restore.
  • Freezes the actual mirror image, then gradually corrupts projected player silhouettes with dark blood, veins and stretching.
  • Automatically restores after 45 seconds and on leaving the airport. Photosensitivity suppresses stretching.
  • Host broadcasts the event to installed guests; guest test keys work locally.
  • Preserved approved model and 0.4.1 audio/pursuit behavior.
  • Compilation, installed-game mirror API contracts and standalone image-processing invariants checked; live mirror testing pending.

0.4.1

  • Reworked heartbeat into clearer double thumps with audible mid-bass harmonics.
  • Reworked arrival cue into an audible textured growl and softened impact.
  • Increased heartbeat gain at medium distances while retaining the 50-to-5-metre range.
  • Explicit non-looping playback, higher audio priority, sample-upload check and playback log entries.
  • Model, pursuit, event format and saved configuration remain compatible with 0.4.0.
  • Shared audio generator passed waveform and spectrum checks. In-game audio confirmation pending.

0.4.0

  • Replaced tube-based appearance with the approved continuous mimic sculpt and dry skin texture, weighted to Scoutmaster body parts.
  • Added distance-driven synthesized heartbeat and matching local static strength.
  • Added a host-broadcast arrival rumble and slow vignette after the head start.
  • Added sound volumes and optional effects, respecting the game's photosensitivity setting.
  • Preserved pursuit settings and isolated visual/audio failures.
  • Compilation and asset checks passed; live animation, audio and multiplayer testing pending.

0.2.0

  • Added a procedural distorted humanoid appearance, driven by the original body parts.
  • Added hollow eyes, an open jaw, exposed ribs and long hooked fingers.
  • Added the Appearance / DistortedHumanoid setting.
  • Appearance runs on clients as well as the host and falls back to the original model on errors.
  • Preserved the tested 0.1.1 pursuit settings and startup fix.

0.1.1

  • Removed the unsafe Character.IsInitialized check that caused the observed startup crash.
  • Confirmed working in game by the user.

0.3.0

  • Reference-based detailed face texture on a curved skull, embedded in the DLL.
  • Red eye emission mask, with sculpted skull fallback if texture loading fails.
  • Raised vertebrae, rib hooks, limb tendons and dark claw tips.
  • Keeps the working pursuit settings. New appearance awaits an in-game test.
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