PeakStalker
Do not linger in the airport. A haunted mirror awakens a relentless stalker with rampages, custom horror audio, campfire refuge and multiplayer pursuit.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
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Added host-controlled distance rush: starts beyond 150m from all living players, uses super-rampage speed, ends within 75m of any living player.
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Plays one supplied rampage scream at entry with reliable host announcement and longer audio falloff.
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Defers chance rampages while rushing and applies cooldown plus a fresh interval on exit. Campfire protection, mirror lock and head start remain.
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Shows installed version on the main menu independently of haunting.
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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.
