PEAK
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Latest version
1.0.18
Last Updated
First Uploaded
Downloads
4.5K
Likes
3
Size
5.6MB
Dependants

Changelog

1.0.18

  • Campfire ammo piles now has a proper in-game icon

1.0.17

  • Add [Shootables] Scoutmaster (default on) and [HitsToDefeat] Scoutmaster (default 4): after enough hits he clears aggro and warps to the hidey spot
  • Scoutmaster does not count toward unlocking all-biome luggage (Zombies-only Roots rule still holds with Scoutmaster on)

1.0.16

  • All [Shootables] toggles default on (scouts, zombies, mandrake, beetles, spiders, spores, scorpions, dynamite)
  • Replace [Combat] FriendlyFire with [Shootables] Scouts (off = pellets ignore other scouts; no knockback-only mode)
  • Host syncs shootables as one bitmask only (no separate friendly-fire room property)
  • With defaults on, luggage rare rolls unlock in every biome (Roots-only luggage only when Zombies is the sole enabled shootable)
  • Note: an existing PeakShotgun.cfg keeps prior [Shootables] values until you change them; new keys (e.g. Scouts) use the new defaults
  • Add [HitsToDefeat] (host-synced): zombies default 2, other defeatable targets default 1; scouts stay Injury every hit
  • Shooting dynamite explodes it immediately (no fuse light)

1.0.15

  • Improve the held shotgun pose: gun sits further forward and lower so the right arm is less cramped
  • Right hand tips 45° down onto the pistol grip (RightWristDownDegrees); left hand sits on the pump (LeftHandIn / LeftHandUp, default up 0.04)
  • Hold pose config renames: HoldForward (was Reach), plus live GunHeight / Side / HoldForward updates while holding
  • Seat the held gun a fixed reach from the right shoulder every frame so it no longer glues to the chest

1.0.14

  • Enable [AmmoPile] SpawnAtCampfire by default
  • Remove [AmmoPile] Scale (ammo pile size is fixed in the mod)

1.0.13

  • Add optional campfire ammo piles ([AmmoPile] SpawnAtCampfire, default off): the host places crate piles at each segment campfire (same moment as marshmallows)
  • Hold a shotgun with fewer than Shots remaining, look at a pile, and REFILL to top up the magazine (never above Shots); the pile stays for others
  • [AmmoPile] PilesPerCampfire (1–8) controls how many piles spawn per fire; piles never roll from luggage
  • Debug mode also drops a test ammo pile next to the Shore / Airport test shotgun

1.0.12

  • Thunderstore package readme is now player-facing only (no build/CI docs)

1.0.11

  • Add [Shotgun] GiveShotgunOnSpawn (default off): host gives each scout one shotgun in hand when they spawn into the climb or join mid-run (not at the Airport)

1.0.10

  • Luggage stays Roots-only only when Zombies is the sole enabled shootable; any other [Shootables] mix unlocks rare rolls in every biome

1.0.9

  • Fix scouts sometimes taking no Injury or knockback when shot by a non-host player in multiplayer

1.0.8

  • Fix [Shootables] Spores: hit real spore bombs (Breakable SporeShroom / ExploShroom / PoisonShroom), not Cloud Fungus

1.0.7

  • Host authorizes each shot before it fires, so ammo and hits stay consistent in multiplayer
  • Shots, FriendlyFire, and every [Shootables] toggle come from the host for the whole lobby
  • Roots picks and the per-biome shotgun cap survive quicksave reloads and host migration (PeakShotgun.loot.json)
  • Custom runs that disable the shotgun no longer get forced Roots luggage shotguns
  • Remaining ammo updates the correct inventory slot (by gun instance), not just the selected hotbar slot
  • Knocked-down zombies stay silenced for late joiners and after host migration
  • Require PEAKLib Core 1.7.2

1.0.6

  • Add [Shootables] toggles for zombies, mandrake, beetles, spiders, spores, scorpions, and dynamite (only zombies on by default)
  • Add [Combat] FriendlyFire (default on): off keeps scout knockback but removes Injury

1.0.5

  • Make luggage shotgun spawns much rarer when allowed outside Roots (RidiculouslyRare instead of Common)
  • Cap shotgun luggage at 4 per biome per run

1.0.4

  • Fix ammo resetting to full when a shotgun is dropped or given to another player
  • Remaining shots stay in sync for everyone in the lobby, including late joiners
  • Magazine size and remaining shots are host-authoritative (clients use the host's Shots value)

1.0.3

  • Changing Shots in the config now applies on a new map without quitting PEAK
  • Newly spawned shotguns always use the current Shots value

1.0.2

  • CI publish test bump

1.0.1

  • Fix README preview images on the Thunderstore package page (absolute GitHub URLs)

1.0.0

  • Builds a shotgun from the blowgun already in PEAK, so the mod needs no extra files
  • Roots always forces two random luggage to have a shotgun; CanSpawnOnAnyBiome (default false) allows rolls in other biomes
  • With EnableDebugMode on, spawns three test zombies and a shotgun near you on the Shore. Off by default
  • Each shot pushes the shooter back. EnableRecoil turns it on or off, Recoil sets the strength (0-10)
  • Blasts injure scouts and flip them
  • Each shotgun holds 5 shots, set by the Shots config entry. The hotbar name and shoot prompt show how many are left
  • Knocked-out zombies stop making sounds while the game still has them alive
  • Hotbar icon is a shotgun drawing
  • Each shot flashes a short light at the barrel
  • Shot fire sound is shotgun_fire_01.wav
  • Blasts flip zombies harder than a coconut and add Drowsy damage
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