PEAK
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Latest version
1.0.1
Last Updated
First Uploaded
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1.3K
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1
Size
1.3MB
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Changelog - PEAK BLACKJACK

Versions follow SemVer. The version number lives in exactly one place, Directory.Build.props; plugin, package and in-game display all read it from there.

[Unreleased]

[1.0.1] - Same seat for everyone

Fixed

  • Tables stood in different places for each player. Where a table goes is now decided by the host alone and announced over the network; everyone else only rebuilds what the host reports, and players who join later ask for the current layout. The airport is unchanged - its layout is fixed in code.
  • Bets were free when placed in quick succession. PEAK only books status changes in steps of 2.5 % and throws away whatever is left below a step, so a 1 % chip never reached the life bar. The mod now keeps the remainder itself and hands the game full steps only; wins are settled against the same tally.

[1.0.0] - Cards, please

First public release.

  • A five-seat blackjack table at every campfire and a free one in the airport: D-shaped top on a pedestal, padded rail, printed felt with betting circles, hand areas and dealer box, chip rack, dealing shoe, discard rack, a lit sign with 22 running lights, the game's own painted look on the cabinet.
  • Chips cost 1 % of the life bar; the first chip claims a seat, up to 20 chips per round.
  • Rounds with a countdown, then hit, stand and double down by looking at your cards, your chips or the shoe. Twenty seconds per decision. The dealer stands on 17.
  • Payouts in life and blessings: 1:1 with bonus stamina, 3:2 for a blackjack with a heal, infinite stamina and speed. A push returns the stake.
  • Dealer blackjack: the house wins and curses everyone at the table without a natural.
  • Fully synchronised in multiplayer: the host deals from a shared shoe, every seat, card and result is the same for everyone; only the player pays and collects.
  • Card flight from the shoe, hole-card flip, chip clicks, win fanfares, a curse drone and a casino jingle you hear from a distance. Sound follows the game's master and SFX sliders.
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