FateBound
One iron chain binds the whole team: shared damage and hunger, poison when you fall behind, and a chain that never snaps - stragglers get reeled back at 14 m/s. Aim at a chain and hold RMB to haul a teammate up. English UI, Chinese available.FateBound
One chain binds the whole team. Run together, or fall together.
A co-op overhaul for PEAK (2–6 players). Everyone is physically chained to everyone else: damage and hunger are shared, stragglers get poisoned, and the chain itself is a string of real interlocking iron rings that never snaps — no matter how far someone runs.
Features
- Everyone is chained. A real chain of interlocking iron rings links the whole team. It flows around terrain and props and never clips through walls.
- Fall behind and you get poisoned. Past the max chain distance (30 m by default) poison starts stacking. Come back inside range and it stops immediately — it's a slow poison, not instant damage, so short separations are fine.
- Shared suffering. Any damage taken by one player is applied to everyone. Hunger works the same way and can be toggled off.
- Real tug, not fake drag. Sprint ahead and the chain pulls you back; fall behind and you get dragged along. Only movement away along the chain counts — running toward a teammate or strafing does nothing.
- Pull a stuck teammate up. Aim at a chain, hold right mouse: you reel that specific person in, paying with your own stamina. Wall-hugging slides you along the wall, ledges get a nudge over the lip, climbers get an extra haul.
- It never "breaks". Even if someone sprints across the map, the chain reels them back at up to 14 m/s — faster than anyone can run. Positional pull-back, so mashing the movement keys does not help.
- Multi-person rescue. Damage the pile-up takes is capped, extra pullers are discounted, and standing still turns you into a solid anchor that resists being dragged off a ledge.
- Self-rescue while being pulled. If you're wedged in terrain, wrapped in a web, or face-down, being pulled automatically frees you.
- Built for big lobbies. Physics work is spread across frames, distant chains switch to a cheap solver, and ring meshes rebuild on a schedule instead of every frame.
- Host-authoritative. The host's settings apply to everyone, and clients can't silently switch the chain off.
- English UI, Chinese available. On-screen text is English by default; set
Language = Chinesein the config to switch.Autofollows your system language.
Controls
| Key | Action |
|---|---|
| Right Mouse | Hold while aiming at a chain — reel that teammate in (costs your stamina) |
F8 |
Cycle chain colour |
F9 |
Toggle the chain on/off (host-controlled) |
F10 |
Toggle the self-check panel |
Every key, including the pull key, can be rebound in the config file.
Install
- Install BepInExPack_PEAK (declared as a dependency — your mod manager handles it).
- Drop the
pluginsfolder from this package intoPEAK\BepInEx\. - Done. No other mods required.
Everyone in the lobby should run the same version. The network sync packet is version-checked: mismatched clients simply ignore the host's settings instead of misbehaving.
Want Chinese text? Open PEAK\BepInEx\config\com.quaree.fatebound.cfg, and in the very first section set Language = Chinese. Save the file — the mod re-reads the config once a second and switches within a second, no restart needed. Use Language = Auto if you'd rather it follow your system language.
Configuration
Generated on first launch at PEAK\BepInEx\config\com.quaree.fatebound.cfg.
The config file's section names and comments are in Chinese (it's generated once and never rewritten). Keys and values are plain numbers /
true/false, and the table below maps everything that matters.
| Config item | Default | Meaning |
|---|---|---|
Language |
English | UI language: English (default) / Chinese / Auto (follow system) |
Difficulty |
Normal | Difficulty preset: Easy 50 m / Normal 30 m / Hell 15 m, or Custom |
Max chain distance |
30 | Beyond this you start taking poison |
Poison per second |
0.035 | Higher = faster poisoning |
Share ratio |
1.0 | 1.0 = what they take, you take |
Chain colour |
#C08A4A |
Bronze gold |
Chain topology |
Nearest web | Ring / nearest-neighbour / all pairs |
Solid chain links |
On | Real 3D rings; off returns to the flat ribbon |
Link diameter / Link wire |
0.14 / 0.035 | Ring size in metres |
Chain memory |
On | Lets the chain remember which side of a rock it went around |
Vertical pull scale |
0.35 | How much a teammate above you lifts you; 0 = purely horizontal |
Pull key |
Right Mouse | Hold to pull |
Reel speed |
3.5 | Metres of rope taken in per second |
Stamina per metre |
0.1 | Stamina is 0–1, not 0–100 — 0.1 ≈ 10 m on a full bar |
Minimum pull stamina |
0.1 | Below this you can't pull |
Minimum height drop |
1.2 | The other end must be at least this much lower to be lifted |
Hold after release |
1.5 | Belay: the rope stays taut for a moment after you let go |
Force cap |
260 | Combined pull limit, prevents launching people |
Brace resist |
0.55 | How much drag you resist while standing still |
Hard tether |
On | Core switch — past the hard limit the player is moved back directly |
Hard limit scale |
1 | Hard limit = max chain distance × this. Use 1.2–1.5 for slack |
Reel-in base speed |
1.4 | Speed at which an over-range player is reeled back (m/s) |
Reel-in max speed |
14 | Must exceed sprint speed, or they'd outrun it forever |
Physics slicing |
0 (auto) | Frames a collision solve is spread over: 1–2 chains full rate, 3–4 half, more = a third |
Far-chain simplification |
14 | Chains beyond this skip the most expensive checks |
Solid links distance |
18 | Chains beyond this render as a line instead of ring meshes |
Config changes apply within about a second — no restart needed. In multiplayer the host's values win.
Notes
- Host controls chain visibility and on/off; clients can't override either.
- The self-check panel (
F10) reports every gate — why chains aren't drawn, why pulling refuses to fire, how much reel-in is happening this frame. - If you want to tune difficulty yourself, set
Difficultyto Custom, otherwise the preset overwrites your numbers on every launch.
Credits
Built by TFJSN. Pull model inspired by Rope Carabiner (Capitan_Salat) and Repkarbinhake (DoomSalat) — reimplemented from scratch for PEAK's networking.
命运绑定
一条链绑住全队:要跑一起跑,要死一起死。
PEAK 的 2~6 人联机玩法改造。所有人被命运锁链拴在一起:伤害与饥饿共享,掉队会中毒,而链条本身是一串真正的铁环 —— 不管谁跑多远,它都不会断。
玩法
- 全队被一条链连着。 链条是真的一颗颗铁环、环环相扣,会绕开地形和模型,不穿墙。
- 掉队会中毒。 超过最大锁链距离(默认 30 米)开始慢慢叠毒,回到范围内立刻停 —— 是中毒不是扣血,偶尔拉开一点没事。
- 受伤共享。 任何一人受伤,全队每人各掉一份;饥饿同理,可单独关。
- 真拉力。 前面的人猛跑会被链子往回拽,后面的人没跟上会被拽着走。只认「沿着锁链方向逃离」,朝队友跑、侧向平移都不算。
- 拉队友上来。 对着哪条链按住右键,就收绳拉那条链另一头的人,代价是自己的体力。贴墙会顺墙拖,卡檐口会托一把,爬墙的人会额外拖一段。
- 多远都断不了。 有人一口气跑出很远,链条会以最高 14 m/s 把人拖回来 —— 比奔跑快,而且是直接平移,按住方向键也顶不回来。
- 多人合拉。 合力有上限、第二个帮手打折,站着不动的人会变成桩,不容易被拽下崖。
- 被拉时能自救。 卡在石缝、被蛛网缠住、摔得爬不起来,被拉的那一刻会自动脱困、回正。
- 人多不卡。 碰撞计算分摊到多帧、远处的链切廉价解法、链环网格分帧重建。
- 房主统一控制。 房主的参数全队生效,客机没法偷偷把链子关掉。
- 默认英文,可切中文。 界面文字默认英文;想把提示换成中文,把配置里的
Language改成Chinese即可(Auto= 跟随系统语言)。
按键
| 键 | 作用 |
|---|---|
| 鼠标右键 | 对着链条按住 = 把那条链另一头的队友收绳拉上来(消耗自己体力) |
F8 |
换链条颜色 |
F9 |
开关锁链(房主统一控制) |
F10 |
开关自检面板 |
包括拉人键在内,所有键都能在配置里改绑(比如改成 F7)。
安装
- 已装 BepInExPack_PEAK(本包已声明依赖,模组管理器会自动带上)
- 把包里的
plugins文件夹拖进PEAK\BepInEx\ - 完事 —— 不需要任何其他模组
同一房间里所有人请用同一版本。 同步包带长度校验,版本不一致的客户端会直接忽略房主的参数,不会把数值套错。
想换成中文? 打开 PEAK\BepInEx\config\com.quaree.fatebound.cfg,最上面的 [FateBound] 节里把 Language = English 改成 Language = Chinese,存盘即可 —— 模组每秒重读一次配置,一秒内就切过去,不用重启游戏。想让它跟着系统语言走就写 Auto。
配置
首次运行自动生成在 PEAK\BepInEx\config\com.quaree.fatebound.cfg,中文注释。最常调的几项:
| 项 | 默认 | 说明 |
|---|---|---|
界面语言(Language) |
English | English(默认)/ Chinese(中文)/ Auto(跟随系统) |
| 难度 | 普通 | 简单 50 米 / 普通 30 米 / 地狱 15 米,或自定义 |
| 最大锁链距离 | 30 | 超过就开始中毒 |
| 中毒速度 | 0.035 | 越大掉得越快 |
| 共享伤害比例 | 1.0 | 1.0 = 他掉多少你掉多少 |
| 链条颜色 | #C08A4A |
铜金色 |
| 链条拓扑 | 最近邻网 | 环 / 最近邻 / 两两互连 |
| 立体链环 | 开 | 画成真铁环;关掉回到贴图带子 |
| 链条记忆 | 开 | 记住自己从哪边绕过石头,不再抽搐 |
| 竖直拉力比例 | 0.35 | 上方队友把你往上拽的力度,0 = 完全水平 |
| 拉人快捷键 | 鼠标右键 | 按住不放 |
| 收绳速度 | 3.5 | 每秒收进多少米 |
| 每米体力 | 0.1 | 体力是 0~1 的小数;0.1 ≈ 满体力连收 10 米 |
| 拉人最低体力 | 0.1 | 低于这个值拉不动 |
| 拉人最小高度差 | 1.2 | 另一头不比你低这么多米就提不上来 |
| 松手后仍绷着秒数 | 1.5 | 攀岩里的保护:松手不至于把队友扔下去 |
| 合拉总力上限 | 260 | 多人同时拉一个人时的合力上限 |
| 站着当桩减伤 | 0.55 | 接地静立时被拖走的力最多减一半以上 |
| 距离硬回拽 | 开 | 核心开关,超过硬限直接平移拉回 |
| 硬限倍数 | 1 | 硬限 = 最大锁链距离 × 这个值;想留缓冲填 1.2~1.5 |
| 回拽基础速度 | 1.4 | 刚超限时的回收速度(m/s) |
| 回拽速度上限 | 14 | 必须高于奔跑速度,否则永远追不上 |
| 碰撞分摊帧数 | 0(自动) | 人多时降载的主开关 |
| 远链简化距离 | 14 | 超过这个距离的链跳过最贵的检测 |
| 立体链环距离 | 18 | 超过这个距离改用线渲染 |
改完配置不用重启游戏,约 1 秒后生效。联机时客机的参数听房主的。
说明
- 链条显示与启停都由房主统一控制,客机改不掉。
F10自检面板会逐项报出「链子为什么没画」「拉人为什么没反应」「这一帧回拽了多少」。- 想自己调数值的话,难度要设成自定义,否则每次启动都会被档位覆盖回去。
署名
作者 TFJSN。拉人模型参考 Rope Carabiner(Capitan_Salat)与 Repkarbinhake(DoomSalat),按 PEAK 的网络模型重写。
