PEAK
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⚠️ WORK IN PROGRESS ⚠️

Not every city can be beaten yet!

Some days there is no way up to the next campfire. See "If you get stuck" further down.


Lost City

The second biome becomes a drowned city. Lost City replaces PEAK's Tropics / Roots section with a flooded, overgrown ruin of office towers. Wade and dive across the flood, climb in through broken windows, cross between the towers on rope bridges, vines and crane jibs, and find your way up to the next campfire, while missile alerts send you running for cover.

Every daily island has its own city, and everyone on the same island gets the same one.

What's in the city

  • A flooded basin. From the Shore campfire you go down to a ruined harbour. Deep water fills the streets. There is no swimming in PEAK, so you walk on the bottom and hold your breath: a blue drown bar fills above your stamina bar, and once it is full the water hurts. The water breaks your fall when you jump in.
  • Getting across. Big boulders, sunken trucks and fallen billboards lie in the streets. There's no line to follow: long jumps, short dives, climbs along a facade and dead ends.
  • Climbing the towers. Every wall is climbable, but rest spots are sparse: broken windows, rubble-filled holes in the facades, ledges, balconies, fire escapes and roofs. Inside, open office floors have stairs, collapsed ceilings and lift shafts with ladders leading up. A route to the top always exists, but no single tower takes you all the way. Pitons, ropes and launchers open more ways up.
  • Between the towers. Rope bridges, vines, chains, tower cranes and giant ivy connect the towers. Most bridges are worn: they hold one or two different scouts, and the next one breaks them.
  • Loot. There's a suitcase on every roof and the odd chest inside. A third of the open floors have a vending machine: hold interact for a snack.
  • The zipline shooter, a new item that only turns up in the city's suitcases. It has three shots: aim downhill at a wall, a roof or the ground (up to 150 away, three times the chain launcher's reach) and fire a black cable from your feet to there. Press interact on the cable to ride it down; press it again (or jump) to let go. Riding costs no stamina. At the end you keep hanging until you let go, unless you can step off onto the ground.
  • Rooftop gardens with berry bushes, a pergola and sometimes a beehive. Landmarks with big names and red beacons stand on the tallest towers.
  • The biome's amulet statue (you need its amulet from Ascent 8 on) stands on the roof of one of the front buildings.
  • Missile alerts instead of rain or wind. Every few minutes your phone comes up with a warning tone and SEEK SHELTER. Ten seconds later a missile strikes everyone who isn't inside a building. The bottom floor of every building is open to hide in.
  • The city's own sounds: water sloshing below you, creaking steel, falling debris and distant collapses.

Installation

Install with r2modman or the Thunderstore Mod Manager (it brings BepInEx along), then start the game modded.

By hand: install BepInExPack_PEAK and put Tobeyyy.LostCity.dll into BepInEx/plugins/.

Multiplayer

  • Everyone in the lobby needs the mod, in the same version. Each player builds the city on their own computer, so a player without it would see the vanilla jungle and look like they're floating in the air. A yellow box at the top of the screen warns everyone when someone is missing the mod or has a different version.
  • The host's settings count. Everyone uses the host's settings for the city and the missile alerts, so nobody has to copy config files. They are sent along in the airport before the run starts.
  • If the host doesn't have the mod, the island stays vanilla for everyone, you included.
  • The host decides when missile alerts happen and what the vending machines drop, so everyone sees the same thing.
  • F6 (host only) brings every scout to the Shore campfire, the last campfire before the city: to skip the beach, or to gather everyone. You can switch it off in the settings ([Host] F6WarpToShoreCampfire).

Settings

The config file is BepInEx/config/Tobeyyy.LostCity.cfg, or use your mod manager's config editor. In multiplayer, the host's values count for everything marked host.

Section Setting Default What it does
General Enabled true Lost City on or off (host)
General FixedSeed 0 0 = a new city with every daily island; any other number always builds that one city (host)
Generation FloodBelowStart, FloodDepth 50, 6.5 How far below the Shore campfire the water is, and how deep it is over the streets (host)
Generation MaxClimb, ShortcutClimb 26, 34 Longest climb between rest spots on the guaranteed route, and what a strong climber can do (a full stamina bar climbs about 40) (host)
Generation FacadeStaminaMultiplier 1.25 Stamina cost of climbing a plain facade (host)
Water Drowning, BreathSeconds, RecoverSeconds, DrownStatusPerSecond, Status true, 10, 4, 0.05, Injury The drown bar: seconds under water until it is full, seconds to drain it, and the injury while it is full
Water BreaksFalls, FallDrag, UnderwaterHaze true, 2.6, true The water slows your fall; murky view under water
Missiles Enabled true Missile alerts in the city (host)
Missiles FirstAlertSeconds, IntervalMinSeconds, IntervalMaxSeconds 45, 180, 300 When the alerts come (host)
Missiles WarningSeconds, FirstWarningSeconds, Damage, Status 10, 15, 0.3, Injury Time to find cover, and what a hit does (host)
Missiles StartProgress, StopHeight 0.1, 0.8 Alerts start a tenth of the way into the city and stop above 80% of its height (host)
Weather SlotStorms false Keep the biome's own rain or wind instead of the missile alerts (host)
Vending Chance, Uses, Items 0.33, 2, Airplane Food:5, Sports Drink:60, Granola Bar:35 How many vending machines, snacks per machine, and what drops (host)
Zipline ChestChance 0.15 Chance that a suitcase in the city holds a zipline shooter (0 = never) (host)
Host F6WarpToShoreCampfire true F6 brings every scout to the Shore campfire (only the host's key works)
Fog SpeedMultiplier 0.5 How fast the rising fog closes in, compared with vanilla (the host's fog is what everyone sees)
Sound Ambience, AmbienceVolume, JungleBedVolume true, 1, 0.44 The city's own sounds, their volume, and the game's jungle background in the city

Compatibility

  • Mods that rewrite the map (PLL, AllBiomes, TrueFinalAscent, TerrainRandomiser, TerrainCustomiser, PeakWorkshop): if one of them is loaded, Lost City stays off and the island is theirs.
  • Other mods haven't been tested together with Lost City yet.
  • Nothing from the game is shipped. The city is built when an island loads, from the game's own materials, plants, rocks, rope bridges and luggage.

If you get stuck

Lost City is still being built and tested, and the city is different on every daily island. If you find no way up:

  • Use your items: ropes, pitons, the chain launcher or a zipline shooter.
  • Turn the mod off before the next run ([General] Enabled = false; in multiplayer the host's setting counts) and play the normal biome.
  • Please report the city you couldn't get through, with the date, a screenshot and BepInEx/LogOutput.log.

Known issues

  • Work in progress: not every daily city can be beaten yet (see "If you get stuck" above). Multiplayer is newer than solo play. If something breaks or you get stuck, send the file BepInEx/LogOutput.log from that session (in r2modman: Settings → Browse profile folder).
  • Some thin ledges are hard to stand on: you may slide off.
  • Building interiors use the outdoor light, so they're brighter than you'd expect.
  • Loading an island takes a few seconds longer while the city is built.

Lost City is a fan-made mod. It isn't affiliated with or endorsed by the makers of PEAK.

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