PEAK
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On The Lookout

Chasers vs Runners for PEAK. A few scouts are secretly chosen as chasers and hunt everyone else up the mountain. Runners have to make it from campfire to campfire, and finally to the peak, without getting caught. A runner's best defence is to turn around and look at a chaser to freeze them in place.

New in 1.2.0: lighting a campfire freezes everyone while the next biome's title plays, then roles are shown and runners get their head start; if every runner is caught the chasers move to the next campfire and the statue there adds an extra chaser; if no chaser is alive (or you play solo) mushroom zombies hunt the runners, with an alarm; 30 m safe zones you can't freeze from; a host menu on the = key; shroomberries edible with 1-second effects; and fixes for items that couldn't be picked up. See the changelog.

Everyone in the lobby needs this mod (same version). The host runs the game: roles, freezes, captures and rewards are all decided by the host and synced to everyone.


How a game works

  1. Wake up on the shore. Nothing can be interacted with while everyone wakes up, and for a few seconds after (no grabbing items before the roles are out).
  2. Roles are revealed. Each player sees CHASER (red) or RUNNER (yellow) in the middle of the screen. The number of chasers depends on lobby size (1 chaser, 2 from 6 players, configurable). Everyone is frozen during the reveal.
  3. Head start. Runners are released and get a 20-second head start with a big countdown. Chasers stay frozen and blind the whole time; their screen fades back in near the end.
  4. The chase. Chasers hunt the runners up the current biome.
    • A chaser captures a runner by running into them. The runner dies with a bang.
    • A runner freezes a chaser by looking at them within 26 m, from outside a safe zone. The chaser can't move, act or fall for 6.5 seconds, then is immune to freezing for 8 seconds.
    • If no chaser is alive (all dead, or none at all, e.g. a host playing solo is a runner), the mountain takes over: from 5 minutes after the head start ends, mushroom zombies are sent, each after one random runner who isn't in a safe zone yet (1 zombie per wave, more in bigger lobbies). Each lasts 2 minutes. When a wave is gone (killed or expired) there's a 2-minute cooldown before the next one can come, until the runners reach the campfire or a chaser is back. Every spawn is announced to all players with an alarm and a screen shake, and all zombies vanish the moment every runner is safe (or every runner is caught).
  5. Reach the campfire. Within 30 m of a campfire is a safe zone: no captures there, and runners inside can't freeze chasers. When every living runner is in the next campfire's safe zone, the chase for that leg is over: everyone sees ALL RUNNERS ARE SAFE, the chasers are brought to the campfire, and food is laid out so everyone gets something to eat.
  6. Light the campfire. Only a runner can light it. Lighting clears every negative status of everyone at the fire and freezes everyone while the next biome's title plays. Then the next leg starts: role reveal → runners released for their head start → chasers frozen and blind until it ends.
  7. Win.
    • Runners win when a runner reaches the peak.
    • Chasers win when every runner is dead and there's no campfire left to go to (the last stretch).
    • Caught them all? If every runner dies earlier (passing out doesn't count), the chasers are sent to the next campfire. The scout statue there revives everyone, and one extra revived runner becomes a chaser on top of the usual conversion (at least one runner always remains).

Captures, ghosts and new chasers

  • Captured runners (and runners who die any other way) become ghosts. Passing out is not death: teammates can still revive or carry a passed-out runner.
  • Roles last for the whole run. A chaser who dies is still a chaser when revived, and so is anyone who became a chaser. Roles are only re-rolled when a new run starts from the airport.
  • Using a scout statue revives everyone who is dead, as in vanilla, but one revived ghost is randomly turned into an extra chaser and gets a blowgun. With no ghosts, the statue works as normal.

Chasers

Perks

  • 15% faster than runners, and 6% faster climbing (walls, ropes, vines).
  • Blowgun with unlimited darts (30 s cooldown, counted down above its hotbar slot). A dart doesn't knock the runner out: it adds 10% drowsiness and marks them with flare smoke in their own skin colour for 5 seconds, so everyone can see where they are.
  • Capture rush: each capture gives a short +1% speed boost (5 s; each further capture during the boost adds +0.5%) and a full morale boost (extra-stamina bar).
  • Tough: only 1/3 of every negative status (injury, cold, poison, drowsiness, …), only 1/4 fall damage (still scaled by the ascent), immune to fog, ignored by mushroom zombies. Hunger works the same as for runners.
  • Clown luggage is theirs: only chasers can open it, and it's full of food and healing items.

Drawbacks

  • Can only pick up and use food and healing items (plus their blowgun), and never energy drinks, lollipops, shroomberries or the Roots fungi (Bounce, Cloud, Shelf, Warp; the healing Remedy Fungus is allowed).
  • Can only open clown luggage (scout statues still work).
  • Can't light campfires.
  • Can't see ghosts, since a ghost floats around the runner it spectates.
  • Frozen and blind during every head start.
  • Can be frozen by any runner who looks at them, and they pulse icy blue while frozen so everyone can tell.
  • Fireworks go off above every chaser every 30 seconds of the chase, and they sound like the Scoutmaster when they're close to a runner. Runners always have a clue where they are.

Runners

Perks

  • Freeze chasers by looking at them (26 m, 6.5 s; no stacking, 8 s immunity afterwards), but not from inside a safe zone.
  • Head start at every leg.
  • Safe zones (30 m) around every campfire.
  • 12% faster stamina regeneration.
  • A backpack at the start of the round, and one random item at the start of every leg: a snowball, a brown berrynana or a fortified milk.
  • Fortified milk protects you from being captured while it's active.
  • First runner into each campfire's safe zone gets an energy drink.

Drawbacks

  • Fog rises 1.5× faster (and starts sooner), and only hurts runners.
  • Energy drinks make you 1.5× sleepier when they wear off.
  • A blowgun dart marks you with smoke and makes you a bit drowsy.

Rules for everyone

  • Removed from the game: amulets (incl. Scout's Honor), gems, rescue claws, jetpacks/rocket packs, gliders, world blowguns and hidden test items that never appear in normal PEAK.
  • Shroomberries can be eaten (not by chasers), but their effects only last 1 second; the hunger they cure is the same as vanilla.
  • No Scoutmaster. He would hunt the runner who's furthest from the group.
  • No revival curse. Revived players don't get the curse or extra hunger.

HUD

  • Role reveal and head-start countdown in the middle of the screen (translucent for runners).
  • Chaser list in the top right, under the ascent label. Frozen chasers show in ice blue with their remaining time; dead chasers are crossed out.
  • Blowgun cooldown in seconds above the blowgun's hotbar slot.
  • Short notices for captures, new chasers and rewards.

Host controls

  • = (equals): host menu. A PEAK-style menu with:

    • Restart at the airport: everyone goes back to the airport. The next run rolls new roles.
    • Restart at previous campfire: everyone back to the last lit campfire (or the start), the dead revived, statuses cleared, and a fresh leg begins. Roles are kept.
    • Teleport everyone to next campfire: moves every living player to the next unlit campfire.
    • Debug hotkeys: on/off (see below).

    The two restarts ask you to click again to confirm. Press = or Esc to close.

  • F10: the same "restart at previous campfire" as a direct key.

  • Debug/testing keys (F6 swap own role, F7 start/restart round with new roles, F8 freeze yourself, F9 freeze the player you look at) are off by default. Turn them on in the host menu or with DebugKeys.


Installation

  1. Install with a mod manager (r2modman / Thunderstore Mod Manager). BepInExPack_PEAK is installed automatically.
  2. Every player installs the same version.
  3. Host a lobby and start a run. The round starts by itself once everyone has woken up on the shore.

More players: works with lobby-size mods such as PEAK Unlimited (not tested together yet). Chaser count scales with ChasersByPlayerCount.


Configuration

Settings live in BepInEx/config/codesycamore.OnTheLookout.cfg (or the mod manager's Config editor). Change them with the game closed.

Host-synced settings: only the host's values matter; they're sent to everyone when they join. Settings marked (local) are personal to each player.

1. Modules (local; needs a restart)

Setting Default What it does
EnableFreeze true Runners freeze chasers by looking at them.
EnableTag true Chasers capture runners by running into them.
EnableSafeZones true Campfires are safe zones.
EnableFog true Faster fog that only hurts runners.
EnableItemRules true Chaser item restrictions and removed items.
EnableConversion true Scout statues turn a ghost into a chaser.
EnableRewards true Reward for the first runner into each safe zone.

2. Round

Setting Default What it does
ChasersByPlayerCount 1:1, 6:2 Chasers per lobby size as minPlayers:chasers (add e.g. , 10:3). Always leaves at least one runner.
RoleRevealSeconds 4 How long the role is shown at the start of each leg.
HeadStartSeconds 20 Runner head start (chasers frozen + blind).
AutoStartRound true Start automatically once everyone has woken up.
BiomeTitleSeconds 7.5 After lighting a campfire, the next leg starts this long after the biome title appears.
NoTitleFallbackSeconds 12 …or this long after lighting if no title shows.
SpawnInteractLockSeconds 7 No interacting on the shore until this long after the round starts.
ChaserSpeedMultiplier 1.15 Chaser movement speed.
ChaserClimbSpeedMultiplier 1.06 Chaser climbing speed (walls, ropes, vines).
CaptureBoostPercent 1 Speed boost (%) after a capture.
CaptureBoostStackPercent 0.5 Extra boost (%) per further capture during the boost.
CaptureBoostSeconds 5 Capture boost duration.
CaptureMoraleBoost true Capturing gives a full morale boost.
ChaserStatusMultiplier 0.333 Fraction of negative statuses chasers take (not hunger).
ChaserFallDamageMultiplier 0.25 Fraction of vanilla fall damage chasers take (ascent-scaled). 0 = none.
ZombiesIgnoreChasers true Mushroom zombies ignore chasers.
ZombiesWhenChasersDead true Zombies hunt runners while no chaser is alive (incl. solo).
ZombieLifetimeSeconds 120 How long each of those zombies lasts.
ZombieSpawnDistance 15 How far from its runner a zombie appears (m).
ZombiesByPlayerCount 1:1, 6:2, 10:3 Zombies per wave by lobby size (minPlayers:zombies); each hunts one random runner.
ZombieWaveDelaySeconds 120 Cooldown after a wave is gone (killed or expired) before another can come.
ZombieStartDelaySeconds 300 Zombies only start coming this long after the head start ends (each leg).
TeleportChasersOnLegComplete true Bring chasers to the campfire when the runners are all safe.
RunnerStaminaRegenMultiplier 1.12 Runner stamina regeneration.
RunnerBackpacks true Runners get a backpack at round start.
RunnerLegItems Snowball, Brown Berrynana, Fortified Milk One random item per runner each leg. Empty = off.
CampfireFoodItems Marshmallow, Glizzy Food laid out (one per player) when a leg ends. Glizzy is the hot dog.
ClearStatusesAtCampfire true Lighting a campfire clears negative statuses nearby.
NoReviveCurse true No curse/hunger after being revived.
EnergyDrinkDrowsyMultiplier 1.5 Energy drink drowsiness when it wears off.
DisableScoutmaster true No Scoutmaster.

2b. Blowgun

Setting Default What it does
ChaserBlowgun true Chasers get an unlimited blowgun.
BlowgunCooldownSeconds 30 Time between shots.
TrackingSmokeSeconds 5 How long the smoke follows a darted runner.
BlowdartDrowsy 0.1 Drowsiness a dart adds (0.1 = 10%).

2c. Chase effects

Setting Default What it does
FireworkIntervalSeconds 30 Firework above each chaser every N seconds of chase. 0 = off.
FireworkHeight 8 Firework height above the chaser (m).
ScoutmasterSounds true Chasers make Scoutmaster sounds near runners.
ScoutmasterSoundMinInterval / MaxInterval 3 / 6 Random gap between those sounds (s).

3. Freeze

Setting Default What it does
FreezeRange 26 Max distance (m) a runner can freeze a chaser from.
FreezeConeDegrees 15 How precisely the runner must look at the chaser.
FreezeDuration 6.5 Freeze length (doesn't stack or extend).
FreezeCooldownSeconds 8 Immunity after a freeze ends.
FreezeHoldGrip true Frozen while climbing: keep holding on.
FreezeLockStamina true Stamina doesn't drain while frozen.
FreezeSuspendInAir true Frozen mid-jump: hang in the air.
FreezeSuspendStiffness 10 How firmly a mid-air chaser is held.
FreezeZeroVelocity false Extra anti-slide while frozen.
FreezeBlockLook false Also block looking around while frozen.
FreezePulseFastInterval / SlowInterval 0.15 / 0.9 Icy pulse rate at the start / end of a freeze.

4. Tag

Setting Default What it does
TagMaxDistance 4 Lag tolerance: the host rejects captures from further away.
TagPassedOutRunners true Passed-out runners can be captured.
MilkProtectsFromCapture true Fortified milk protects from capture.

5. Safe zones

Setting Default What it does
CampfireSafeRadius 30 Safe zone radius (m): no captures, no freezing from inside; also when a leg counts as complete.
SafeZoneRequiresLit false Only lit campfires are safe.

6. Fog

Setting Default What it does
FogSpeedMultiplier 1.5 Fog speed (and how fast it starts) during a round.
FogIgnoresChasers true Lagging chasers don't hold the fog back.

7. Items

Setting Default What it does
ChaserAutoAllowHealing true Chasers can use healing items.
ChaserAutoAllowFood true Chasers can eat food.
ChaserAllowedItems Remedy Fungus Extra items chasers may always use (names, comma separated).
ChaserForbiddenItems Energy Drink, Big Lollipop, Bounce Fungus, Cloud Fungus, Shelf Fungus, Warp Fungus, Blue Shroomberry, Green Shroomberry, Purple Shroomberry, Red Shroomberry, Yellow Shroomberry Items chasers can never use, even if they are food or healing.
ClownLuggageChasersOnly true Only chasers open clown luggage (food/healing inside).
ChasersOnlyOpenClownLuggage true Chasers can't open other luggage.
BanAmulets / BanGems / BanRescueClaws true Remove these items.
BanBlowguns true No blowguns in the world (chasers still get theirs).
AllowJetpacks / AllowGliders false Turn on to allow them again.
BanHiddenItems true Remove items that never spawn in normal PEAK.
AllowedHiddenItems Napberry, Kingberry, Clusterberry, Shroomberry Never treated as hidden (name contains, so all colours count).
BannedItems Weird Shroom Extra items to remove.
ShroomberryEffectSeconds 1 How long a shroomberry's effects last (hunger cure unchanged).

8. Conversion

Setting Default What it does
GhostsConvertedPerStatue 1 Revived ghosts that become chasers at a statue.
WipeExtraConversions 1 Extra conversions at the statue after every runner died.
ReviveDeadChasers true Statues also revive dead chasers.

9. Rewards

Setting Default What it does
RewardItems Energy Drink Reward for the first runner into each safe zone.
RewardItemCount 1 How many.

10–13. Network, UI, Debug, Admin

Setting Default What it does
KickPlayersWithoutMod (local, host) false Kick players with a missing/different mod version.
ChasersSeeGhosts false Let chasers see ghosts.
ShowChaserList (local) true Chaser list in the top right.
FreezeScreenFrost (local) true Frost on your screen while you're frozen.
CountdownOpacity (local) 0.35 Opacity of the runners' countdown.
CaptureSound (local) true Explosion sound on capture.
DebugKeys (local) false Host testing keys F6–F9.
LogLookChecks (local) false Log every freeze look check.
AdminKeys (local) true Host admin keys.
KeyRestartFromCampfire (local) F10 Quick-restart key.
KeyHostMenu (local) = Opens the host menu.

Item names: item settings accept PEAK's display or internal names (spaces and case don't matter). The log (BepInEx/LogOutput.log) lists every item name once per session, under [OTL][Items] all items.


Notes

  • Built for PEAK v2.6.b (build 25739797). A PEAK update can break mods; if a part of this mod can't hook into the game after an update, only that part switches off and the log says which ([OTL] lines).
  • Bug reports: please include your BepInEx/LogOutput.log.

Credits

Made by codesycamore. Inspired by the hide-and-seek idea of Hide and PEAK by glarmer (no code reused). Built on BepInEx and HarmonyX with the PEAK modding community's project template.

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