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Bananegame-PeakImposter-1.0.2 icon

PeakImposter

Among-Us style traitor mode for PEAK: a hidden imposter with the ritual dagger, a sheriff who can pass judgement, protection phase, cooldown and campfire re-rolls.

Date uploaded 2 weeks ago
Version 1.0.2
Download link Bananegame-PeakImposter-1.0.2.zip
Downloads 129
Dependency string Bananegame-PeakImposter-1.0.2

This mod requires the following mods to function

BepInEx-BepInExPack_PEAK-5.4.75301 icon
BepInEx-BepInExPack_PEAK

BepInEx pack for PEAK. Preconfigured and ready to use.

Preferred version: 5.4.75301

README

PEAK Imposter

An Among-Us style traitor mode for PEAK, built on the ritual dagger.

How a round plays out

  1. Shortly after the run starts, everyone sees the passport photos of the whole group; then every photo fades but your own, and your role appears beneath it.
  2. One player (configurable) is the Imposter. Their ritual dagger is placed straight into a free inventory slot — never in hand — and only after the protection phase ends, so nobody can tell when it appeared.
  3. For the first 3 minutes everyone is immune; the dagger glances off. The countdown is visible to all in the corner badge.
  4. After that the Imposter can strike (aim at a scout, hold secondary use). The dagger is not consumed, but every hit starts a 60 second cooldown.
  5. Every campfire that advances the biome drops consolation supplies for the group — one random item per player from the game's own campfire loot table — and the Imposter is redrawn. If the Imposter was the sole survivor when the fire was lit, they first get all afflictions cleared and full stamina — carried luggage still weighs them down afterwards. Everyone sees an announcement that a new Imposter is being chosen, and a fresh protection phase starts.
  6. If even one scout escapes, the imposters lose — even if an imposter reaches the summit too. The imposter only wins by getting out while no scout does. If nobody makes it, nobody wins, but the reveal still names everyone.
  7. When the run ends, a panel appears at the side of the screen for 25 seconds: who won, every imposter of the run with their stab count, and every sheriff with their number of correct calls.

How scouts fight back

  • You get a warning. While someone holds the dagger on you, a progress bar and a clear on-screen warning appear. Only you see it — bystanders get nothing.
  • Walking away works. The game re-picks the attacker's target every frame, and the stab only lands if you are still in their crosshair when the cast finishes. Awareness is the main defence, which is why stabbing someone in the middle of the group is a bad idea.
  • The Sheriff. One random scout can pass judgement — and carries no weapon that would give them away. G puts an ordinary guidebook in their hands, an item plenty of scouts carry, and opens it on the names of every living scout. Click one: name the imposter and the imposter dies, condemn an innocent and the sheriff turns to stone. The book costs no inventory space — it appears on demand and disappears again when closed — and cannot be dropped. A guidebook found in the world is not the ledger; it stays an ordinary guidebook for everyone, sheriff included. One judgement per biome by default.

Roles

There are exactly three: Imposter, Sheriff and Scout. Everyone who is not the imposter or the sheriff is a plain scout.

Getting stabbed

Exactly what vanilla does: the victim petrifies and turns to stone. If they were carrying a checkpoint flag they respawn at it and leave a statue behind; otherwise it is an instant petrify death. Scouts who find a ritual dagger in the world cannot kill with it while OnlyImposterCanKill is on.

Important

  • Everyone in the lobby needs the mod. Without it no roles are handed out and no rules are enforced.
  • Only the host's settings matter. The host draws the roles and ships its ruleset to every client.
  • Two vanilla behaviours are suppressed by default, because either one would give the Imposter away instantly:
    • the ritual buff (status reset + stamina for everyone else),
    • the "X is feeding Y ..." indicator.

Settings

Config file: BepInEx/config/com.bananegame.peakimposter.cfg

1 — Rules

Setting Default Meaning
Enabled true Turn the mode on/off
MinPlayers 3 Minimum players; set to 1 to test alone
ImposterCount 1 Imposters per biome
ProtectionSeconds 180 Protection phase from run start
CooldownSeconds 60 Cooldown after a successful hit

2 — Dagger

Setting Default Meaning
GiveDaggerOnStart true Hand out the dagger automatically
InfiniteDagger true Dagger is not consumed on use
SilentKill true Suppress the ritual buff
HideFeedIndicator false Hide the dagger's feed bar. It is victim-only in vanilla, so turning this on just removes their warning
OnlyImposterCanKill true Found daggers are inert for scouts
TakeDaggerBackOnReroll true Reclaim the dagger when the role moves on
GiveDaggerAfterProtection true Dagger only appears once the protection phase is over

3 — Campfire

Setting Default Meaning
RerollAtCampfire true Redraw the Imposter at every biome campfire
NeverSameImposterTwice false Exclude the previous Imposter from the draw
RerollDelay 12 Delay between announcement and redraw
RerollProtectionSeconds 120 Protection phase after a redraw
RerollWaitForRevives 240 How long the host waits for downed players to be recovered
ConsolationItems true Drop supplies at every biome campfire
ConsolationItemsPerPlayer 1 Items per player, capped at 24 total
ConsolationItemPool CampfireLoot CampfireLoot (balanced) or AllItems (chaotic)
ConsolationMinRarityOnSuccess Uncommon Minimum rarity when at least one scout survived the biome
ConsolationMinRarityOnWipe Common Minimum rarity when the imposter wiped the group (Common = no filter)
BonusItemOnSuccess true One guaranteed valuable item when scouts survived the biome
BonusItemPool RespawnChest RespawnChest, AncientLuggage, CampfireLoot or AllItems
BonusItemMinRarity Rare Minimum rarity for the bonus item; steps down if the pool has nothing that rare
RewardSurvivingScouts true Scouts who survived the biome get afflictions cleared and full stamina; a surviving imposter does not

5 — Display

Setting Default Meaning
Language English English, Deutsch, or Auto (follows PEAK's language)
HudCorner TopRight TopRight or TopLeft
HudScale 1.0 Size of the overlay
HudBold false Bold text (faked by TMP, looks cramped)
HudOutline 0.12 Dark text outline, keeps text readable without a background
UseIntroSequence true Role intro with everyone's passport photos (falls back to plain text)
IntroDelaySeconds 2 Head start after the loading screen before the intro plays
IntroGroupSeconds 1.2 How long the whole group stays on screen
IntroRoleSeconds 3.5 How long your role stays under your photo
PortraitBackgroundHex #2A3345 Backdrop colour of the passport photos
HideGameUiDuringIntro true Hide the game HUD while the intro plays
ShowFellowImposters true With several imposters, show each imposter their fellows (intro, role text, badge)
ShowRoleBadgeForCrew true Scouts also see their role and the countdown

6 — Sheriff

Setting Default Meaning
EnableSheriff true Draw a sheriff among the scouts
SheriffMinPlayers 4 Minimum living players for a sheriff to exist
SheriffShots 1 Judgements per biome
SheriffKey G Opens and closes the ledger
SheriffDiesOnMisfire true Condemning an innocent kills the sheriff
SheriffRespectsProtection true No judgements during the protection phase
SheriffAnnounceHit true Everyone learns an imposter was struck down (no name)

7 — Defence

Setting Default Meaning
StabWarning true Clear warning for the player being stabbed
DaggerStabSeconds 0 Override stab duration in seconds (0 = game default)

9 — Debug

DebugMode must be set to true or the hotkeys do nothing. The log line at startup tells you whether it is active and which keys are bound. Defaults: F6 simulate a role assignment with dummy players · F7 kill yourself instantly (ends a solo run, so you can see the reveal) · F8 become the Sheriff · F9 become the Imposter · F10 skip protection and cooldown · F11 trigger a redraw (host only). All are rebindable (DebugKeyDummies, DebugKeyKill, DebugKeySheriff, DebugKeyImposter, DebugKeySkip, DebugKeyReroll). DebugDummyCount sets how many dummies F6 adds, DebugForceRole picks your own role (Random, Imposter, Sheriff, Scout). The simulation only runs while you are alone in the lobby.

Compatibility

Built and verified against PEAK 2.2.a (Unity 6000.3.15f1) with BepInEx 5.4.21.


Kurzfassung auf Deutsch

Imposter-Modus für PEAK. Einer bekommt heimlich den Ritualdolch, 3 Minuten sind alle geschützt, nach jedem Treffer 60 Sekunden Abklingzeit, und an jedem Lagerfeuer wird neu ausgelost. War der Imposter Alleinüberlebender, bekommt er vorher alle Beschwerden entfernt und volle Ausdauer.

Zur Gegenwehr: Das Opfer wird gewarnt, während der Dolch an ihm angesetzt wird — Weglaufen bricht den Stich ab. Dazu gibt es den Sheriff: ein zufälliger Scout, der ohne Gegenstand auskommt und ein Urteil sprechen kann (Ziel anvisieren, G halten). Trifft er den Imposter, stirbt der Imposter; trifft er einen Unschuldigen, stirbt er selbst.

Alle Mitspieler brauchen die Mod, und nur die Einstellungen des Hosts zählen. Die Sprache der Anzeigen stellst du in der Config unter Language auf Deutsch um.

Feedback and bugs

Everything goes through GitHub — pick the form that fits:

For bugs, please attach BepInEx/LogOutput.log from your profile — it makes fixing things a lot faster. Please also say whether you were host or client, and whether everyone in the lobby had the mod.

Other mods by Bananegame

  • EnemyControl — turn into PEAK's creatures and vanish from everyone's screen while you do
  • Scoreboard — hold TAB for a full scoreboard, plus a live altitude leaderboard and biome bar

CHANGELOG

Changelog

1.0.4

  • The role intro now plays on every campfire re-roll. So far the intro with the passport photos only played at the start of the run, and re-rolls only showed a text banner. Suggested on the feedback tracker.
  • New setting IntroOnReroll under [5 - Display], on by default. Turn it off to get the old text banner on re-rolls. Each player decides this for themselves.
  • On a re-roll the intro only shows players who are alive, since dead players take no part in the draw. If you are dead yourself at that moment, you get the text banner instead.
  • HideGameUiDuringIntro now applies to re-roll intros as well.
  • Ceasefire at the campfire. From lighting a biome campfire until the new roles are drawn, nobody can be stabbed, and with SheriffRespectsProtection (on by default) the sheriff cannot judge either. Every imposter loses their dagger at that moment - also those drawn as imposter again, who get a fresh one after the new protection phase. This way nobody can strike in the chaos around the campfire, and the inventory gives nothing away. The corner badge shows CEASEFIRE for everyone.
  • The campfire redraw no longer gets skipped. Before, it was dropped when fewer than MinPlayers were alive after RerollWaitForRevives, and the same imposter and sheriff simply carried on - with a sheriff who might already know whom to judge. Now the host still waits for revives first, but then draws among everyone alive: two living players are enough. MinPlayers only applies to the start of the run. If only one player is left, the draw is postponed until someone is revived, and the ceasefire lasts until then.
  • New setting CeasefireAtCampfire under [3 - Campfire], on by default. Only the host's setting counts.
  • The mod's texts no longer have a dark outline by default, only plain text. HudOutline now defaults to 0. If you already ran an earlier version, your config still has the old value 0.12 - set it to 0 yourself if you want plain text.

1.0.3

  • Fixed: the sheriff had no judgements left after the first campfire. Every re-roll cleared the sheriff's judgements right after handing them out, so the new sheriff of every biome after the first started with 0, no matter what SheriffShots was set to. The first sheriff of a run was not affected. The new sheriff now gets the full SheriffShots for their biome again. Thanks for the report and the log.

1.0.2

  • Imposters now know each other. With more than one imposter, every imposter sees who their fellow imposters are: in the role intro their photos stay on screen next to your own, marked in red; their names appear in the role text - also on campfire re-rolls, where there is only text - and they stay listed in the corner badge for the whole biome. Scouts and the sheriff never see any of this. Suggested on the feedback tracker, because imposters kept stabbing each other.
  • The role text for several imposters said "reach the summit - alone", which pushed them to get rid of each other. It now tells them to work together, matching the actual win condition: the imposters win when no scout escapes.
  • New setting ShowFellowImposters under [5 - Display], on by default.
  • New debug key F6 (DebugKeyDummies): simulate a full role assignment with dummy players, so the intro, fellow imposters and the sheriff can be checked without other players. Roles are drawn across you and the dummies like in a real round, respecting ImposterCount and the sheriff settings, and everyone only learns what their role allows. Campfire re-rolls include the dummies, and the sheriff can pass judgement on them. DebugDummyCount sets how many dummies, DebugForceRole which role you get yourself. The simulation only runs while you are alone in the lobby, so it can never interfere with a real round.
  • Fixed: a player could lose their role on a slower PC. PEAK lets network messages through while the loading screen is still up, so the role could arrive before that player's own run start - which then wiped it. They saw no intro and no badge, while the host still treated them as imposter. A role that arrived during the current level now survives, and the role card and corner badge wait until the loading screen is gone.
  • The log output (BepInEx/LogOutput.log) is now English, like the config and the in-game texts. Logs attached to bug reports were partly German before.

1.0.1

Nothing added, only changed.

  • The config file is now fully English. Section headers and every description were still German, which did not match the mod's own texts or the other mods.
  • If you already ran 1.0.0, the section names changed ([1 - Spielregeln] is now [1 - Rules] and so on). BepInEx writes the new sections with default values and leaves the old ones behind as dead text, so any settings you changed need setting again. You can safely delete BepInEx/config/com.bananegame.peakimposter.cfg and let it be rebuilt.
  • The README listed English config sections that did not exist under those names, and listed them out of order. Both fixed.

1.0.0

First release.

  • Hidden Imposter with the ritual dagger, drawn by the host and told to every player through a role intro that shows the passport photos of the whole group.
  • Protection phase of 3 minutes from the start of the run, enforced on both the attacker's and the victim's side. The dagger only appears once it is over, so nobody can tell from the inventory when it arrived.
  • 60 second cooldown after every hit; the dagger is never consumed.
  • The two vanilla tells are suppressed: the ritual buff that clears everyone else's status, and the feed indicator for the dagger.
  • Sheriff: one random scout gets an ordinary guidebook that only they can read as a ledger of every living scout. Name the imposter and the imposter dies; condemn an innocent and the sheriff turns to stone. The book costs no inventory space and cannot be dropped.
  • Campfire re-rolls: every campfire that advances the biome draws a new imposter, drops consolation supplies for the group and hands out one guaranteed valuable item when scouts survived the biome. Whoever came through — imposter alone or the scouts — gets their afflictions cleared and full stamina.
  • End-of-run reveal at the side of the screen: who won, every imposter with their stab count, every sheriff with their number of correct calls.
  • English and German, switchable in the config; everything else is configurable too, from timings and rarities to HUD position, scale and hotkeys.