PeakStalker
Multiplayer Bing Bong opening, biome fall recovery and extreme-distance relocation. Approved mimic, haunted airport, 70-second head start and rush retained.
| Date uploaded | 2 weeks ago |
| Version | 1.0.2 |
| Download link | BrandywineBoyz-PeakStalker-1.0.2.zip |
| Downloads | 24 |
| Dependency string | BrandywineBoyz-PeakStalker-1.0.2 |
This mod requires the following mods to function
BepInEx-BepInExPack_PEAK
BepInEx pack for PEAK. Preconfigured and ready to use.
Preferred version: 5.4.75301README
Peak Stalker - release 1.0.2
The airport mirror freeze unlocks the stalker for that run. It still triggers automatically after 120 seconds when a real mirror is ready; the host can use F8 to trigger it sooner. A failed capture does not unlock anything. Returning to the airport requires another mirror event. F9 restores the effect but does not undo a successful unlock. The state is shared with installed guests and late joiners; a new room starts locked.
Release 1.0.2 — multiplayer and biome recovery
All players need 1.0.2 installed for the updated opening audio. Guests who finish loading while Bing Bong's 69.23-second recording is still running now hear its remaining portion at the shared host position. The previous ten-second loading cutoff is removed. The opening still plays once per haunted run, at the start on the beach. Reclaiming or replacing the stalker preserves the original 70-second deadline and does not replay the opening.
The host now watches for a stalker falling more than 120 metres below the lowest living player, or farther than 600 metres from every living player. Emergency recovery requests the game's native networked, terrain-checked teleport to a point 45–65 metres from the lowest living player, within 25 metres of their elevation. Destinations must be outside every player's view and outside protected campfires. If no valid point is found, recovery retries after five seconds. Recovery.EmergencyDistance configures extreme separation; Recovery.Enabled controls these safety relocations.
After a biome change, a safety window waits three seconds for terrain loading, then checks for 30 seconds. During that window, an unseen stalker over 100 metres away or more than 40 metres below the lowest player also qualifies for recovery. A claimed stalker left inactive in an old biome hierarchy is detached and reactivated. If the previously claimed native enemy is destroyed, the host waits five seconds before creating one room-owned replacement, with the same countdown and native safe placement.
The approved stretched model, corrected leg weights, supplied audio, balance and full-duration super-rampage tint are unchanged. Main-menu version label is now 1.0.2.
Compilation, native API contracts, embedded audio/model checks and automated recovery/rush/countdown policies passed. Live multiplayer playback and a full biome transition still need in-game verification.
Final release candidate 1.0.1
Bing Bong's supplied 69.23-second recording plays once when the haunted climb starts on the beach, using the same host timestamp as the head-start countdown. Players must be loaded and alive; airport/menu playback is suppressed. A guest who loads within the first ten seconds resumes at the shared recording position; later joins do not replay the opening. The line is audible locally even if no toy is loaded. A nearby active Bing Bong with valid audio/animator references uses the native sampled mouth animation. The opening does not replace normal toy interactions. BingBong.OpeningLine and BingBong.VoiceVolume control it. Death, airport return or disabling the feature fades it out.
The head start is now 70 seconds. Normal walking is 5% slower than 1.0.0, approximately 64.1% of player walking force with default matching. Rampage recovery is now 20 seconds, followed by the existing fresh 45-second chance timer. These values migrate once for existing profiles; subsequent manual configuration edits persist. Sprint/rush targets and rampage chances remain unchanged.
Super-rampage tint now holds its full target strength until the shared rage deadline, then fades out over two seconds. The existing two-second entrance fade and reduced photosensitivity strength remain. Catch-up rush remains a separate speed phase and does not add red tint.
The menu shows Peak Stalker v1.0.1. Approved model, corrected leg weights, gate pinning, airport event, supplied chase recordings and distance rush are retained.
Build, supplied-recording provenance/PCM checks, migration/tint integration checks, native API/audio checks and existing rush/countdown policy tests passed. This is packaged for final in-game verification; live Bing Bong playback, mouth animation, multiplayer timing and lighting are not yet verified.
Release 1.0.0 - catch-up rush and menu version
After the mirror unlock and head start, the host enters a catch-up rush when the stalker is more than 150 metres from every living player. It uses the same movement-force target as a super rampage (185% of player sprint force by default), until it gets within 75 metres of any living player. It has no fixed duration and uses proximity rather than line of sight. One supplied rampage scream plays at entry, with extended distance falloff so a distant warning is audible. Installed guests receive the reliable host announcement; expired announcements are ignored. The recording plays once with the existing fade and volume settings; it does not loop for the entire phase.
The rush has priority over ordinary speed bonuses and postpones new chance-based rampages while active. Ending it defers the next roll until the existing cooldown plus a fresh chance interval. It respects campfire steering, normal collision/terrain movement and the mirror/head-start lock. It does not add a teleport or a red tint; existing stalled-recovery and super-rampage behavior remain. No living target or released pursuit clears rush state. Rush.Enabled and Rush.TriggerDistance control the feature; the exit stays at 75 metres.
The main menu displays Peak Stalker v1.0.0, using the same version constant as plugin metadata. The label is independent of menu haunting and remains when the mod's gameplay is disabled. MainMenu.ShowVersion controls visibility.
The approved disfigured model, corrected leg weights, gate pinning, supplied audio, beach warning and airport effects are retained. The opening recording is included in 1.0.1 as described above.
Compilation, rush policy boundaries and multiplayer proximity, cooldown/resume, native API, supplied-audio integrity, surface/mirror and existing countdown/pursuit checks passed. Actual movement, audio balance, main-menu placement and live multiplayer still need checking in PEAK.
Rig and gate fix — 0.9.1
Corrected 56 left-leg vertices that had been assigned to arm bones. A one-metre arm-motion stress check no longer pulls those leg vertices. The approved mesh positions, bone rest anchors, stretched posing, face, teeth, skin and colors are unchanged.
The trapped native actor now shares its intended position and rotation in spawn data, waits for native initialization, aligns the actual ragdoll feet behind the gate, and pins every native rigidbody there before the visual pose updates. It also sets native spawn anchors and disables trapped collisions. Stale configured positions away from a gate fall back to basketball-gate discovery. F10 still calibrates placement if the correct fence is not discovered. Gate escape behavior, sounds and the beach warning remain.
Compilation, model/weight stress checks, native API and existing audio/surface/countdown checks passed. Live airport placement still needs an in-game test. Thunderstore log access remained denied on this machine; this diagnosis used the packaged model and native game code.
Approved model and beach warning — 0.9.0
The approved face and body previews are now the game model: uneven bloodshot eyes with tiny pupils and branching capillaries, hollow cheeks, a crooked smile and shifted jaw, a twisted rib cage and spine, mismatched shoulders, drawn waist, crooked limbs and fingers, and wet blood smears. The three full dental rows remain, with six sparse, heavily stained crooked crowns forming a fourth row. All 96 teeth follow the head; the ten nails follow their hands. Bone rest anchors use the authored body deformation.
At the beginning of an unlocked climb, a fading warning reads IT FOLLOWED YOU. and You have X seconds to run before it starts chasing. It counts down the actual head start, 60 seconds by default, using the host's shared deadline for guests and late joiners. When it expires, YOUR HEAD START IS OVER. / Keep moving. remains briefly and fades out. It does not alter pursuit timing. Airport return and released pursuit clear the deadline; a run without the mirror unlock shows no warning. This is the opening-run warning even if you leave the beach before the timer expires. Set Warnings.BeachCountdown = false to hide it.
Build, runtime geometry/weights, retained model regions, countdown rounding and fade boundaries, native API, audio and existing pursuit-policy checks passed. Actual in-game appearance, countdown placement and live multiplayer still need testing in PEAK. Supplied recordings, chase balance and airport behavior remain.
Two flesh treatments and persistent gate stalker — 0.8.3
The original tissue remains on ordinary covered props. Architectural wall/floor surfaces, meshes without texture coordinates, and opaque-looking scenery skipped by the first material filter receive a second raw tissue treatment: thicker purple veins, pale swollen blisters, deeper creases and a wetter sheen. These surfaces get projected world-scale texture coordinates and a small depth offset on removable overlay geometry. Readable meshes use their vertex data; non-readable meshes use GPU buffer reads. If that read is unsupported, the layer falls back to the original geometry and logs the object's name. Original scenery materials, world collisions, camera/UI and mirror surfaces remain intact. Glass, screen effects and render-texture inputs remain excluded. The mirror keeps the approved bloody decay effect.
The native in-game stalker is staged behind the gate even when players are far away. After its initial eight-second warning, a living player within 12 metres enables one host-controlled 50% breakout roll per staged appearance. Failed rolls leave it trapped and visible; they do not repeat every frame. Guests share the breakout decision, including a cleanup-order fallback for the gate's appearance. Escaped pursuit lasts up to 70 seconds or until scene/event cleanup. Reset/cleanup briefly removes the stage; it reappears after five seconds while still in the airport. The trapped rig spasms and supplied fence recording remain.
The airport event defaults to 90 seconds, twice the previous 45. Its opening pause, corruption entrance and exit fade are doubled too. On the first launch, saved event/corruption durations are multiplied by two once; later edits persist. The automatic trigger delay stays at 120 seconds. F8 tests the mirror, F9 restores airport effects, and F10 calibrates the gate. Seeing or approaching the gate does not unlock the climb; the mirror freeze still does.
Build/API, gate proximity policy, doubled-envelope and archive checks passed. Supplied audio is unchanged. Actual texture coverage, GPU projection support and live multiplayer still need testing in PEAK.
Changes
- Airport gate escape chance: 50% per gate approach encounter.
- Airport scenery slowly develops red fleshy tissue, mottled wounds, fine veins, raised folds through normal shading and a wet sheen. The existing event envelope spreads it over the entrance and fades it back out; F9 removes the tissue layers. The frozen mirror retains its original bloody decay. Coverage includes nearby airport scenery up to 150 metres, capped at 600 renderers; players and mirror surfaces retain their dedicated effects. It excludes sky and camera/UI effects and does not alter world collisions.
- Normal walking: 10% slower than v7, approximately 64.1% of player walking pace with the default settings. The existing out-of-sight bonus remains.
- Multiplayer: favor the closest exposed living player, with a five-second commitment to avoid rapid switching. A player more than 20% closer takes priority after that commitment. Every ten seconds there is a 30% chance to switch to another player within 125% of the current target distance, weighted toward closer players. Players protected by fire are passed over when someone else is exposed.
- Persistence: distance alone no longer causes teleporting. After initial off-map placement, recovery requires at least 120 seconds without meaningful movement, at least 120 seconds since the previous recovery, no player seeing him, and no campfire obstruction. Native chase teleports are blocked. Recovery placement avoids protected fire zones and uses the existing terrain/visibility checks.
- Base rampage: 130% of player sprint movement force for 12 seconds. Existing 65% rolls every 45 seconds, 30-second recovery, and fresh 45-second timer remain.
- Super rampage: 5% of successful rampages, approximately 3.25% of ordinary chance rolls. 185% of player sprint movement force for 8 seconds, with the airport's red color grade fading in and out over two seconds. No airport light shutdown or scenery decay is applied to the climb. Photosensitivity mode reduces the tint. Guests share the deadline; an expired burst is not replayed.
- Lit campfires create a 12-metre refuge. He backs away, tries to skirt the fire when passing it, or approaches its perimeter and waits when a player shelters inside. This also applies during rampages. The starting fire identified by its next segment being Beach is exempt; later checkpoint fires remain protective. Extinguished fires offer no refuge.
The approved disfigured model with four dental rows, supplied recordings, 45% rampage scream volume and sound fades are retained. Speeds are movement-force targets; physics, terrain and player modifiers affect measured pace. Campfire behavior steers native movement rather than creating an invisible collision wall, so slopes and external pushes need checking in game.
Install and test
Close PEAK. Open your Thunderstore profile folder and replace the existing BepInEx/plugins/PeakStalker/PeakStalker.dll with this ZIP's DLL. Keep one copy. All players should use 1.0.2. The mod is packaged, not installed automatically.
- Start a climb without triggering the mirror: stalker pursuit should remain locked.
- On the host, use F8 while the airport mirror is ready. Proceed into a climb; the usual 60-second head start remains.
- F7: rampage test during active unlocked climb pursuit. It uses the ordinary rare-super roll.
- Shift+F7: force a super-rampage test. Both test shortcuts respect active rampage/recovery and cannot unlock the run.
- F9: restore airport effects. F10: calibrate airport gate placement.
- With two players, approach him from different distances and verify targeting shifts smoothly.
- Shelter at a later lit campfire, then extinguish or leave it. Check the starting beach fire provides no refuge.
Configuration
BepInEx/config/local.peak.stalker.cfg; restart after editing.
The first v8 launch reduces saved normal walk fractions/multipliers by 10%, sets base rampage to 1.3 sprint force, stall recovery to 120 seconds and gate escape to 0.5. Internal markers prevent repeating the migration; later edits persist.
Options: Pursuit.TargetSwitchSeconds (10), TargetSwitchChance (0.3), PlayerWalkSpeedFraction (0.675 after migration); Rampage.PlayerSprintFraction (1.3); SuperRampage.Chance (0.05), DurationSeconds (8), PlayerSprintFraction (1.85); Campfires.FearRadius (12); Recovery.DelaySeconds (120). Recovery.MaxDistance is a retained legacy setting and no longer triggers a warp. Existing model, audio, airport, head-start and rampage timer settings remain.
Validation
Compiled against installed PEAK 2.6.a. Native API and patch signatures, policy timing/proximity/recovery tests, and simulated session tests passed. Session tests cover host-only unlock, shared guest state, host migration, returning to the airport, disconnect/new-room reset and super deadline cleanup. Embedded audio checks passed; model, skin and all supplied audio assets match v7 byte for byte. ZIP integrity, manifest version and compiled DLL are checked.
Not play-tested. Actual speed, campfire steering on terrain, visual readability and live multiplayer still need an in-game check. Previous release ZIPs remain available for rollback. Source package includes editable code, model assets, build script and validation material.
CHANGELOG
1.0.5
- Replaced the package icon with the supplied stalker image.
- Restored F7 rampage, Shift+F7 super rampage, F8 mirror, F9 restore and F10 gate placement shortcuts and their configuration bindings.
- Added a hotkey table explaining actions, conditions and multiplayer use. Automatic gameplay, model and audio retained.
1.0.4
- Replaced the package summary and README with an airport safety warning and a complete description of current features, default settings and multiplayer requirements.
- Updated the displayed version to 1.0.4. Gameplay, model and supplied recordings are unchanged.
1.0.3
- Removed F7/Shift+F7 rampage tests, F8 mirror test, F9 reset and F10 gate placement shortcut, including their config bindings.
- Preserved automatic mirror/rampage events, gate discovery, timeout restoration and all 1.0.2 recovery/audio fixes.
- Updated main-menu version to 1.0.3; approved model and audio unchanged.
1.0.2
- Removed the ten-second guest loading cutoff for the shared Bing Bong opening; loaded guests resume while the recording is still active.
- Preserved the original head-start timestamp when reclaiming or replacing a stalker.
- Added host recovery for biome falls, inactive/destroyed native stalkers and extreme distance from every living player.
- Emergency relocation uses native hidden terrain placement 45–65m from the lowest living player, respecting campfire protection.
- Updated menu version; approved model and existing audio/balance retained.
1.0.1
- Added the supplied Bing Bong opening recording at the haunted beach run's shared start; nearby loaded toys use native mouth animation.
- Head start increased to 70 seconds; normal walking reduced another 5%; rampage recovery reduced to 20 seconds. Saved profiles migrate once.
- Super-rampage tint holds throughout rage and fades out after expiry.
- Updated menu version to 1.0.1; approved model and previous fixes retained.
1.0.0
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Added host-controlled distance rush: starts beyond 150m from all living players, uses super-rampage speed, ends within 75m of any living player.
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Plays one supplied rampage scream at entry with reliable host announcement and longer audio falloff.
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Defers chance rampages while rushing and applies cooldown plus a fresh interval on exit. Campfire protection, mirror lock and head start remain.
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Shows installed version on the main menu independently of haunting.
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Approved model, leg-weight fix, native gate pinning, beach warning, airport effects and supplied recordings retained.
0.9.1
- Removed 56 erroneous arm-bone influences from the left leg, preserving approved geometry and stretched posing.
- Gate spawn data now shares the intended pose; initialized native rigidbodies are aligned and pinned behind the fence before visual updates.
- Added native body spawn anchors, trapped collision suppression and validation of saved gate locations.
- Approved model appearance, beach countdown, airport effects and pursuit balance retained.
0.9.0
- Locked in the approved distorted face, disfigured body, bloodshot human stare and four dental rows (96 teeth, including six sparse ruined outer crowns).
- Updated bone rest anchors to match the twisted body; preserved ten hand-bound nails.
- Added a fading beginning-of-run countdown tied to the actual host head-start deadline, shared with guests and late joiners.
- Warning appears only after mirror unlock; airport return and pursuit release clear it. Configurable visibility; head-start duration stays unchanged.
- Existing airport effects, breakout chance, pursuit balance and supplied audio retained.
0.8.4
- Added 30 crooked, stained outer crowns and two wet gum strips ahead of the original curved dental set.
- Added smeared blood on the chin and neck and up the forearms to the elbows, with wet skin shading.
- Preserved existing sculpt, rig attachments, gameplay, airport effects and audio.
0.8.3
- Added a second wet blistered tissue treatment for architectural and previously skipped scenery, with projected UVs and a small overlay depth offset.
- Native gate stalker is always staged; proximity only triggers the host's single 50% escape attempt. Failed attempts keep it visible and trapped.
- Shared breakout decisions and reset cleanup handle guests; escaped encounter duration increased to 70 seconds.
- Doubled airport event and fades: defaults now 90 seconds, 36-second corruption entrance and 16-second exit. Saved durations migrate once.
- Original mirror decay, approved model geometry, spasm pose, chase balance and supplied recordings retained.
0.8.2
- Scenery receives transparent spreading flesh layers; original materials and shaders are retained. Walls, floors and decorative meshes no longer need individual colliders.
- Restored the approved frozen mirror decay independently of scenery flesh.
- Gate proximity within 12m triggers a native networked Scoutmaster using the approved in-game skin and ragdoll, with isolated head/shoulder spasms and clawing pose.
- Preserved 50% escape chance and trapped-only audio; shared deadlines and cleanup cover guests, expiration, reset and scene exit.
- Gate proximity does not unlock the climb; the mirror freeze remains required.
0.8.1
- Restricted airport flesh to supported physical scenery; camera/UI objects, transparent overlays, effects, mirrors and render textures are excluded.
- Removed unsupported-shader replacement that could turn screen surfaces white before tissue appeared.
- Preserved original texture/normal bindings at zero spread and retained ownership tracking so skipped original materials are not changed or destroyed.
- Added regression tests for surface selection. Gameplay, approved model and recordings remain unchanged.
0.8.0
- Only a successful host airport mirror freeze unlocks climb pursuit; shared room state supports installed guests, late joiners and host migration. Returning to the airport resets it.
- Gate escape chance increased to 50%; normal walking reduced by 10% once on upgrade.
- Airport scenery gradually turns into veined red tissue with shaded folds and a wet sheen, using reversible texture blends; frozen reflections receive matching flesh staining.
- Proximity-based targeting with commitment, closer-player priority and occasional weighted nearby switches.
- Removed distance-only recovery and blocked automatic native chase teleports; hidden stall recovery waits 120 seconds and cannot bypass campfires.
- Lit campfire refuge, perimeter waiting and avoidance; starting Beach-entry fire exempt.
- Base rampage at 130% sprint force; rare 8-second super rampage at 185% with shared fading red grade. Existing chance/recovery schedule retained.
- Shift+F7 super test respects mirror unlock and cooldown.
- Approved model and supplied audio retained, including the quieter rampage scream.
0.8.0
- Only a successful host airport mirror freeze unlocks climb pursuit; shared room state supports installed guests, late joiners and host migration. Returning to the airport resets it.
- Gate escape chance increased to 50%; normal walking reduced by 10% once on upgrade.
- Proximity-based targeting with commitment, closer-player priority and occasional weighted nearby switches.
- Removed distance-only recovery and blocked automatic native chase teleports; hidden stall recovery waits 120 seconds and cannot bypass campfires.
- Lit campfire refuge, perimeter waiting and avoidance; starting Beach-entry fire exempt.
- Base rampage at 130% sprint force; rare 8-second super rampage at 185% with shared fading red grade. Existing chance/recovery schedule retained.
- Shift+F7 super test respects mirror unlock and cooldown.
- Approved model and supplied audio retained, including the quieter rampage scream.
0.7.0
- Lowered rampage scream maximum volume from 75% to 45%, retaining its fades and range.
- One-time configuration update applies the quieter level to existing profiles while preserving already lower or muted settings. Later edits persist.
- Releases the approved arched face and body as v7; other sounds and gameplay retained.
0.6.6
- Stronger smile arch in both gum/tooth rows; corners lift and sweep backward into the mouth.
- Broader stretched jaw, narrower unequal cheeks and an elongated head silhouette.
- Coordinated deformation keeps tooth roots, wet gums, saliva and eyes attached.
- Replaced remaining painted black mouth surfaces with mottled irritated red/purple tissue.
- Approved body below the neck, wet materials, pale eyes and gameplay retained.
0.6.5
- Swollen mottled red gums with wet materials, stained roots and fine saliva strands.
- Pale irises, tiny pupils, dark limbal rings and wet eye highlights.
- Replaced misplaced outer black mouth patches with smeared wet blood; cavity stays dark.
- Shared and merged head surfaces for efficient rendering; body geometry and existing gameplay retained.
0.6.4
- Wide curved smile, deeper mouth pocket and thirty recessed crowns with buried gum roots.
- Locally widened jaw supports the grin; upper face, eyes and body retained.
- Brighter skin materials with subtle configurable shadow fill; airport apparition fill fades with the model.
- Existing pursuit, sounds, rampage balance and airport lighting retained.
0.6.3
- Replaced thick horizontal ribs with eight thinner, tapered arches sloping from back to front; shorter lower pairs retain a wider front gap.
- Pronounced radius/ulna ridges under thinner forearm flesh, with clearer elbow/wrist bone ends.
- Bloodstained fingers, nails, spine, face and game behavior retained.
0.6.2
- Ribs wrap around the torso into a raised segmented spine, stopping short of the front centre.
- Patchy blood staining on fingers and ten slightly longer tapered nails.
- Nails follow the respective hand bones; face, eyes, gums and teeth retained.
- Includes v6.1 rampage balance: 65% chance, 110% sprint pace, 30 seconds of recovery followed by a fresh 45-second roll timer.
0.6.1
- Rampage now targets 110% of player sprint movement with a 65% roll chance.
- Added 30 seconds of recovery after rampage ends, followed by a fresh 45-second chance timer.
- F7 uses the same recovery guard and scheduling as automatic rampages.
- One-time migration updates saved v6 rampage balance settings; later user edits persist.
- Model and appearance retained pending requested model changes.
0.6.0
- Subtle approved-model silhouette at the main menu edge with slow fades.
- 15% stalking boost when no living players are visible to the enemy.
- Host-authoritative 50% rampage roll every 45 active pursuit seconds; 12-second rampage at approximately 90% of player sprint pace.
- F7 host rampage test; smooth movement transitions and no stacked boosts.
- Separate supplied fence and rampage screams, with fading and synchronized rampage warning.
- Removed vanilla Scoutmaster proximity fear music while retaining other ambience and visual static.
- Approved airport appearance, lighting, model and skin preserved.
0.5.3
- Embedded the supplied Heartbeat ambiance .mp3 and Monster sounds.mp3, preserving full recordings and the originals.
- Replaced synthetic heartbeat/industrial chase audio with a single looping supplied heartbeat/ambience bed; supplied monster vocals replace generated screams and arrival.
- Added proximity/scene-reset gain fades, soft clip boundaries and independent fading audio tails on event resets; prevented repeated monster-recording overlap.
- Lightened red exposure/filter, lamp/ambient/reflection levels and material dimming to improve monster visibility.
- Preserved approved model, 25% gate escape chance, 75% player walking target, F8/F9/F10 controls and event timing.
- Compilation, embedded PCM hashes/format/peaks and existing APIs checked; live audio/visibility confirmation pending.
0.5.2
- Added reversible dark-red exposure/color treatment to overcome airport daylight, with a screen-blend fallback.
- Added smooth event entry and an eight-second exit; F9 remains an immediate reset.
- Added original industrial airport/chase ambience and directional synthesized stalker screams.
- Added the approved sculpt as a scripted climbing/clawing gate encounter, with F10 placement calibration.
- Added a host-rolled 25% escape chance that switches to a real networked Scoutmaster airport pursuit. Temporary gate opening and enemy are cleaned up at reset/end/airport exit.
- Added player walking-force/drag matching with a 0.75 target fraction, overriding the older multiplier by default.
- Compilation, native contracts and offline sound/envelope/image checks passed. New gate, lighting, AI and multiplayer integration need live testing.
0.5.1
- Added slow grime and darkening to the actual airport and reflected room.
- Added a gradual, still apparition of the approved stalker model behind the reflected player silhouettes.
- Fades nearby lights off, dims emissive surfaces, and reduces ambient/reflection light; stored states restore with F9, timeout and airport exit.
- Preserved F8/F9 test controls, 120-second timer and existing stalker/audio behavior.
- Compiled and checked shared image processing, decay identity and apparition foreground layering; live projection, materials, lighting and networking remain untested.
0.5.0
- Added an airport mirror event after 120 seconds, with F8 trigger/replay and F9 restore.
- Freezes the actual mirror image, then gradually corrupts projected player silhouettes with dark blood, veins and stretching.
- Automatically restores after 45 seconds and on leaving the airport. Photosensitivity suppresses stretching.
- Host broadcasts the event to installed guests; guest test keys work locally.
- Preserved approved model and 0.4.1 audio/pursuit behavior.
- Compilation, installed-game mirror API contracts and standalone image-processing invariants checked; live mirror testing pending.
0.4.1
- Reworked heartbeat into clearer double thumps with audible mid-bass harmonics.
- Reworked arrival cue into an audible textured growl and softened impact.
- Increased heartbeat gain at medium distances while retaining the 50-to-5-metre range.
- Explicit non-looping playback, higher audio priority, sample-upload check and playback log entries.
- Model, pursuit, event format and saved configuration remain compatible with 0.4.0.
- Shared audio generator passed waveform and spectrum checks. In-game audio confirmation pending.
0.4.0
- Replaced tube-based appearance with the approved continuous mimic sculpt and dry skin texture, weighted to Scoutmaster body parts.
- Added distance-driven synthesized heartbeat and matching local static strength.
- Added a host-broadcast arrival rumble and slow vignette after the head start.
- Added sound volumes and optional effects, respecting the game's photosensitivity setting.
- Preserved pursuit settings and isolated visual/audio failures.
- Compilation and asset checks passed; live animation, audio and multiplayer testing pending.
0.2.0
- Added a procedural distorted humanoid appearance, driven by the original body parts.
- Added hollow eyes, an open jaw, exposed ribs and long hooked fingers.
- Added the Appearance / DistortedHumanoid setting.
- Appearance runs on clients as well as the host and falls back to the original model on errors.
- Preserved the tested 0.1.1 pursuit settings and startup fix.
0.1.1
- Removed the unsafe Character.IsInitialized check that caused the observed startup crash.
- Confirmed working in game by the user.
0.3.0
- Reference-based detailed face texture on a curved skull, embedded in the DLL.
- Red eye emission mask, with sculpted skull fallback if texture loading fails.
- Raised vertebrae, rib hooks, limb tendons and dark claw tips.
- Keeps the working pursuit settings. New appearance awaits an in-game test.