Elins PEAK
Level Up Everything! Inspired by Elin, 18 persistent usage-based passive skills that level over time. Translations included! ZH/KO/JA/FR/ES/DE
| Date uploaded | 6 days ago |
| Version | 0.4.5 |
| Download link | ChiseledCactusTeam-Elins_PEAK-0.4.5.zip |
| Downloads | 398 |
| Dependency string | ChiseledCactusTeam-Elins_PEAK-0.4.5 |
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
Elin's PEAK
Languages(Translated via chatGPT) English · 简体中文 · 日本語 · 한국어 · Deutsch · Español · Français
- Please let me know if these can be improved. Thank you kindly!
Level Up Everything!
PEAK already gives you a mountain full of terrible decisions, near-death climbs, overloaded backpacks, poison, cold, heat, exhaustion, and the occasional extremely avoidable fall. Elin's PEAK makes your character actually learn from all of it!
The idea is simple: if you keep doing something, you should get better at it. Carry too much stuff and you slowly become better at handling the weight. Climb constantly and your climbing improves. Run everywhere, jump everything, survive awful falls, push through bad conditions, or keep moving while starving and those experiences start turning into permanent progression.
It is heavily inspired by the use-based progression of Elin: there is no single character level deciding what you are good at, and you do not spend a pile of generic points after a run. Your skills grow because you actually used them!
Elin's PEAK currently adds 18 persistent skills, each with a default maximum level of 999. Progress belongs to your player, is stored locally, and carries between sessions instead of letting the lobby host decide everyone's progression.
What can I level?
A lot!
Get stronger, faster, and harder to kill
- Strength — Carry weight while moving to train it. Higher Strength reduces the effective Weight affliction from what you are hauling and unlocks additional backpack slots at milestone levels.
- Endurance — Spend stamina to train it. Endurance increases your actual maximum stamina and improves stamina regeneration.
- Athletics — Walking trains it; sprinting trains it faster. Athletics improves normal ground movement, sprint movement, and sprint stamina efficiency.
- Agility — Jump! Agility improves jump impulse, jump stamina efficiency, and gives you a little more control while airborne.
- Vitality — Surviving legitimate fall injuries trains it. Higher Vitality reduces future Injuries.
You are not picking a build from a menu here. If you are the person sprinting across every flat surface, you naturally become the better runner. If you insist on carrying half the mountain in your backpack, your character eventually starts adapting to that too.
Climbing gets its own progression
Climbing is split up because a wall, a rope, and a vine do not behave the same way!
- Wall Climbing — Improves wall-climbing speed and reduces wall-climbing stamina cost.
- Rope Climbing — Improves rope-climbing speed and stamina efficiency.
- Vine Climbing — Improves vine-climbing speed and stamina efficiency, while also preserving more vine momentum.
- Wet Grip — Improves "slippery" climbing speed in cases of rain or blizzard.
- Climbing Tenacity — Trains while you continue wall climbing below 20% regular stamina. It reduces the nasty low-stamina climbing penalty, so repeatedly pushing those desperate last few meters actually makes you better at doing it!
The mountain can train you too
Repeated exposure to conditions creates its own progression instead of being rolled into one generic resistance stat.
- Poison, Cold, Heat, Drowsy, & Spores — Reduces incoming affliction values, and speeds their natural recovery.
- Curse & Petrification — Reduces received values.
- Hunger — Increases the interval time that hunger increases
These eight skills appear together in the blue Resiliency panel. EXP is gained by gaining these afflictions. Curse and Petrification do not have recovery-speed bonuses because PEAK provides no natural recovery timer for them.
Strength: yes, your backpack can grow!
Strength does more than just allowing you to feel less weight effects. As it levels, it also unlocks more room in your backpack. The extra space is earned by actually hauling weight around, so the character who insists on carrying half the mountain gradually becomes better equipped to keep doing exactly that.
Backpack unlocks
| Strength level | Extra backpack slots |
|---|---|
| 20 | +1 |
| 40 | +2 |
| 70 | +3 |
| 120 | +4 |
| 200 | +5 |
NOTE: The Mod "BackpackCapacity" should remain disabled alongside Elin's PEAK because both mods change the same backpack data. MoreSlots is not required, and compatibility with it is not currently guaranteed.
Your progression is yours
Your skill progression is player-owned and stored locally. Joining somebody else's lobby does not mean the host gets to decide that everyone is suddenly level 4, level 50, or level 999.
That also means your character can continue growing across different sessions and groups. The progression system is intended to feel like your long-term character history rather than a temporary server setting.
XP is disabled in the Airport/lobby, so standing around before a run does not progress skills. Custom-run XP is also disabled by default, although that can be changed through configuration.
Skill menu
Elin's PEAK adds skill information directly to the pause menu on the left.
You can see your skill levels, progression, and current bonuses, with hover explanations for what the skills actually do. The goal is for you to be able to look at a skill and understand why it is leveling and what the next levels are doing without needing to keep this README open on another monitor.
The skill panel follows the language selected in PEAK and refreshes immediately when that setting changes. Simplified Chinese, Japanese, Korean, German, both Spanish selections, and French are translated; every other PEAK language automatically falls back to English.
Technical details
Everything below is the more exact implementation/scaling information. You do not need to know any of this just to play the mod.
Progression curve
By default, all skills share a maximum level of 999.
Experience required for the next level is:
XP(next) = round(100 * level^1.21)
The curve intentionally keeps progression going for a very long time. Early levels arrive quickly enough to make a new character feel like they are learning, while later levels become increasingly expensive instead of letting every skill casually hit 999.
The maximum level is configurable locally, but it is part of the player's progression/save configuration rather than something selected by a multiplayer host.
Default XP sources
The current defaults use the following underlying work values:
| Skill | Default XP source |
|---|---|
| Endurance | 10 XP per normalized point of raw stamina requested |
| Strength | 2 XP per raw Weight × movement meter |
| Wall Climbing | 8 XP per intentional climbing meter |
| Rope Climbing | 8 XP per intentional climbing meter |
| Vine Climbing | 8 XP per intentional climbing meter |
| Athletics | 0.22 XP per qualifying walking meter |
| Athletics while sprinting | 1.05 XP per qualifying sprinting meter |
| Agility | 8 XP per successfully executed local jump |
| Vitality | 100 XP per normalized point of raw fall Injury |
| Resiliency skills | 100 XP per normalized point of actual incoming matching affliction |
| Wet Grip | 20 XP per slippery climbing meter, weighted by slipperiness |
| Climbing Tenacity | 40 XP per intentional wall-climbing meter while regular stamina is below 20% |
These values can be changed in the generated BepInEx configuration.
Effect scaling
Positive bonuses such as stamina capacity, regeneration, movement speed, jump impulse, air control, vine momentum retention, and natural recovery scale linearly from the configured per-level values.
Default positive scaling includes:
| Effect | Default scaling |
|---|---|
| Endurance maximum stamina | +0.5% per level |
| Endurance stamina regeneration | +0.1% per level |
| Wall climbing speed | +0.3% per level |
| Rope climbing speed | +0.3% per level |
| Vine climbing speed | +0.3% per level |
| Vine momentum retention | +0.05 percentage points per level, capped at 75% |
| Athletics ground movement force | +0.1% per level |
| Athletics sprint movement force | +0.2% per level |
| Agility jump impulse | +0.15% per level |
| Agility air-control responsiveness | +0.025% per level |
| Matching natural condition recovery | +0.15% per level for Poison/Cold/Heat/Drowsy/Spores |
Reduction-style effects use an anchored reciprocal curve rather than simply subtracting a flat percentage forever. This applies to systems such as Strength Weight reduction, climbing/sprint/jump efficiency, Vitality, condition resistance, Wet Grip, and Climbing Tenacity.
Most reduction effects use a default rate of 0.003; Resiliency uses the halved 0.0015 rate. The curve accelerates after its level-500 anchor and continues toward 99.9% reduction at level 999. This keeps very high progression meaningful without allowing a basic linear formula to cross zero and turn a penalty into nonsense.
Stamina implementation
Endurance expands real base stamina capacity rather than only drawing a fake larger number on the HUD. The stamina bar backing and outline can extend beyond the vanilla range when the option is enabled.
Endurance currently increases capacity and regeneration. General stamina-cost reduction from Endurance itself is intentionally disabled; activity-specific efficiency comes from the skill related to that activity instead, such as Athletics, Agility, or the individual climbing skills.
Condition handling
Tolerance is applied before PEAK adds the incoming affliction to the local character, and XP is based on the amount that actually gets through. Poison, Cold, Heat, Drowsy, and Spore Tolerance also speed PEAK paths marked as natural recovery. Cold remains the odd case: the observed runtime path often subtracts Cold locally without PEAK's natural-recovery flag, so that timer portion still needs a dedicated follow-up; Cold exposure XP and incoming reduction are independent of that issue.
Save data and backups
Progression is stored at:
%LOCALAPPDATA%\LandCrab\PEAK\PEAKUsageSkills\progression.json
The mod uses safe/atomic writes and keeps five rotating backups in the adjacent backups directory. Progress is not written on every individual XP tick; dirty progression is saved periodically instead.
Configuration
The generated BepInEx config includes controls for:
- Master enable/disable.
- XP gain enable/disable.
- Gameplay effects enable/disable.
- XP in custom runs.
- Maximum skill level.
- Save interval.
- XP rates for individual skill families.
- Per-level effect scaling.
- Stamina-bar extension.
- Diagnostics and debug options.
The defaults are the intended balance for the current release, but most of the underlying progression and effect values are exposed for people who want a faster, slower, harsher, or completely absurd long-term progression curve.
Installation
Install through a Thunderstore-compatible mod manager such as Gale or r2modman.
The package declares the following dependencies:
BepInEx-BepInExPack_PEAK-5.4.75301PEAKModding-PEAKLib_Core-1.7.2PEAKModding-PEAKLib_UI-1.6.1
Compatibility and current limitations
- Built for version
2.1.a. - BackpackCapacity should remain disabled because Elin's PEAK expands the same backpack data through Strength.
- PeakStatsEx may continue showing its own cached/rounded Weight number even though gameplay Weight is recalculated immediately.
Source and issues
The source is public, and issues/technical reports can be submitted here:
CHANGELOG
Changelog
0.4.7
- Hunger now gains EXP from movement beginning at 10 Hunger instead of incoming Hunger gains.
- Reduced the EXP rate per Hunger point and movement meter from 0.1 to 0.02.
0.4.6
- Sprinting now stops when regular stamina is exhausted instead of continuing into bonus food stamina.
- Updated the default Endurance and sprinting Athletics EXP rates.
0.4.5
- Fixed passing out at higher stamina thresholds. Thanks to Noelle and Kirsho in the modding discord for the amazing troubleshooting and guidance!
- fixed lower values
0.4.4
- compat with terrain randomizer and other mods
0.4.3
- fixed translation links
0.4.2
- Added translated skill names and tooltips for Simplified Chinese, Japanese, Korean, German, Spanish, and French. The skill panel now follows PEAK's language setting and refreshes when it changes; untranslated languages fall back to English.
- Fixed Petrification so real gains from status effects, amulets, and Citadel hazards receive the skill reduction and award EXP correctly.
0.4.1
Please delete your current config file and regenerate by starting the game.
- Renamed Resilience to Vitality while preserving existing progression and settings.
- Shortened the eight Resiliency skill names in the pause menu.
- Further adjusted EXP values.
0.4.0
- Combined condition Resistance and Recovery into eight blue Resiliency skills, including new Curse Tolerance and Petrification Resistance.
- Tolerances now train only from receiving their matching affliction; existing Recovery progression is merged into its Tolerance.
- Fanny Packs and Jet Packs now receive Strength's extra item slots. Jet fuel remains separate, and Rocket Packs are excluded.
- Rebalanced Endurance, climbing, Athletics, Agility, Wet Grip, and Climbing Tenacity XP.
- Moved the Resiliency panel below Main Skills and the test controls to the right.
- Removed stale configurations and cleaned up a bit
0.3.2
- Removed the bugged main-inventory slot expansion.
- Retired Pack Rat and its overflow Weight, movement, and stamina penalties.
- Moved backpack-slot unlocks to Strength at levels 20, 40, 70, 120, and 200.
- Fixed Cold Recovery so passive environmental warming counts, while status-changing items still do not grant Recovery XP.
- Reduced Athletics XP by 30% and Hunger Tolerance XP by 90% after runtime testing.
- Added the new package icon.
0.3.1
- Updated Readme's and manifest. Sounded too robotic. I need to at least give it some personality.
0.3.0
- Initial public package.
- Added 22 persistent, player-owned usage skills.
- Added scalable stamina, movement, climbing, resistance, recovery, and inventory effects.
- Added built-in Pack Rat inventory expansion and overflow penalties.
- Added pause-menu skill panels and hover explanations.
- Added atomic saves, rotating backups, Airport XP exclusion, and diagnostic logging.