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sycamore5-OnTheLookout-2.0.2 icon

OnTheLookout

Chasers vs Runners: chasers hunt runners from campfire to campfire. Runners freeze chasers just by looking at them and dash with a scout gem; chasers get a sleep-dart blowgun and a speed-boost gem. Pick your role every leg. All players need the mod.

Date uploaded 3 weeks ago
Version 2.0.2
Download link sycamore5-OnTheLookout-2.0.2.zip
Downloads 42
Dependency string sycamore5-OnTheLookout-2.0.2

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

On The Lookout

Chasers vs Runners for PEAK. Every leg, a few scouts become 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 2.0.2: runners are invincible during their head start (like fortified milk) and get a 10 s speed boost at its end in every biome. Chasers now take 75% of vanilla negative statuses in the Caldera or the swamp biome (half everywhere else; fall damage unchanged). Runners get a faerie lantern as the swamp's biome item instead of an early worm. The chaser gem's x-ray lasts 1.65 s. See the changelog for earlier versions.

Recommended difficulty: PEAK. The mode is balanced for PEAK's base difficulty, but it isn't limited to it: on harder ascents everything still works, the runners just have a tougher climb.

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


How a game works

  1. In the airport, press - to choose RUNNER (pre-selected) or CHASER for the first leg. Chasers are drawn at random from the players who chose CHASER.
  2. Wake up on the shore. Nobody can move or interact until everyone has woken up and loaded in, and interacting stays locked through the role reveal (no grabbing items before the roles are out). Runners can interact the moment their head start begins.
  3. Roles are drawn and revealed. Each player sees CHASER (red) or RUNNER (yellow) in the middle of the screen. Everyone is frozen during the reveal. Chasers are picked at random from the airport volunteers, one chaser for every 4 runners at most; if nobody volunteered, one random player is the chaser.
  4. Head start. Runners are turned to face the next campfire during the role reveal, then released with a 25-second head start with a big countdown, invincible the whole time (like fortified milk), and a 10-second speed boost at the end of it. Chasers stay frozen and blind the whole time; their screen fades back in near the end.
  5. The chase. Chasers hunt the runners up the current biome.
    • A chaser captures a runner by looking at them and holding interact for 0.45 seconds, the same way a hungry scout eats another one. The chaser has to be close to the runner (1.75 m) and looking at them, with the centre dot on the runner (anywhere on them, whichever way they face); without the dot on them there's no capture, however close they are. Their backpack, fanny pack or stuck thorns, arrows and cactus balls never get in the way. Once started, the hold keeps going while the runner moves, unless they get clearly out of reach, drink fortified milk or reach a safe zone. Chasers can't do anything else to a runner: no carrying them, no opening their backpack or fanny pack, no pulling thorns or arrows out of them. The runner sees the same progress bar under their crosshair, so they know how close it is. A runner under fortified milk can't be captured at all. 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 and is blinded for 8 seconds, then is immune to freezing for 8 seconds.
    • The fog, the rising lava in the Caldera and the rising gloom work as in vanilla (PEAK's own start timing and speed). The fog never hurts chasers.
    • From 1 minute after the head start, a mandrake is dropped at every runner outside a safe zone every 45 seconds, in the first three biomes only. Mandrakes disappear 10 s after they appear, never make runners drowsy, and make chasers only 90% as drowsy as in vanilla. No mandrake is ever left in a safe zone: any lying in one is removed, and one carried into one is taken away.
    • Solo play only: playing alone you're always a runner, so with no chaser mushroom zombies hunt you instead, from 5 minutes after the head start (one wave at a time, 2 minutes each, 2-minute cooldown between waves). With other players there are no zombie waves.
  6. The leg is won.
    • Runners win the leg when every living runner is in the next campfire's safe zone (15 m around it: no captures there, and runners inside can't freeze chasers).
    • A glowing yellow wall marks the edge of every campfire's safe zone, the whole run long.
    • The peak is a safe zone too, with the same rules, and has its own yellow wall where it begins.
    • Chasers win the leg when every runner is dead (passing out doesn't count).
    • Runners also win the leg when every chaser is dead: everyone is brought to the next campfire, the dead revived, for the next leg's role draw.
  7. Role window. Everyone, the dead included, is brought next to the campfire (within 5 m; anyone who didn't make it is brought there once more before roles are drawn) and frozen for 10 seconds. Press - to choose RUNNER (the default) or CHASER for the next leg. Food is laid out so everyone gets something to eat.
  8. Next leg. The campfire lights itself, clearing everyone's negative statuses, and new roles are drawn: chasers are picked at random from the players who chose CHASER, one chaser for every 4 runners at most. If nobody volunteered, one random player is the chaser. (The host can set an exact number of chasers instead; volunteers go first, then random players.) Everyone's items were removed when the leg ended (hands, hotbar and backpack with its contents; anything picked up during the role window is removed at the leg start too), and everyone gets their new role's items. Then the reveal and head start start again.
  9. Win the game.
    • Runners win when every living runner reaches the peak. The chasers are brought up there and turned to stone.
    • Runners also win when every chaser is dead on the last stretch.
    • Chasers win when every runner is dead on the last stretch, with no campfire left to go to.
    • The losing side is turned to stone, everyone sees a rainbow GAME OVER! with who won (4 s), then RETURNING BACK TO AIRPORT IN... counting down from 15, and the game goes back to the airport, where everything starts over for the next run.

Roles and choices

  • Your choice in the - menu is private: only the host's game receives it. It stays until you change it, and resets to RUNNER when a run ends and everyone is back in the airport. There are no odds: the chasers are a random pick from the volunteers.
  • The menu opens in the airport (for the first leg) and during the role window at the campfire (for every leg after that).
  • Switching roles: a runner who becomes a chaser drops every item and their backpack, then gets the blowgun and the chasers' scout gem. A chaser who becomes a runner drops the blowgun and gem, gets the runners' dash gem, gets a backpack if they have none, and gets the leg's runner item (and biome item) if they haven't had them yet.
  • A chaser carries one blowgun and one scout gem at most; a second can't be picked up. The cooldowns belong to the chaser, not the item.
  • Scout statues are switched off: no revives and no items. The dead come back at the campfire after each leg instead.
  • Back in the airport the round and roles are cleared, so the airport plays like vanilla PEAK (only the role menu and its hint are there).

Chasers

Perks

  • 15% faster than runners, and 6% faster climbing (walls, ropes, vines).
  • Blowgun with unlimited darts (72 s cooldown, counted down above its hotbar slot). It can't be dropped or thrown, and takes 1.65× as long to fire as in vanilla. A dart doesn't knock the runner out: it adds 20% drowsiness. Darts don't affect other chasers. Each shot costs the chaser 3% petrification.
  • Scout gem boost: chasers carry Scout's Initiative (a scout gem) whose own power is never used. Using it gives, 1 second later, a 2.25-second energy-drink speed boost plus unlimited stamina (the rainbow stamina bar; no drowsiness), and the gem goes back to its slot so your hands are free. It also gives 1.65 s of x-ray vision: every runner within 200 m shows through walls, terrain and anything else, blinking red with a solid red outline, on your screen only. It then has a 20-second cooldown, starting when the effects wear off (counted down above its hotbar slot). Each use adds 5% petrification; each capture takes 5% away again, and makes the gem's speed boost 1.7% stronger and its effects last 0.25 s longer for the rest of the leg (2.25 s → 2.5 s → 2.75 s …; back to 2.25 s each leg, since roles are redrawn). Using it makes every runner give off flare smoke in their own colour for 3 s.
  • Morale boost: each capture gives the chaser the Scoutmaster's bugle morale boost (the MORALE BOOST text and the bugle's extra stamina), for that chaser only.
  • Tough: only half of every negative status (injury, cold, poison, drowsiness, …; 75% in the Caldera or the swamp biome), only 1/3 fall damage (still scaled by the ascent; a big fall still knocks them down), immune to fog, ignored by mushroom zombies. Hunger works the same as for everyone.
  • Clown luggage is theirs: only chasers can open it, and it's full of food and healing items.
  • Their body glows red for everyone, so they're easy to tell apart (PEAK's own status glow, like milk's yellow invincibility glow).

Drawbacks

  • Can only pick up and use food and healing items (plus their blowgun), dynamite, mandrakes and cactus balls, 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.
  • Can't see ghosts, since a ghost floats around the runner it spectates.
  • Can't see runners' name tags.
  • Frozen and blind during every head start.
  • Can be frozen by any runner who looks at them: they pulse icy blue so everyone can tell, and they're blinded (PEAK's blue-flower blindness) for as long as the freeze lasts. Frozen in mid-air, they don't regain stamina.
  • A snowball thrown by a runner blinds a chaser for 3 seconds (and pushes them 10% harder).
  • Can't use snowballs.

Runners

Perks

  • Freeze chasers by looking at them (26 m, 8 s; no stacking, 8 s immunity afterwards), but not from inside a safe zone.
  • Head start at every leg, invincible for all of it (like fortified milk), with a 10-second speed boost at its end.
  • Safe zones (15 m) around every campfire.
  • 40% faster stamina regeneration (once PEAK's usual wait before regen has passed: 1 s, or 2 s after running dry).
  • A backpack (worn) at the start of every leg if you don't have one, one random item at the start of every leg (a snowball, a brown berrynana or a fortified milk), plus a biome item: a heat pack in the Alpine, a sports drink in the Caldera, a faerie lantern in the Gloom, aloe vera in the Mesa. On ascents with cold nights (Ascent 5+) every runner also gets a faerie lantern at the start of the game; faerie lanterns weigh half as much during a round.
  • Dash gem: runners carry Scout's Ambition (a scout gem) in their hotbar, whose own power is never used. Using it dashes you 7 m horizontally where you look (walls stop it; not while climbing) and lifts you up a little (half the height of Scout's Initiative's jump), and the gem goes back to its slot so your hands are free; dashing in mid-air also lets you float for 0.65 s. 32-second cooldown, counted down above its slot, and 3% petrification per dash. Each dash also heals every negative status you have by 12% (injury, hunger, cold, poison, drowsiness, …). Dashing while falling fast cancels 80% of the fall, and from 0.5 s after a dash you take no fall damage for 1 s. Each dash makes every chaser give off flare smoke in their own colour for 5 s, so you can see where they are.
  • Snowballs blind chasers they hit, and every thrown snowball pushes 10% harder. A stone a runner throws does 10% damage to the chaser it hits (their half damage doesn't apply). Snowballs and stones thrown by a runner go straight through other runners.
  • Runners can't use the blowgun or the chasers' scout gem (chaser items), and chasers can't use the runners' dash gem.
  • Regular luggage can also hold fortified milk, snowballs, brown berrynanas, energy drinks and stones, and a little less often a faerie lantern, anti-rope cannon or anti-rope spool, every leg; only runners can pick these up or use them. Runner luggage is never empty. Flares, compasses, pirate's compasses and warp compasses never come out of any luggage, and there is no flare at the peak on any ascent.
  • Fortified milk protects you from being captured while it's active (milk is twice as heavy and its invincibility is 65% shorter than vanilla).
  • Leg and biome items are dropped at your feet and picked up for you, straight into your hands; if your slots are full they stay on the ground.
  • A runner with a chaser closing in hears PEAK's own Scoutmaster chase music.

Drawbacks

  • Fog, lava and gloom rise as in vanilla; the fog only hurts runners.
  • Energy drinks last as long as in vanilla but make you 1.5× sleepier when they wear off.
  • A blowgun dart makes you 20% drowsy.
  • Mandrakes start dropping at your feet a minute into the chase, every 45 seconds (only in the first three biomes). They vanish after 10 s and never make you drowsy.
  • When a chaser uses their gem, every runner gives off flare smoke in their own colour for 3 s.

Rules for everyone

  • Removed from the game: amulets (incl. Scout's Honor), gems, rescue claws, jetpacks/rocket packs, gliders, the golden Bing Bong, world blowguns and hidden test items that never appear in normal PEAK.
  • Dynamite and mandrakes can be used by everyone.
  • 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.
  • Hunger grows 30% slower than in vanilla (still scaled by the ascent). Runners in a safe zone don't get hungrier at all.
  • Cooldowns refresh every leg: the blowgun, the chaser gem and the dash gem are ready again when a leg starts.
  • Petrification is cleared for everyone after each leg.

HUD

  • Role reveal and head-start countdown in the middle of the screen (translucent, in PEAK yellow, for runners).
  • Leg result and the role window countdown (with the - hint) at the campfire.
  • Role hint at the bottom left, above the stamina bar (and above the host's + tip): your role's abilities in a few lines. It shows for 5 s at the start of every leg, then fades; press P to show or hide it any time. A small "PRESS HOTKEY (P) FOR YOUR ROLE HINT" tip always shows during a round.
  • Luggage glow (runners): every unopened runner luggage on the map glows a faint green through walls and terrain, fading out as you come close and gone within reach; opened luggage stops glowing.
  • 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, chaser gem and dash gem cooldowns in seconds above their hotbar slots.
  • A capture bar for a runner who is being captured.
  • For the host: PRESS HOTKEY (+) FOR HOST CONTROLS above their stamina bar.
  • Short notices for captures.

Host controls

  • + (the =/+ key, or numpad +): host menu. A PEAK-style menu with:

    • Restart at the airport: everyone goes back to the airport, where PEAK plays like vanilla, and the mode starts over completely (roles, role choices, cooldowns, captures, timers), exactly as if the game had just been launched.
    • 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.
    • Settings: change the editable settings below with - and + (saved, and sent to everyone at once; they apply from the next leg). CHASERS sets how many chasers each leg has (AUTO = one per 4 runners). Reset to defaults puts them back.
    • Map: random / today's map: with RANDOM, a new game started at the airport kiosk loads a random map from PEAK's map pool (never the same one twice in a row) instead of today's daily map. Off by default. The airport's "today's biomes" board still shows the daily map.
    • Debug hotkeys: on/off (see below).

    The two restarts and the settings reset 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.


Installation

  1. Install with a mod manager (r2modman / Thunderstore Mod Manager). BepInExPack_PEAK is installed automatically.
  2. Every player installs the same version. The host is told when a player has no OnTheLookout or another version; a player with another version is also told on their own screen which version the host has.
  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 RunnersPerChaser, or set it with ChaserCount.


Configuration

The host changes these in the host menu's SETTINGS page (during the game), or in BepInEx/config/codesycamore.OnTheLookout.cfg / the mod manager's Config editor with the game closed.

  • Only these settings can be changed. Everything else in this README is built into the mod, so every host and player runs exactly the same rules for a given version.
  • Only the host's values matter; they're sent to everyone when they join.
  • Every update starts fresh: when a new version of the mod first runs, the config file is reset to that version's defaults (your old values are not kept).
Setting Default What it does
HeadStartSeconds 25 Runner head start each leg (chasers frozen and blind).
RandomMap false New games from the airport load a random map instead of today's (host menu: MAP).
HeadStartBoostSeconds 10 Runners' speed boost (no drowsiness) at the end of the head start, in every biome. 0 = off.
RunnersPerChaser 4 At most one chaser per this many runners (1 in 5 players, 2 in 10). Drawn from the CHASER volunteers; nobody volunteered = one random player. Always leaves a runner. Used when ChaserCount is 0.
ChaserCount 0 Exact number of chasers each leg (host menu: CHASERS). 0 = AUTO (RunnersPerChaser). Volunteers first, then random players. Always leaves a runner.
ZombieStartDelaySeconds 300 Solo play: zombies start coming this long after the head start ends (each leg).
ZombieWaveDelaySeconds 120 Cooldown after a zombie wave is gone (killed or expired) before the next one can come.
ZombieLifetimeSeconds 120 How long each zombie lasts.

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.

CHANGELOG

Changelog

2.0.3

  • Scout cannon banned: it no longer spawns in luggage or the world during a round (luggage rerolls that slot), and can't be picked up or used (BannedItems).
  • Cold-ascent lanterns every leg: on ascents with cold nights (Ascent 5+), every runner now gets a faerie lantern at the start of every leg in the first three biomes, not only at the start of the game, since items are removed between legs (ColdLanternLastSegment). None in the fourth biome or the last: in the Caldera runners get just its biome item (the sports drink), and in the swamp the faerie lantern is the biome item anyway.
  • Chasers get a lantern on cold ascents: on Ascent 5+, every chaser gets a regular lantern at the start of every leg in the first three biomes (ColdAscentChaserLantern). Chasers may now use regular lanterns, and regular lanterns weigh 1/3 of vanilla during a round (LanternWeightMultiplier).
  • Kiln biome item: runners now get a sports drink at the start of the Kiln leg too (RunnerKilnItem). The Citadel on swamp maps is unchanged.
  • Chaser gem heals: each use of the chaser gem also heals every negative status the chaser has by 5% (injury, hunger, cold, poison, drowsiness, ...; not petrification or weight; GemHeal).

2.0.2

  • Head-start boost 10 s in every biome, the last leg included (was 7 s there).
  • Runners are invincible during the head start, like fortified milk (gold glow, no negative statuses or fall damage), until the head start runs out (HeadStartInvincibility). Fortified milk's shorter invincibility doesn't apply to it.
  • Chaser gem x-ray 1.65 s (was 2 s; GemXRaySeconds).
  • Chasers feel more in the fourth biome: in the Caldera, or the swamp (gloom) biome on maps that have it instead, chasers take 75% of vanilla negative statuses (was 50%, which still applies everywhere else; ChaserStatusMultiplierCaldera). Fall damage is unchanged (1/3 of vanilla), and hunger stays vanilla as before.
  • Swamp (Gloom) biome item: runners now get a faerie lantern there instead of an early worm (RunnerBiomeItems).

2.0.1

  • Cooldowns cleared when a leg is won: as soon as a side wins a leg and everyone is brought to the campfire (or the peak), every cooldown is cleared: chaser gem, blowgun, runner dash and every chaser's freeze cooldown. A running x-ray ends too.
  • Head-start boost 10 s in the first four biomes (was 7; HeadStartBoostSeconds), and still 7 s on the last leg from the Kiln to the peak (HeadStartBoostLastBiomeSeconds). The host menu's boost row sets the first-four-biomes value.
  • Bigger chaser list text under the ascent label.
  • Restart at previous campfire starts the biome over: every cooldown and freeze is cleared, and once everyone is back at the campfire the biome's fog, rising lava and rising gloom go back to how they were when that campfire was lit: the fog full size and waiting until players move on, the lava back down, the gloom lifted.

2.0.0

  • Chaser gem x-ray vision: using the gem also gives 2 s of x-ray vision, starting with its boost (GemXRaySeconds). Every living runner within 200 m (GemXRayRange) is drawn through walls, terrain and every object as a blinking red fill with a solid red outline, on that chaser's screen only.
  • Chaser gem cooldown back to 20 s (was 23; GemCooldownSeconds).
  • Items cleared between legs: when a leg ends, every living player's items are removed (not dropped): hands, hotbar and backpack with everything in it (ClearItemsAtLegEnd). Nothing piles up at the campfire and nothing can be picked up twice; chasers get no kit during the role window. When the next leg starts (after the role draw), anything picked up since, like the campfire food, is removed too (ResetItemsEachLeg); then chasers get the chaser kit and runners a backpack, their gem, leg item and biome item.
  • First-runner reward switched off for now (EnableRewards off), and with it its notice.
  • Runner luggage is never empty: a spot in regular luggage that would spawn nothing, or an item the mod removes right away (amulets, gems, jetpacks, gliders, hidden items), is rerolled from the luggage's loot pool, or else filled with a runner extra.
  • Mandrakes in the first three biomes (was two; MandrakeLastSegment 2).
  • No mandrakes in safe zones: the host removes any mandrake lying in a safe zone (campfires and the peak), and a player who carries one into a safe zone loses it (MandrakesOutOfSafeZones).
  • No flare at the peak on any ascent (PEAK only leaves it out from Ascent 4 on); the host also removes any flare lying at the peak (NoPeakFlares).
  • Head start 25 s (was 23) with a 7 s speed boost at its end (was 4).
  • Runner stamina regeneration +40% (was +20%). Only the refill speed; PEAK's wait before regen starts (1 s, 2 s after running dry) is unchanged.
  • Host menu: CHASERS replaces RUNNERS PER CHASER: AUTO (one chaser per 4 runners, as before) or an exact number of chasers (ChaserCount), drawn from the volunteers first, then from random players. A change applies from the next role draw (next leg, or the next game).
  • Random map (host menu: MAP): with RANDOM, a new game started at the airport kiosk loads a random map from PEAK's map pool, never the same one twice in a row, instead of today's daily map (RandomMap, off by default). Only the host picks; PEAK's own kiosk message tells everyone which map to load.
  • Runners face the next campfire: at the start of every leg, during the role reveal, every runner's view is turned toward the next campfire (or straight up the mountain if it isn't loaded yet), so they know which way to run (RunnersFaceNextCampfire). Chasers are left as they are.
  • Role hint: a few lines on your role's abilities at the bottom left, above the stamina bar (stacked above the host's + tip), on a translucent plate, the same text size for both roles, with lighter bold labels. A small "PRESS HOTKEY (P) FOR YOUR ROLE HINT" tip always shows during a round. It shows for 5 s after the roles are drawn at the start of every leg, then fades (RoleHintSeconds); P shows or hides it any time during a round (KeyRoleHint).
  • Luggage glow for runners: every unopened runner luggage on the map (not clown luggage) glows a faint green through walls and terrain at any distance. It fades out from 15 m and is gone within 3.5 m, so it never covers the climb, and stops for good once the luggage is open (RunnersSeeLuggage).
  • Missing-mod notices (host only, as before): the host's notice now says whether a player has no OnTheLookout or a different version, and the host is told when a warned player's version turns out right after all. A player with another version also sees on their own screen which version the host has.
  • Fixed: the missing-mod check read the player as they were at join time; it now reads them from the room after 10 s and skips players who have left. A player who rejoined with a different version (for example the Thunderstore release against a newer host) was reported as not having the mod at all; the notice now says it's a different version.
  • Fixed: a chaser who left mid-game stayed in the chaser list as "Player N". The host now drops a leaving player's role, and the list only shows chasers still in the lobby.
  • Fixed: the chaser gem's unlimited stamina could keep going after its effects ended. The gem now ends its own unlimited stamina when its effects end, and during a round unlimited stamina is switched off whenever no sugar rush is running.
  • Fixed: the chaser list overlapped the ascent label in the top right. It now sits under the label's actual text, and moves there once the label appears.

1.9.0

  • Recommended difficulty: the description now says the mode is meant for PEAK's base difficulty but works on any ascent (the runners just have it harder).
  • Blowgun: each shot adds 3% petrification to the chaser (BlowgunPetrify).
  • Chaser gem cooldown 23 s (was 20; GemCooldownSeconds).
  • Dash heals: every dash reduces each negative status the runner has by 12% of the bar (injury, hunger, cold, poison, drowsiness, ...; not petrification or weight; DashHeal).
  • Runner stamina regeneration +20% (was +18.5%; RunnerStaminaRegenMultiplier).
  • Backpacks every leg: at the start of every leg (after the dead are brought back, who drop everything), every runner without a backpack gets one, worn (RunnerBackpacks). Before, only at the start of the game and on a role swap.
  • Cold ascents: on ascents with cold nights (Ascent 5+), every runner gets a faerie lantern at the start of the game (ColdAscentLantern). Faerie lanterns weigh half their vanilla weight during a round (FaerieLanternWeightMultiplier).
  • Stones in runner luggage: regular luggage can also hold a stone, as often as a snowball (fortified milk, snowball, brown berrynana, energy drink and stone are each about 9.6% per item slot; LuggageExtraChance 0.479). A stone thrown by a runner does 10% injury to the chaser it hits, exactly (the chasers' half damage doesn't apply; StoneChaserDamage). Chasers still can't use stones.
  • Runners can't hit runners: a snowball or stone thrown by a runner passes straight through every other runner for 4 s after the throw (no push, no blindness, no damage).
  • The peak is a safe zone: everything past PEAK's last progress point (where it counts you as at the peak) has the campfire safe zones' rules: no captures, runners inside can't freeze chasers, no mandrakes or zombies sent at runners there, no hunger for runners. A glowing yellow wall marks where it begins (PeakSafeZone).
  • Every chaser dead ends the leg: the runners win it, and everyone (the dead revived) is brought to the next campfire for the role window and the next leg's draw, as when the runners reach the campfire (no first-runner reward). On the last stretch it wins the game for the runners.
  • Zombie waves only in solo play (one player in the lobby, who is always a runner). With others, all chasers dead ends the leg instead.
  • Game won: the losing side is petrified (turned to stone, PEAK's statue death): chasers when every runner reaches the peak (still brought up there first), runners when they're all caught on the last stretch. Then everyone sees GAME OVER! in rainbow PEAK title letters with who won (4 s, GameOverSeconds), then RETURNING BACK TO AIRPORT IN... with a countdown from 15 (GameOverAirportSeconds), and the host's game sends everyone back to the airport for a fresh start.

1.8.5

  • No more capture rush: a capture no longer gives the chaser an energy drink + lollipop boost. Instead they get the Scoutmaster's bugle morale boost: the MORALE BOOST text and the bugle's extra stamina, for the capturing chaser only (CaptureMoraleBoost; replaces CaptureBoostSeconds).
  • Captures make the gem last longer: each capture adds 0.25 s to that chaser's gem effects for the rest of the leg (2.25 s → 2.5 s → 2.75 s …), reset every leg (GemCaptureExtraSeconds). This stacks with the +1.7% stronger speed boost per capture (GemCaptureBonus).

1.8.4

  • Captures need the cursor on the runner: the chaser has to look at the runner with the centre dot on them (body, pack or anything stuck on them). The fallback that picked any capturable runner close by (up close in any direction) is gone. A capture already being held still follows the runner as before.
  • Capture range 1.75 m (was 1.4; CaptureRange).
  • No stamina regeneration while frozen in mid-air: the mid-air hold kept PEAK's "grounded" timer at zero (so the chaser takes no fall damage), which also let stamina refill; it no longer does.
  • Safe zone wall: a glowing yellow wall with a bright rim at the ground marks the edge of every campfire's safe zone (where the 15 m sphere meets the ground), seen by everyone for the whole round. Visual only; it blocks nothing.
  • Host menu SETTINGS page: the six editable settings (head start, head-start boost, runners per chaser, zombie start delay, wave cooldown, lifetime) can be changed with - and +, or reset to the defaults. Changes are saved to the config file and synced to everyone at once.
  • Fresh start at the airport: going back to the airport (host menu, game over or the end of a run) now clears every part of the mode on every player's game: roles, role choices, freezes, rewards, cooldowns, captures, loadout records, mandrake and zombie timers, the last campfire. The next run starts exactly like the first one after launching.
  • Luggage: flares, compasses, pirate's compasses and warp compasses never come out of any luggage during a round; each is rerolled from that luggage's own loot pool (LuggageExcludedItems). Regular (runner) luggage can now also hold a faerie lantern, anti-rope cannon or anti-rope spool, each at 0.75× the chance of a snowball (about 7.2% per item slot each, vs 9.6%; LuggageRareExtraItems, LuggageRareExtraWeight). These three are runner items: chasers can't pick them up or use them during a round.
  • Head start 23 s by default (was 20; HeadStartSeconds).
  • The Thunderstore page now links to the GitHub repository. Its description no longer mentions a tracking blowgun (darts make runners drowsy since 1.8.3).

1.8.3

  • Mandrakes: waves come every 45 seconds (was 20); each dropped mandrake is removed 10 s after it appears if it is still lying on the ground (MandrakeLifetimeSeconds).
  • Mandrakes no longer make runners drowsy (MandrakeNoRunnerSleep), and chasers get 90% of their vanilla drowsiness (MandrakeChaserSleepMultiplier).
  • Mandrakes only in the first two biomes (MandrakeLastSegment).
  • Explosion sounds are now on their own timer (every 2 minutes at each runner outside a safe zone, in every leg) and switched off for now (a code switch, not a setting). MandrakeExplosionSound is removed.
  • Petrification is cleared for every player when a leg ends (and again when the next starts; ClearPetrifyEachLeg). Replaces the 3% safe-zone relief (SafeZonePetrifyRelief removed).
  • Blowgun: a dart no longer marks the runner with flare smoke (TrackingSmokeSeconds removed); it adds 20% drowsiness (was 18%). Firing takes 1.65× as long as in vanilla (BlowgunUseTimeMultiplier), and the cooldown is 72 s (was 30).
  • Capture rush no longer adds up: a capture while it runs starts its 4 s over (CaptureBoostExtendSeconds removed).
  • Chaser gem grows with captures: each capture makes that chaser's gem speed boost 1.7% stronger for the rest of the leg (its length stays the same; GemCaptureBonus); reset every leg.
  • Chaser gem: 5% petrification per use (was 3%); the runners' flare smoke lasts 3 s (was 5).
  • Runner dash: goes 7 m (was 4.3) and lifts the runner up, like Scout's Initiative's double jump at half the height (DashLiftFactor). Dashing while falling fast (8 m/s or more) cancels 80% of the fall speed and fall time (DashFallMomentumCancel). The mid-air float no longer stops the lift. The chasers' flare smoke lasts 5 s (was 3).

1.8.2

  • Mandrakes sooner and more often: they start dropping 1 minute after the head start (was 3) and come every 20 seconds (was 60).
  • Mandrake boom: each mandrake drop comes with the dynamite's explosion sound at that runner, heard by everyone (sound only: no damage, no knockback; MandrakeExplosionSound).
  • Chaser gem reveals runners: using the chaser gem makes every living runner give off flare smoke in their own colour for 5 s (GemRevealSeconds).
  • Runner dash reveals chasers: each dash makes every living chaser give off flare smoke in their own colour for 3 s (DashRevealSeconds).

1.8.1

  • Cooldowns refresh every leg: when a leg starts, the blowgun, chaser gem and dash gem cooldowns are reset for everyone (freeze immunity was already reset).
  • Hunger: grows at 0.7× the vanilla rate during a round (still scaled by the ascent, HungerRateMultiplier), and not at all for a runner in a safe zone.
  • Dash fall protection: from 0.5 s after a dash, the runner takes no fall damage (and isn't knocked down by a fall) for 1 s (DashFallProtectDelay, DashFallProtectSeconds).
  • Energy drinks last their vanilla time again (EnergyDrinkDurationMultiplier removed); the drowsiness when they wear off stays at 1.5×.
  • No energy drinks or lollipops for chasers: besides the name list, any item that gives the energy-drink speed boost or unlimited stamina is now refused to chasers and kept out of clown luggage. The host log lists what each clown luggage was filled with.
  • Snowballs: the hit is now detected on the thrower's client (which simulates the snowball) and sent to the scout it hit, who gets the extra 10% push and, if a runner's snowball hit a chaser, 3 s of blindness (was 2.5 s).
  • The runners' head-start countdown is in PEAK yellow (same style and transparency).
  • The host-controls hint uses a smaller font.

1.8.0

  • Fog, lava and gloom back to vanilla: they start rising on PEAK's own timer and at PEAK's own speed (no more 5-minute start and 2.5x speed). FogStartDelaySeconds and FogSpeedMultiplier are removed; 6 settings remain configurable. The fog still never hurts chasers.
  • Captures fixed: a runner's backpack or fanny pack, thorns, arrows and stuck items can no longer take over a chaser's interaction (the backpack menu could open in place of the capture when the chaser was just outside capture range). A capture starts with the cursor anywhere on the runner, from any side, and once started keeps going while the runner moves; it only breaks if they get clearly out of reach (1 m beyond CaptureRange), drink fortified milk or reach a safe zone.
  • Chasers can only capture runners: no carrying a passed-out runner, no using items on them, no opening their backpack or fanny pack, no pulling thorns, arrows or stuck items off them.
  • Capture rush: each capture now gives the chaser an energy drink + lollipop for 4 s (speed boost and unlimited stamina, no drowsiness; CaptureBoostSeconds), and each further capture while it runs adds 3 s (CaptureBoostExtendSeconds). Replaces the small speed boost and the morale boost.
  • Chaser gem cooldown 20 s (was 60) and 3% petrification (was 8%).
  • Runner dash cooldown 32 s (was 70) and 3% petrification (was 5%).
  • Freezes last 8 s (was 10).
  • Red glow on chasers fixed: it is now kept up every frame at full strength, exactly like fortified milk's glow, instead of fading between refreshes and losing to PEAK's other status pulses.
  • Gathering at the campfire: after a leg everyone is placed within about 4 m of the campfire. When the role window closes, anyone more than 5 m away (or still dead) gets everyone brought there once more, and roles and timers start 1.5 s later. A chaser frozen in mid-air when the leg ends is no longer pulled back to where they froze.

1.7.2

  • Gems put themselves away: after a gem's ability fires (the chaser boost or the runner dash), the gem goes back to its hotbar slot so the hands are free; it isn't dropped.
  • Fix: on the shore, runners couldn't interact with anything for the first ~3 seconds of their head start. The start-of-run interaction lock now ends exactly when the role reveal ends (SpawnInteractLockSeconds removed).

1.7.1

  • Runner dash 4.3 m (was 3.2) and 5% petrification per dash (was 6%).
  • Runners' head-start speed boost lasts 4 s (was 3, HeadStartBoostSeconds).
  • New Thunderstore summary (no more fireworks; mentions the chaser and runner abilities).
  • The mandrake settings (MandrakeStartSeconds, MandrakeIntervalSeconds, MandrakeFirstScreamSeconds) can no longer be changed; 8 settings remain configurable.

1.7.0

  • Fewer settings, always current: only 11 settings can still be changed (HeadStartSeconds, HeadStartBoostSeconds, RunnersPerChaser, FogStartDelaySeconds, FogSpeedMultiplier, ZombieStartDelaySeconds, ZombieWaveDelaySeconds, ZombieLifetimeSeconds, MandrakeStartSeconds, MandrakeIntervalSeconds, MandrakeFirstScreamSeconds). Everything else is built in, so every host runs the same rules. The config file now remembers which version wrote it; when a different version starts, the file is reset to that version's defaults, so old values never carry over.

  • Capture hold 0.45 s (was 0.4, CaptureHoldSeconds).

  • Runner dash: runners carry Scout's Ambition (RunnerGemItem) in their hotbar; using it dashes them 3.2 m horizontally where they look (DashDistance; walls stop it, not while climbing), and a dash in mid-air floats them for 0.65 s (DashAirFloatSeconds), with a 70 s cooldown shown above its slot (DashCooldownSeconds) and 6% petrification per dash (DashPetrify). Its own power is never used and chasers can't use it. Given at every leg start and to chasers who become runners; runners who become chasers drop it with everything else.

  • Gems only do the mod's abilities: during a round, Scout's Ambition (runners) and Scout's Initiative (chasers) never switch on their original scout-gem power, so no stamina aura, double jump or their petrification; only the dash and the chaser boost.

  • Safe at the campfire: when the runners win a leg, every runner in the safe zone loses 3% petrification (SafeZonePetrifyRelief).

  • Captures up close: a chaser has to be practically touching a runner (CaptureRange, 1.4 m) to start or keep a capture. Up close the capture always wins over anything else in view, whichever way the runner faces: their backpack or fanny pack, and stuck thorns, arrows or cactus balls, no longer get in the way.

  • Chaser list: a chaser's freeze countdown can never show more than the freeze length; if the game ever reports more, it is logged.

1.6.1

  • Capture hold 0.4 s (was 0.75, CaptureHoldSeconds). The runner's capture bar follows it.

1.6.0

Roles

  • Role choice can't get lost: while the role menu is available (airport or role window) every player's game re-sends its choice to the host every 2 seconds. The draw stays: chasers come only from players who chose CHASER; only if nobody did is a random player picked.
  • Role swaps are checked leg to leg: the host saves everyone's role when a leg ends (before the role window) and compares it with the new roles when the next leg starts. Changed players drop or get their role items. Every runner's own game also drops any chaser item it still carries shortly after each leg starts.

Capture

  • Capture hold 0.75 s (was 1.5, CaptureHoldSeconds).
  • The runner sees the capture progress too: a red bar under their crosshair ("X IS CAPTURING YOU!").
  • A runner under fortified milk can't even be targeted for a capture.

Chasers

  • The chaser ability item is now Scout's Initiative (a scout gem, ChaserGemItem) instead of the napberry: same 1 s delay, 2.25 s speed boost + unlimited stamina, 60 s cooldown and 8% petrify. Its own power is never used. Settings renamed Napberry* → Gem* (ChaserGem, GemBoostSeconds, …). Napberries are normal food again, for everyone.
  • Chasers can't use snowballs (ChaserForbiddenItems).
  • No more Scoutmaster sounds on chasers: the old random Scoutmaster sound effect (ScoutmasterSounds) is removed; it could still be switched on by an older saved config and caused audio glitches. Runners still hear the Scoutmaster chase music.

Items

  • Regular luggage can also hold fortified milk, snowballs, brown berrynanas and energy drinks during a round, every leg: each item it spawns has a 38.3% chance to be one of them, about 9.6% for each (LuggageExtraItems, LuggageExtraChance).
  • Snowballs push 10% harder when they hit someone (SnowballKnockbackBonus).

HUD

  • The host sees PRESS HOTKEY (+) FOR HOST CONTROLS just above their stamina bar. The host menu also opens with numpad +.

1.5.1

  • Dropped mandrakes scream right away: their first scream comes 0.75 s after they appear (MandrakeFirstScreamSeconds). Later screams keep PEAK's timing.

1.5.0

Roles and legs

  • New roles every leg. When a leg ends, everyone (the dead revived) is brought next to the campfire and frozen for a 10-second role window (RoleWindowSeconds): press - to choose RUNNER (the default) or CHASER. Then the campfire lights itself and new roles are drawn at random from the volunteers, one chaser per 4 runners at most (RunnersPerChaser); if nobody volunteered, one random player is the chaser. Replaces the airport chaser odds and ChasersByPlayerCount.
  • Every leg has a winner: the runners win it when every living runner reaches the next safe zone, the chasers when every runner is dead. A notification shows who won and the time left to choose.
  • Role swaps: a runner who becomes a chaser drops every item and their backpack, then gets the blowgun and napberry; a chaser who becomes a runner drops the blowgun and napberry and gets a backpack if they have none, plus this leg's runner items if they haven't had them. Runners can't use napberries any more (or blowguns). A chaser can carry only one blowgun and one napberry; a second can't be picked up (the cooldowns belong to the player, not the item).
  • Airport: the - menu is in the airport too, for the first leg's draw: RUNNER is pre-selected, CHASER puts you in the pool. Chasers are a random pick from the pool (no odds); nobody in it = one random chaser.
  • Scout statues are off during a round (DisableScoutStatues): no revives, no items. Statue conversions are gone.
  • Campfires can't be lit by hand during a round.
  • Back in the airport (game over or the host menu) the mod resets the round, roles and choices, so the airport plays like vanilla PEAK.

Chase

  • Captures need a hold: a chaser looks at a runner and holds interact for 1.5 s (CaptureHoldSeconds), like eating a scout, with the same hold ring. Running into a runner no longer captures.
  • Freeze lasts 10 s (FreezeDuration).
  • Fog, rising lava and rising gloom start 5 minutes after the head start every leg (FogStartDelaySeconds), instead of PEAK's own timing, and rise 2.5× faster (FogSpeedMultiplier, was 1.5×).
  • Mandrakes are dropped at every runner outside a safe zone every minute, from 3 minutes after the head start (MandrakeStartSeconds, MandrakeIntervalSeconds).
  • Safe zone radius 20 m → 15 m.
  • Fireworks removed: no more bursts above players during the chase (FireworkIntervalSeconds and FireworkHeight are gone).

Runners

  • A 3-second energy-drink boost (no drowsiness) at the end of every head start (HeadStartBoostSeconds).
  • Snowballs thrown by runners blind the chaser they hit for 2.5 s (SnowballBlindSeconds).
  • Stamina regeneration +18.5% (was +12%).

Chasers

  • Napberry boost (ChaserNapberry): chasers carry a napberry that is never eaten. Using it gives, 1 s later (NapberryDelaySeconds), a 2.25 s energy-drink speed boost plus unlimited stamina (rainbow bar, NapberryInfiniteStamina), then a 1-minute cooldown that starts when the effects wear off, with a cooldown number above its slot, and adds 8% petrification; each capture removes 5% (NapberryBoostSeconds, NapberryCooldownSeconds, NapberryPetrify, CapturePetrifyRelief).
  • The blowgun can't be dropped or thrown, and players who stop being chasers lose it. Every chaser, including a runner who just became one, is kept supplied with the blowgun and napberry: the host checks every half second and hands out whatever is missing (making room if their slots are full).
  • Take half of vanilla negative statuses (was 1/3, ChaserStatusMultiplier).
  • Blowgun tracking smoke lasts 7 s (was 5).
  • Chasers glow red for everyone: PEAK's own status glow on their body, like the yellow glow of milk's invincibility (ChaserRedOutline, ChaserGlowIntensity).
  • Can use dynamite and mandrakes (ChaserAllowedItems).

Items

  • The golden Bing Bong is removed and its invincibility shield is switched off (BanGoldenBingBong).

1.4.0

Round flow

  • Lighting a campfire freezes everyone and starts the next leg right away: role reveal → runners' head start. The biome title no longer matters (BiomeTitleSeconds and NoTitleFallbackSeconds are gone).
  • Shore start: nobody can move until every player has woken up and loaded in; then the role reveal and timers start.
  • Peak: the runners win once every living runner is at the peak (was: the first one). The chasers are then brought up there and die (PeakChasersDie).
  • After every runner was caught and the chasers were sent ahead, the next campfire gives no first-runner reward.

Runners

  • The first-runner reward is now a fortified milk (RewardItems).
  • Leg, biome and reward items no longer get "stuck" in a hotbar slot. They are dropped at the runner's feet and their own game picks them up the vanilla way (into a free slot and into their hands). With every slot full, the item stays on the ground in front of them.
  • Blowgun darts add 18% drowsiness (was 10%, BlowdartDrowsy).
  • Chase music: a runner with a chaser closing in hears PEAK's own Scoutmaster chase music, fading in under 50 m and louder under 25 m (ScoutmasterChaseMusic). The old random Scoutmaster sounds at chasers kept cutting out and are now off by default (ScoutmasterSounds).

Chasers

  • Take 1/3 of vanilla fall damage (was 1/4, ChaserFallDamageMultiplier); a big fall still knocks them down.
  • Cactus balls can be picked up by chasers (and by everyone: they were wrongly treated as a hidden item). Added to ChaserAllowedItems and AllowedHiddenItems.
  • Can't see runners' name tags (ChasersSeeRunnerNames).
  • Blinded while frozen: a runner's freeze also gives the chaser PEAK's blue-flower blindness until it ends (FreezeBlindsChasers).

1.3.2

  • Everyone stays frozen only 3 s after a runner sees the next biome title, instead of 7.5 s (BiomeTitleSeconds).
  • The role reveal now reads YOU ARE A... RUNNER / CHASER, and the runners' countdown reads YOU HAVE A HEADSTART... RUN!

1.3.1

Round flow

  • Lighting a campfire no longer freezes everyone right away. The chase ends and everyone can move until a runner walks far enough to see the next biome's title. Then everyone freezes while it plays, and the next leg starts: role reveal → runners' head start. If the title was already seen (or there is none), everyone freezes at lighting and the leg starts NoTitleFallbackSeconds (now 5 s) later.

Balance

  • Safe zone radius 30 m → 20 m (CampfireSafeRadius).

Items

  • Energy drink speed boost lasts 65% less (EnergyDrinkDurationMultiplier = 0.35).

HUD

  • The airport chaser-odds hint is readable again: yellow text on a dark plate instead of a thick outline that turned it black.

1.3.0

Runners

  • Biome items: at the start of each leg every runner also gets an item for the biome ahead: a heat pack in the Alpine, a sports drink in the Caldera, an early worm in the Gloom and aloe vera in the Mesa (RunnerBiomeItems). These items are never treated as hidden.

Airport

  • Chaser odds: in the airport every player can press - to pick I want to be a chaser / no preference / I'd rather be a runner. The choice goes privately to the host's game only and is never shown to anyone, weights the initial role draw (ChaserOddsWantChaser 3, ChaserOddsNoPreference 1, ChaserOddsRatherRun 0.25) and is cleared after every draw. Statue conversions stay fully random. The host can switch it off with ChaserPreferenceEnabled.

Balance

  • Safe zone radius 30 m → 20 m (CampfireSafeRadius).

Items

  • Fortified milk is twice as heavy (FortifiedMilkWeightMultiplier) and its invincibility (and so its capture protection) lasts 65% less (FortifiedMilkInvincibilityMultiplier = 0.35).

1.2.0

Round flow

  • Lighting a campfire freezes everyone and shows the next biome's title right away (it used to need someone to walk past the biome's progress point). Once the title has played, the next leg starts: role reveal (everyone frozen) → runners released for their head start → chasers frozen and blind until it ends.
  • Every runner dead (passing out doesn't count): instead of ending the round, the chasers are sent to the next campfire. The scout statue there revives everyone and turns one extra revived runner into a chaser (WipeExtraConversions). The chasers only win this way when there's no campfire left to go to.
  • No chaser alive (all dead, or none - e.g. a host playing solo is a runner): mushroom zombies hunt runners outside the safe zones. Each wave sends ZombiesByPlayerCount zombies (1, then 2 from 6 players, 3 from 10), each after one random runner; each lasts 2 minutes; after a wave is gone (killed or expired) there is a 2-minute cooldown (ZombieWaveDelaySeconds) before the next, until the runners reach the campfire or a chaser is back. Each spawn is announced to everyone in the middle of the screen ("A ZOMBIE IS ON THE HUNT") with PEAK's lava-rises alarm and a screen shake (ZombiesWhenChasersDead, ZombieLifetimeSeconds, ZombieSpawnDistance). All zombies are removed the moment the leg ends: every runner safe at the campfire, or every runner caught and the chasers sent ahead. Zombies only start 5 minutes after the head start ends (ZombieStartDelaySeconds).

Balance

  • Safe zone radius 50 m → 30 m, and runners inside a safe zone can no longer freeze chasers.
  • Runner stamina regeneration back to +12% (from +18%).

Balance

  • Safe zone radius 30 m → 20 m (CampfireSafeRadius).

Items

  • Shroomberries can be eaten again (runners), but every effect they cause lasts only 1 second (ShroomberryEffectSeconds): timed effects end, knock-downs are cut short and negative statuses are taken back. The hunger they cure is unchanged.

Host menu

  • New host menu on the = key (KeyHostMenu), built from PEAK's own menu buttons and fonts: restart at the airport, restart at the previous campfire, teleport everyone to the next campfire, and debug hotkeys on/off.

Fixes

  • Zombies were spawned asleep and hidden (how PEAK spawns its own), so the alert showed but no zombie came, and PEAK culled the sleeping ones. They are now woken up and pointed at their runner once they have faded in, and the alert is only sent when that has happened.
  • Zombie cooldown was skipped when a zombie expired, so a new zombie (and its announcement) came the moment the old one ran out. A wave now only ends once all its zombies are gone (expired, or killed and their body cleaned up 5 s later), and the 2-minute cooldown always starts then.
  • Items given at the start of a leg could land in the selected empty-hand slot without showing in the player's hands, making the slot look blocked. The player now holds the new item if their hands were empty.
  • Shroomberries, Napberries, Kingberries, Clusterberries and other naturally placed items could not be picked up by anyone. Napberry, Kingberry, Clusterberry and Shroomberry are now always allowed (AllowedHiddenItems, any colour); Weird Shroom stays removed (BannedItems). The hidden-item check only knew spawn pools and spawners; it now scans everything in the level that places or references an item (scenery items included), so only real test/unused items are removed.

1.1.0

Roles

  • Roles now last for the whole run. PEAK re-triggers its run start during a run (scene loads, quicksave resume), which could re-roll roles mid-run and turn dead or converted chasers back into runners. A chaser who dies stays a chaser when revived, and so does anyone who became a chaser. Roles are only re-rolled when a new run starts from the airport.
  • Chasers revived by a scout statue get their blowgun back right away.

Chasers

  • Fall damage is back at 1/4 of vanilla (still scaled by the ascent) instead of none. ChaserFallDamageMultiplier (0.25) replaces ChaserNoFallDamage.
  • 6% faster climbing on walls, ropes and vines (ChaserClimbSpeedMultiplier).
  • Can no longer use energy drinks, lollipops, shroomberries or the Roots fungi (Bounce, Cloud, Shelf, Warp), which counted as food (ChaserForbiddenItems). They are also kept out of clown luggage. The healing Remedy Fungus stays allowed (ChaserAllowedItems).

Runners

  • Stamina regeneration raised from +12% to +18% (RunnerStaminaRegenMultiplier).

HUD

  • Blowgun cooldown is now a seconds countdown above the blowgun's hotbar slot, in the head-start countdown's font, replacing the ring that wasn't showing.

1.0.0

First release of the Chasers vs Runners game mode.

  • Random chasers per lobby size; role reveal, head start with frozen and blind chasers.
  • Runners freeze chasers by looking at them (range, cooldown/immunity, mid-air and climbing freezes, icy pulses).
  • Captures by collision, host-validated; campfire safe zones; campfire-to-campfire legs that restart after each biome title.
  • Chaser kit: unlimited blowgun with tracking smoke, speed and capture boosts, reduced statuses (not hunger), no fall damage, fog and zombie immunity, clown-luggage access.
  • Runner kit: backpack, per-leg random item, faster stamina regeneration, fortified-milk protection, energy-drink reward.
  • Scout statues convert a ghost into a chaser; campfire food for everyone; fireworks and Scoutmaster sounds for chasers.
  • Removed items: amulets, gems, rescue claws, jetpacks, gliders, world blowguns, hidden test items.
  • Host quick restart (F10), host-synced config, version check for players without the mod.