TheUnnamed 1.1
What's new
The Unnamed — v1.1 Changelog
New features
Flash jumpscare — a real, in-your-face scare: it appears 2.5–4 blocks directly ahead of you, screams, and vanishes again in under half a second. No chase, no damage — never fires once you're in the final WEAKENED fight. Test it any time via the menu's Force Jumpscare button or /scriptevent tu:scare.
Ambient & environmental encounters — new independent scare layer (encounters.js) that runs alongside the stalker, not through it:
Ambient: a sourceless sound + one-tick darkness flicker, no monster involved at all.
Environmental: a footstep/thud sound played at a point a few blocks from you rather than in your ear, so it reads as coming from the world.
Close-pass spawns — ~15% of stalks are now a short, closer scare (10–16 blocks out) that resolves on its own in 5 seconds instead of a full 35-second stalk.
Rush feints — ~1 in 8 rushes now breaks off after 1.5–3 seconds without landing a hit, with its own "giving up" cue instead of the usual scream/hit.
Rush speed bursts — chases that run long enough now get a short mid-chase speed spike instead of a flat pace the whole way.
Balance
Spawn-check cadence is now jittered ±20% so it can't be timed by feel.
Combined spawn-chance bonus (hunt count + learned habits) is now capped, so it can't stack to a near-certain roll at high hunt counts.
Bug fixes
Rush animation now triggers on modified_move_speed > 0.05 || is_moving, fixing cases where it never played because the scripted speed bump wasn't reflected in modified_move_speed.
New menu entry and scriptevent for manual jumpscare testing.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include