Update Pitch: Deep DarkΒ
Anti-cheezing stuff basically.
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πΊοΈ Blocks/ Structure
- Stone ruins and chest pedestals act as acoustic amplifiers. Running or looting transmits echoes through skulk veins to the sculk blocks.
- To avoid bypassing the boss phase using shift hold, decoy blocks/Skulk membranes (looks almost like skulk blocks) cover 30% of the terrain. Stepping on one triggers a loud, wet squish sound creating a sensory trigger.
- Walking on wool over a membrane is silent, but jumping/falling onto it carries a 30% chance to trigger the squish anyway.
- Swift Sneak lowers the base trigger rate of bare membranes from 100% down to 50%(max).
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π Mobility
- Only one Warden exists. It only teleports if a player tries to flee to another part of the city using high-speed gear (Elytras/Pearls).
- The Wardenβs pathfinding speed and mobility scale up proportionally with every chest looted.
- Teleportation: It shuffles down into the deepslate, travels as a sculk-particle ripple, and claws back up, giving a tight response window. (when players get away)
- It targets using: Threat = Distance to Chest + Distance to Warden Vector. It always prioritizes the player closest to the vaults.
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π― Mechanics
- Projectiles: Eggs/snowballs act as local bait but fail at long ranges. Bows/wind charges pull it across rooms but create dangerous firing noises.
- Defeating the 600-HP Warden melts it for 3β5 minutes, granting a temporary looting sprint.
- The Warden permanently disappears only when the final chest is completely emptied.
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