Wave Survivor 1.2.1
Curse Maven Snippet
What's new
Wave Survivor 1.2.1 — The Pillager Siege
New ready-to-play Kingdom horde: The Pillager Siege
- Fully vanilla: 4 Dens, 10 Assaults, a 5-minute Calm and wild spawns blocked during the siege.
- 13 units, including 7 special ones with skills: Elite Crossbowman (bolt volley), Raid Witch (potion rain), Illager Berserker (charge + finishing blow), Raid Evoker (fang circle), Illusionist (mirages + shadow step), Standard-Bearer (war banner) and Armored Ravager (horn strike).
- Siege units: Battering Ram, Sapper and Climber.
- 3 special Assaults: Night Raid, Banner of War and The Circle of Evokers.
- 2 bosses: the Raid Captain (Assault 5) and the Evoker King behind the King's Gate, with new skills unlocked in phases 2 and 3.
- Merchants, roulette chests and reliquaries every Calm, plus chaos events (emerald, iron, gold and diamond deposits, war totem, storm).
- Altar recipe: 1 crossbow + 8 emeralds.
- Added automatically to existing worlds, only once: your own hordes are never overwritten.
Mutators are now fully working
All 15 mutators now have their effects (Frenzy, Armored, Swarm, Volatile, Venomous, Fragile, Hungry, One Life, Enraged, Escort, Eternal Night, Unstable Ground, Glass Monolith, Brutes, Runts), and their reward bonus now multiplies loot and end-of-horde rewards. Game rules changed by a mutator are restored when the horde ends.
Kingdom balance
- Defenses are sturdier: 350 HP for towers (300 for the Shrine, 450 for the Barracks) and +100 HP per level.
- Sappers now deal 200 damage to walls and defenses instead of destroying them outright.
- Assault bosses can be tied to a specific Gate in the editor.
- Smoother day/night transition: the sunset and the sunrise now take most of the 15 seconds.
Visuals
- New Sacred Bone relic texture.
Fixes
- With the claim disabled, defenses placed outside the claim area now take damage.
This mod has no additional files

