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Wave Survivor

Defend the Monolith against waves of monsters and bosses: 9 themed hordes, relics, loot and a full in-game editor.
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Wave Survivor 1.3.0 — The Kingdom Update

File namewavesurvivor-1.3.0.jar
Uploaded
Oct 5, 2026
Downloads
23
Size
1.9 MB
Mod Loaders
Forge
File ID
9068614
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:wave-survivor-1721292:9068614")

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What's new

Wave Survivor 1.3.0 — The Kingdom Update

Includes everything from 1.2.2 (never released separately).

🏰 Kingdom mode: shared economy

  • Shared Treasury for the whole team, shown on the right of the screen: Coins, Stone, Wood, Iron and Breach Essence.
  • Coins: picked-up emeralds go straight to the treasury. "Withdraw 10 ◆" gives emeralds back to trade with merchants.
  • Stone / Wood / Iron: every natural block you mine adds 1. Deposits also give Iron.
  • Anti-farm: blocks placed by players (or made by water + lava) give nothing, even if placed before the game.
  • Breach Essence: earned by destroying Catalysts, slaying gate guardians, exhausting breaches and defeating assault bosses.
  • All Kingdom costs (defenses, level 3 variants, Town Hall, walls, traps) now use the treasury.

♟ Kingdom mode: 9 roles

Pick your role at the altar or in the new Roles tab of the Monolith. One role per player, unique, and final until the end of the horde (creative / op players can switch). Each role has its own page with its full description and actions.

  • Arcanist: light beam + HUD arrow to Catalysts, 20% chance of a 2nd Catalyst. Drawback: bigger Calm breaches.
  • Miner: light beam + arrow to deposits, more and bigger deposits, Haste II, 25% double loot. Drawback: deposits vanish 20% faster.
  • Builder: buildings 20% cheaper and +10% HP, Demolition Charge (instantly deals the rest of a gate's breach). Drawback: repairs +25%.
  • Commander: +1 soldier per barracks, Rallying Horn to send soldiers to a banner.
  • Quartermaster: +20% coins, -15% at merchants, interest at the end of each Assault.
  • Alchemist: reagents from kills, 5 stackable throwing flasks (Frost, Fire, Healing, Storm, Bastion), each upgradable to level 3.
  • Bounty Hunter: a contract every Calm (elites, siege units or kills) paying Coins + Essence. Drawback: elite ★ enemies appear.
  • Augur: picks 1 omen out of 3 before each Assault (10 omens, rotating).
  • Scavenger: Wood and Iron drops only they can pick up. Drawback: more siege units.

👁 10 Omens

Low Tide, Rich Spoils, Sleeping Gate, Frenzy, Iron Rain, Drowsy Guardians, Royal Hunt, Fair Winds, Blood Moon (red sky, red full moon, doubled Essence, breaches during the Assault) and Offering. Each one has an upside and a drawback.

☠ Death & survival (Kingdom)

  • Solo: dying ends the Kingdom game.
  • Multiplayer: 10 s as a spectator above the Monolith, then back in the fight. Defeat if everyone falls at once.
  • Keep Inventory is turned on during Kingdom games (only if it wasn't already) and restored afterwards.

👑 Final boss arena

  • The final boss can now wait in its own arena dimension: a portal opens (at the King's Gate in Kingdom mode, near the altar in classic hordes) and the team fights it there.
  • Toggle and arena radius are set per horde in the editor.

💾 Game saving

  • Classic hordes (and hordes started by command) are saved: disconnect or close the world, and the horde resumes where you left it.

🔓 Horde progression

  • Hordes can require other hordes to be finished first, optionally at a minimum difficulty (up to 4 conditions per horde).
  • The altar shows which conditions are met or missing.

⏳ Forced wave end (classic + Kingdom)

When 10% or less of a wave is left, a countdown starts (60 s by default, editable per horde, 0 = off). Remaining monsters glow through walls; when time runs out they vanish without loot and the game moves on. No more waves stuck on a lost mob.

💀 Bosses

  • 8 new boss affixes.
  • Affixes can be picked manually (one or several) or left random.
  • Boss minions can be resized too.

🛠 Editor

  • Entities & Skills tab reworked: search bar, skill descriptions, drop-down menu to add skills, fixed loot section and overlapping texts.
  • Skills can be added directly to horde units in the Mobs tab, no custom entity needed.
  • New unit option "Can attack the Monolith" with damage per hit: jumpers, exploders and other mobs can now damage the Monolith and towers.
  • Monolith Breaker (formerly "Profaner") can be set directly on any unit in the Mobs tab.
  • Pehkui support: set the size of units, bosses and minions.

🧱 New visuals

  • Rampart: a real fortress wall (base, body, battlements) with a reinforced version.
  • Castle gate 3×3: double doors, crested lintel, blue braziers, raised portcullis when open.
  • 5 traps redesigned: spikes, fire, frost, explosive, snare.
  • New texture for the Hunter's Mark relic.

⚔ Siege behaviour

  • Sappers run to the nearest building (Monolith, tower, wall, gate) and explode; Rams charge buildings and hit them hard. With no building nearby, they follow their path.
  • Sapper explosions no longer destroy the terrain.
  • Building-attacking mobs (spiders, silverfish…) go back to their path instead of getting stuck.
  • Kingdom march: units no longer turn back or get stuck on their way.
  • Silverfish can no longer infest stone during a horde.

🐛 Fixes

  • Rampart reinforcement works on walls placed before the game or before a world reload; no more floating or stacked segments.
  • Returning from the final boss arena no longer drops you into the void.
  • Boss protectors (Necropolis) no longer spawn outside the arena.
  • Classic hordes no longer show Kingdom tabs in the Monolith shop.
  • Fixed a server crash caused by conflicting event handlers.

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