WaveRun
A Wave Run lobby game mode: an endless Crab Champions style run with Risk of Rain 2 scaling, a boss every 5th round, an island that regrows each round, and a new themed island every 5 rounds. Every player needs it.
By muckers
| Last updated | 2 hours ago |
| Total downloads | 12 |
| Total rating | 0 |
| Categories | Addons |
| Dependency string | muckers-WaveRun-0.5.5 |
| Dependants | 1 other package depends on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_Muck
BepInEx pack for Muck. Preconfigured and ready to use.
Preferred version: 5.4.1101README
Wave Run
Pick Wave Run in the lobby's game mode row.
Muck as an endless Crab Champions style run, scaled like Risk of Rain 2. Fight round after round until everyone is dead, with a boss every 5th round, a prep timer, an enemy counter, a difficulty label and big banners.
- Prep. It is day. Gather and craft. You have 2 minutes before round 1 and 75 seconds before every later round.
- Fight. Dusk falls and the round's mobs come at you in batches. Graves can only be revived in prep. There is no timer: the round ends when every enemy it brought is dead. When the last 5 are left for 15 seconds, an amber marker with its distance shows over each one, at the edge of the screen when it is behind you. If you do not hurt any of them for 45 seconds, the ones far away are brought to you, and again every 45 seconds until they are dead.
- The island regrows. Before every round after the first, every tree, rock, ore, bush and ground pickup from world generation grows back where it was. Nothing grows back under your builds or right where a player or mob is standing; those spots regrow before a later round.
- Reward. Clearing a round drops one powerup for each player, a few steps in front of you.
- Every 5th round is a boss. One random vanilla boss, no other mobs. When the fight starts, everyone alive is moved together to a flat, open spot near the team, and the boss spawns 25 m away. A player revived during the fight joins them there. The banner and the HUD name it from the boss itself, so with RoR2 Enemies a converted Big Chunk reads "BOSS: STONE TITAN". Kill it for "BOSS DEFEATED" and a better powerup, then the next round's prep begins.
- A new island every 5 rounds. After round 5, 10, 15 and so on, "ISLAND SINKS SOON" shows and you have 20 seconds to grab the boss loot. Then the screen goes dark while the island is rebuilt as the next map, and you land on it with 2 minutes to gather. The round's reward waits for you there.
- It never ends until everyone is dead. The end screen says "Run over: round 23" and shows how far you got.
Maps
| Map | What it looks like |
|---|---|
| Home Isle | The lobby's island, the vanilla look. Always the first map |
| Saltpan Mesas | Bleached salt flats stepping up to tan mesas, a turquoise lagoon, warm fog. Few trees, thin firs, more rocks and gold |
| Frostbite Atoll | A ring of snowy hills around a lagoon, icy water, cool fog. Firs only, more cows |
The maps after the first cycle through MapOrder (Saltpan Mesas, then Frostbite Atoll). Each map's seed comes from the lobby seed, so the same seed gives the same run.
At a switch you keep your inventory, hotbar, armour, powerups, HP and the run. Mobs, items left on the ground and builds are gone. Whatever your storage, furnaces and cauldrons held drops in a pile at the new spawn. Graves move to the new spawn and can still be revived in prep. Nobody moves until every player has the new island, or 20 seconds pass.
Getting harder
Like Risk of Rain 2, a difficulty coefficient rises with the run's time and with every round played. Each round has a few more mobs, and they have a little more HP and hit a little harder. The HUD shows the label: EASY, MEDIUM, HARD, VERY HARD, INSANE, IMPOSSIBLE, I SEE YOU, I'M COMING FOR YOU, HAHAHAHA. With the default settings, solo, and about 90 seconds of fighting per round:
| Round | Mobs | Mob HP | Mob damage | Label |
|---|---|---|---|---|
| 1 | 11 | 1.1x | 0.9x | EASY |
| 5 | boss | 2.9x | 2.6x | EASY |
| 10 | boss | 4.1x | 3.4x | MEDIUM |
| 20 | boss | 7.7x | 5.7x | VERY HARD |
| 30 | boss | 13x | 9.4x | I SEE YOU |
| 50 | boss | 35x | 23x | HAHAHAHA |
Round 9 has 31 mobs, round 19 has 68 and round 49 has 192 (at most 200). HP and damage are relative to a vanilla day-0 mob on Normal. Every player alive when the fight starts brings a full solo round of mobs: two players face twice as many, four players four times as many (124 in round 9). At most 30 are alive at once solo, 40 with two players, 60 with four and 80 with six or more; the rest arrive as you kill. A player who is still dead when the fight starts adds no mobs, so the last survivor of a lobby faces a solo round. The count is fixed for the round: dying or being revived mid-round does not change it. Animals such as cows keep their vanilla HP, so food stays easy to hunt.
Dead players can be revived at their grave during prep, which is daytime.
Multiplayer
Every player needs this mod, the same version. The host picks Wave Run in the lobby, and only the host's gameplay settings are used. In a Survival, Versus or Creative game the mod does nothing. A player without the mod still fights the first island's rounds, but resources do not regrow for them, they see ~wr5 lines in chat, and at the first map switch they stay behind on the old island. With Shrine of Chance, use 0.3.5 or newer: 0.3.4 places its shrines on the first island only.
Config
BepInEx/config/evan.muck.waverun.cfg, created on first launch. Every setting but the HUD ones is the host's.
| Setting | Default | |
|---|---|---|
RoundCount |
0 | 0 is endless. Above 0, the last round is a boss and killing it wins |
BossEvery |
5 | Every round divisible by this is a boss round |
FirstPrepSeconds |
120 | Prep before round 1 |
PrepSeconds |
75 | Prep before every later round |
MaxAliveBase, MaxAlivePerPlayer, MaxAliveCap |
20, 10, 80 | Mobs alive at once: base + per player × players alive at the round's start, at most the cap |
HuntBelow, HuntDelaySeconds |
5, 15 | Mark the last this many enemies after this long. A HuntBelow of 0 turns the markers and the straggler warp off |
WarpAfterSeconds |
45 | While they are marked, bring the far ones to you after this long without a hit. 0 turns it off |
[Warp] MinDistance, MaxDistance |
22, 35 | A warped enemy lands on a player's screen at least MinDistance m from everyone, up to MaxDistance m out (1.5 times that if nothing fits) |
[Warp] Attempts, ViewRequired |
12, off | Spots tried per pass. With ViewRequired on, an enemy is only ever warped onto someone's screen |
[Warp] LookSyncSeconds |
1 | Yours: how often your camera goes to the host. 0 sends nothing |
TimeScaling |
0.5 | How fast time raises the difficulty. RoR2 Drizzle is 1, Monsoon 3 |
RoundGrowth |
1.03 | Difficulty multiplier per round played |
HpPerLevel, DamagePerLevel |
0.3, 0.2 | Mob HP and damage per difficulty level, as in RoR2 |
MobBase |
10 | Mobs per player at the start of the run |
MobGrowth |
2 | How fast the mobs per player grow with the difficulty |
MaxMobsPerPlayer |
200 | Soft cap on the mobs per player |
BossBuff |
false | Spawn every boss buffed |
[Boss] Arena |
true | Move everyone alive to one open spot when a boss fight starts. Off keeps everyone where they are, and the boss spawns 30-40 m from a random player |
[Boss] ArenaBossDistance |
25 | How far from the arena the boss spawns, 10 to 60 m |
WaveClearPowerup, BossPowerup |
true | Rewards |
ResetResources, ResetPickups |
true | What regrows |
Rotation |
true | A new island every RoundsPerMap rounds. False plays on one island |
RoundsPerMap |
5 | Rounds on each island |
MapOrder |
SaltpanMesas,FrostbiteAtoll | The islands after the first, cycled. HomeIsle is the vanilla look on a new seed |
Shuffle |
false | Shuffle the order once per run, from the lobby seed |
SwitchDelaySeconds |
20 | Time to grab the loot before the island sinks |
MapPrepSeconds |
120 | Prep on a new island |
AckTimeoutSeconds |
20 | How long the host waits for every player to have the new island |
HudPosition |
TopCenter | Where the HUD sits, for you only. It moves below the boss bar, an "Unlocked" popup or the day banner when one would sit under it |
HudScale |
1.0 | HUD size, for you only |
EnemyMarkers |
true | The markers over the last enemies, for you only |
A run does not count toward Steam wins or achievements. Steam's "Longest survived" stat does not record your round: a run raises it to at most day 4 with the default settings, the highest vanilla day the run uses.
If you sail away on the boat or kill the Dragon mid-run, the run stops and the game carries on as vanilla Muck. The same happens, with an error in the log, if the run itself breaks.
Credits
Inspired by Crab Champions and Risk of Rain 2. This mod contains no assets from Muck, Crab Champions or Risk of Rain 2. The icon is original.