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| Date uploaded | a month ago |
| Version | 2.9.0 |
| Download link | bussteam-GuakRogueWaves-2.9.0.zip |
| Downloads | 160 |
| Dependency string | bussteam-GuakRogueWaves-2.9.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333README
GuakRogueWaves
Multiplayer-synced native ocean surges for Valheim.
GuakRogueWaves makes ocean travel feel heavier, rougher, and more alive without spawning a fake water wall. By default, Rough Ocean mode pushes Valheim's own wind and WaterVolume.CalcWave waveFactor hard, so the visible water and boat buoyancy come from the game's native ocean. Thunderstorms are meant to be a "do not sail" warning.
The creepy ocean creature / roar idea is not included yet.
Stability (2.7.0 public pass)
This release went through a dedicated public stability pass: conservative default pacing and heights, a fail-closed land-safety mask (dry land and ankle-deep water get zero wave effect, even over player-terraformed ground), all Harmony patches exception-contained, and surge magnitude synced from the event spawner so every modded client computes the same water.
Feel Pass (2.7.2)
The 2.7.1 safety tune was too gentle. 2.7.2 raises native surge strength, open-ocean chop, normal wave height cues, and boat pressure/yaw forces so normal waves feel like something you actively sail through again while keeping the no-fake-wall and land-safety rules.
Rough Ocean Mode (2.8.0)
2.8.0 pivots away from chasing one perfect giant wave. RoughOceanMode makes open-ocean transportation itself hostile: higher native waveFactor, higher wind floors, constant speed loss, cross-current shove, yaw/broach pressure, and pitch chop. Normal rogue waves are smaller again and act as extra weather events on top of an already unpleasant sea.
Always Rough Water (2.9.0)
2.9.0 makes Rough Ocean mode the main identity of the mod. Giga wave spawning is removed, the water is rougher by default, thunderstorms are far more dangerous, and shore spectators near major water can see the sea acting up instead of only boats reacting to invisible force.
What It Does
- Uses native Valheim water deformation for the wave physics and visible water.
- Makes ocean and major-water sailing persistently choppy and challenging with rough-ocean mode.
- Lets shore bases see rough water when a player is near the coastline.
- Temporarily spikes Valheim's own wave factor during synced ocean-surge windows.
- Keeps the older additive long-swell profile as an opt-in legacy setting only.
- Adds a safe non-physics foam/spray warning line for incoming native surges.
- Keeps risky crest surface meshes disabled in native mode unless you explicitly opt in.
- Adds storm surge sets: lead swell, main surge, aftermath swell.
- Adds shore/base spectacle surges that start offshore and roll toward the coast.
- Fades normal and shore waves shortly after the crest passes so they do not carry boats far past the moment.
- Makes shore-crossing waves harmless on dry land and ankle-deep shoreline so players are not lifted into the air.
- Keeps placed structures safe. Buildings, docks, lights, chests, portals, crops, and other player-built pieces are not targeted or damaged.
- Adds boat-class-aware handling: rafts get shoved most, karves sit in the middle, longships punch through normal waves best.
- Models a full boat crossing arc: dip, climb, crest, drop, recover.
- Normal waves challenge steering and speed without constantly flipping boats.
- Removes giga wave spawning from gameplay.
- Boosts open-ocean chop and storm chaos through Valheim's own wind/wave system.
- Syncs surge events through Valheim RPC so modded friends get the same ocean timing.
Boat Feel
Normal waves are meant to be rideable. A longship should shoulder through most storm swells when you keep the bow managed. A karve should feel more nervous. A raft can get pushed off course and slowed hard, but regular waves should not be instant capsizes.
The public gameplay is now persistent rough water plus normal surge events. Thunderstorms are tuned as the truly dangerous state.
Shore/Base Rule
If you are far inland, rogue waves stop. If you are near the ocean or a large water source, the ocean can still show wave activity so shore bases get the view.
Shore-mode surges are capped smaller than open-ocean surges, start from deep water, travel toward shore, and use native ocean intensity instead of damaging or moving buildings.
Useful Config
After first launch, edit:
BepInEx/config/eden.valheim.roguewaves.cfg
Preset Tuning
Want the mod calmer? Start with the Rough Ocean section. These are the main feel knobs.
Chill ocean:
[Rough Ocean]
RoughOceanWaveFactorMultiplier = 2.0
RoughOceanStormExtraMultiplier = 1.15
RoughOceanMinWindIntensity = 0.72
RoughOceanStormMinWindIntensity = 0.90
RoughOceanBoatDifficulty = 0.85
RoughOceanShoreViewMultiplier = 0.55
[Storm]
OpenOceanChopMultiplier = 1.8
StormWindChaosMultiplier = 1.25
Default rough ocean:
[Rough Ocean]
RoughOceanWaveFactorMultiplier = 4.55
RoughOceanStormExtraMultiplier = 1.85
RoughOceanMinWindIntensity = 0.94
RoughOceanStormMinWindIntensity = 1.0
RoughOceanBoatDifficulty = 1.85
RoughOceanShoreViewMultiplier = 1.0
[Storm]
OpenOceanChopMultiplier = 2.75
StormWindChaosMultiplier = 2.45
ThunderstormWeightMultiplier = 2.75
[Timing]
ThunderstormMinSecondsBetweenWaves = 18
ThunderstormMaxSecondsBetweenWaves = 55
StormNormalWaveFrequencyMultiplier = 1.65
Even worse storms:
[Rough Ocean]
RoughOceanWaveFactorMultiplier = 5.25
RoughOceanStormExtraMultiplier = 2.0
RoughOceanMinWindIntensity = 0.97
RoughOceanStormMinWindIntensity = 1.0
RoughOceanBoatDifficulty = 2.35
RoughOceanShoreViewMultiplier = 1.0
[Storm]
OpenOceanChopMultiplier = 2.75
StormWindChaosMultiplier = 2.8
ThunderstormWeightMultiplier = 3.5
[Timing]
ThunderstormMinSecondsBetweenWaves = 12
ThunderstormMaxSecondsBetweenWaves = 38
StormNormalWaveFrequencyMultiplier = 2.2
Mostly vanilla ocean:
[Rough Ocean]
RoughOceanMode = false
[Storm]
OpenOceanChopMultiplier = 1.0
StormWindChaosMultiplier = 1.0
Key settings:
NativeOceanSurgeModeLegacyAdditiveHeightProfileNativeSurgeFoamCueEnabledAllowExperimentalSurfaceInNativeModeNormalWaveFactorSpikeSurgeRadiusMultiplierNormalMinHeightFeetNormalMaxHeightFeetWaveHeightOverdriveSwellLengthMultiplierPreTroughDepthScaleTrailingChopScaleRoutePredictionStrengthHeadSeaChancePercentCrossSeaChancePercentNormalWaveBoatStabilizerNormalWaveBoatStabilityWaveRideSurgeForceWaveRidePitchForceWaveRideHeaveForceWaveRideRollForceWaveRideYawForceAllowNearVerticalPitchShoreSpectacleDistanceFeetShoreWaveFrequencyMultiplierShoreBreakDepthMetersShoreBreakHeightBoostShoreCrashEnabledShoreMaxHeightFeetShoreSearchRadiusMetersMinOffshoreDepthMetersWaveSetsEnabledNormalPostPassFadeSecondsStormWaveSetMinCountStormWaveSetMaxCountWaveSetSpacingSecondsStormWindChaosMultiplierThunderstormWeightMultiplierOpenOceanChopMultiplierRoughOceanModeRoughOceanWaveFactorMultiplierRoughOceanStormExtraMultiplierRoughOceanMinWindIntensityRoughOceanStormMinWindIntensityRoughOceanBoatDifficultyRoughOceanShoreViewMultiplierOpenOceanWaveFrequencyMultiplierVisualWavesEnableddefault offVisualParticleSprayEnabledVisualCrestSurfaceEnabledexperimental, default offVisualSurfaceAlphaexperimental, default0VisualFoamAlphaVisualSprayRateVisualMaxDistanceMeters
CHANGELOG
Changelog
2.9.0 - Always Rough Water / No Giga
This release removes giga wave spawning from the public experience and makes the ocean itself the main threat.
- Natural giga wave spawning is removed. This build also ignores older multiplayer payloads that try to send giga waves.
- Giga-related public config entries are no longer created on fresh configs.
- Rough Ocean mode is now stronger by default: higher native waveFactor, stronger storm scaling, higher wind floors, and more boat pressure.
- Thunderstorms are much more serious: higher ocean thunderstorm weather weight, higher storm wind chaos, faster storm surge timing, and denser storm wave sets.
- Rough water visuals now apply while the local player is near major water, so shore bases can watch nasty water instead of only seeing calm-looking water with invisible physics.
- Added
RoughOceanShoreViewMultiplierso server owners can tune how much of the rough-ocean spectacle appears when watching from shore. - Boat difficulty still stays focused on deep/open-ocean travel. Dry land, ankle-deep water, buildings, and shoreline props remain protected.
2.8.2 - Thunderstore Repack
- No gameplay changes from the Rough Ocean Overhaul.
- Repacked as
2.8.2because Thunderstore already had a2.8.1package version for this namespace/name. - This was only a repack for the 2.8 line.
2.8.0 - Rough Ocean Overhaul
This is a major gameplay overhaul. GuakRogueWaves is no longer focused on spawning one huge fake-looking wave. The mod now makes the open ocean itself hostile, choppy, slow, and stressful to travel through.
Big changes:
- Added
RoughOceanMode, enabled by default. - Open-ocean sailing now has persistent rough water instead of only occasional rogue-wave events.
- Added native Valheim ocean waveFactor boost through
RoughOceanWaveFactorMultiplier. - Added storm scaling through
RoughOceanStormExtraMultiplier. - Added open-ocean wind floors with
RoughOceanMinWindIntensityandRoughOceanStormMinWindIntensity, so the sea stays nasty even when the game would normally calm down. - Added persistent boat challenge through
RoughOceanBoatDifficulty: speed loss, cross-current shove, yaw/broach pressure, and pitch chop while sailing in open ocean. - Normal rogue waves are smaller again and now act as extra weather spikes on top of an already dangerous ocean.
- Giga waves remain rare storm/open-ocean events, not constant spam.
Safety and polish:
- No fake blue wall visuals.
- Rough ocean effects stay focused on real open-ocean travel.
- Shore, dry land, ankle-deep water, beached ships, and player-built structures remain protected.
- README now includes chill/default/spicy/mostly-vanilla tuning presets for server owners.
2.7.2
- Stronger test tune after 2.7.1 felt weaker than vanilla storms.
- Normal native surge spike increased, surge radius widened, and open-ocean chop raised.
- Normal wave height/overdrive defaults bumped so foam/spray and boat-pressure cues read stronger.
- Native-surge mode now applies the boat wave-ride force pass too, so ships get slowed, shoved, pitched, and yawed while still using Valheim's real ocean as the visible water.
- Anti-flip stabilization remains active, but the default damping is less smothering so normal waves feel like a fight again.
2.7.1
- Natural giga waves are now HARD-GATED to open ocean during thunderstorms. The old
GigaRequiresThunderstorm/GigaRequiresOceantoggles no longer weaken this (they remain in the config file for compatibility only).Debug/DebugForceGigaNowstays the single testing-only exception. - Added
NormalPostPassFadeSecondsandGigaPostPassFadeSeconds. - Normal waves now fade shortly after their crest reaches the target instead of staying alive long enough to carry boats far past the scary moment.
- Shore waves use the same post-pass limiter, so they can roll in for spectacle and then die off instead of becoming a long invisible shove.
- Giga waves keep a longer aftermath than normal waves, but are also capped so they do not drag forever.
2.7.0 - Public stability pass
Safety:
- The land-safety water mask now FAILS CLOSED: if world data is missing or a depth query throws, the answer is "no wave effect" instead of full effect.
- Both CalcWave hooks now also honor Valheim's own live depth argument, so player-terraformed land (raised causeways etc.) is protected even where the world generator reports deep water. Essentially-no-water means no surge and no added height, ever.
- Beached and near-beached ships are now fully out of reach for giga waves: no forces and no damage without real water under the hull. Giga damage is additionally gated by the same per-position water mask as everything else.
- Structures, docks, portals, and crops remain untouchable by design: the only damage call in the mod targets the ship's own hull component, giga-only.
Multiplayer:
- Surge magnitude (waveFactor spike and surge radius) now syncs from the event spawner to all modded clients (RPC v4 tail; older mod versions safely ignore the extra bytes). Wave timing, shape, AND magnitude are now all spawner-authoritative.
Public defaults (conservative pass):
WaveHeightOverdrive1.38 -> 1.0 (configured heights are now literal).- Normal wave heights 18-55 ft -> 15-45 ft.
- Wave pacing restored to design spec: calm 120-300 s, rain/wind 90-210 s, thunderstorm 45-120 s; storm/open-ocean/shore frequency multipliers eased back.
- Giga chance 35% -> 10% per attempt, attempts every 120-300 s. Giga is rare again.
- Open-ocean chop multiplier 2.15 -> 1.5; route prediction and head/cross-sea chances softened.
Testing:
- New
Debug/DebugForceGigaNowconfig: flip to true in-game (ConfigurationManager) to force a giga wave set instantly - bypasses weather/ocean/chance gates, still requires water, still broadcasts so multiplayer sync is exercised too. Resets itself to false. - Giga spawns are now logged to the BepInEx console.
test_roguewaves.ps1extended with real assertions and a failure exit code: land-mask zero on land/ankle-deep water, giga damage clamps + crest-only gating, wire-clamp symmetry, and surge envelope bounds.- All Harmony patches are exception-contained (the additive height postfix was the last one missing a guard), and the native/legacy mode flags are now exclusive instead of stacking.
2.6.1
- Restored the "OH SHIT" visual read by adding
NativeSurgeFoamCueEnabled. - Native surge mode now shows a safe non-physics foam/spray line by default, even when legacy visual helpers are disabled.
- The dangerous translucent crest surface is now blocked in native mode unless
AllowExperimentalSurfaceInNativeMode = true. - Old configs with
VisualWavesEnabled = falseorVisualParticleSprayEnabled = falsestill get the native foam cue unless the new cue is disabled. - Kept the actual water/boat behavior on Valheim's native ocean surge system instead of reintroducing fake wave walls.
2.6.0
- Reworked the default behavior into
NativeOceanSurgeMode. - Rogue events now temporarily boost Valheim's own
WaterVolume.CalcWavewaveFactorinstead of adding a separate custom water-height wall. - Disabled the old additive long-swell height profile by default with new
LegacyAdditiveHeightProfile = false. - Disabled client-side crest visuals by default so public users get native Valheim water first, not spawned helper meshes.
- Normal boats now rely mostly on native buoyancy during surge events; the boat patch only adds anti-flip damping in default mode.
- Added config for
NormalWaveFactorSpike,GigaWaveFactorSpike, andSurgeRadiusMultiplier. - Screen shake now follows the native surge envelope instead of the old additive height profile.
2.5.5
- Emergency visual fix: disabled the experimental crest surface by default after it could render as a giant blue sheet.
- Kept the 2.5.4 shoreline safety fix so waves become harmless on dry land / ankle-deep shore.
- Slightly increased crest spray defaults so shore waves still have visible foam/spray without the broken surface mesh.
VisualCrestSurfaceEnabledis now opt-in only andVisualSurfaceAlphadefaults to0.
2.5.4
- Added a shoreline water-height mask so rogue waves no longer lift players standing on land or in ankle-deep water.
- Once a wave crosses into dry/shallow shore terrain, it becomes mostly visual spectacle instead of interactive water physics.
- Boat force gating from 2.5.3 remains active, so beached/near-beached boats are also protected from invisible shore-wave force.
2.5.3
- Fixed the "wave hits but I can't see it" shoreline problem by adding a thin client-only crest surface that follows the synced wave height.
- Added shallow-water boat force gating so normal waves stop launching beached or ankle-deep boats when Valheim's shoreline water render is visually flat.
- The crest surface tries to clone Valheim's water material first, then falls back to a muted transparent ocean color.
- Added
VisualCrestSurfaceEnabledandVisualSurfaceAlphaconfig options.
2.5.2
- Anchored crest spray to the same rogue-wave height used by Valheim's native water deformation, so visual cues sit on the visible wave instead of flat sea level.
- Added surface-coupled boat ride forces so normal waves stop acting like invisible launch pads when the hull is already above the visible water.
- Increased shore/base spectacle defaults: taller shore waves, closer offshore search, lower deep-water requirement, brighter spray, and more frequent shore events.
- Tuned normal-wave heave down slightly while keeping pitch, dip, climb, and off-course shove active.
2.5.1
- Reworked boat wave-riding around five hull samples: center, bow, stern, starboard, and port.
- Boats now follow a clearer dip -> climb -> crest -> drop -> recover arc instead of being lifted flat.
- Added class-aware climb drag and breakthrough behavior: longships shoulder through, karves wallow more, rafts lose the most headway.
- Added small downslope glide on the backside of normal waves so crossing a swell feels more like riding through it.
- Kept normal-wave crest shove speed-capped so regular waves do not become conveyor belts.
- Added configurable side-slope roll and yaw shove with
WaveRideRollForceandWaveRideYawForce.
2.5.0
- Removed the experimental procedural water and foam mesh systems entirely. Rogue wave bodies are now only native Valheim water deformation plus safe crest spray particles.
- Added boat-class detection and cached boat factors for raft, karve, longship, and modded-boat health fallbacks.
- Added wave sets for storms and giga events: lead swell, main wave, and aftermath swell.
- Added shore crash mode so players near shore bases can see waves roll in from offshore without damaging placed structures.
- Added longer native-water profiles with configurable
SwellLengthMultiplier,PreTroughDepthScale, andTrailingChopScale. - Upgraded wave RPC data to include shape settings while keeping older tail fields safely ignorable.
- Fixed wave-list eviction, shore-wave lifetime, RPC validation, relog rebroadcast acceptance, send-side clamps, and crest-closeness damage scaling.
2.4.8
- Leaned harder into native Valheim water deformation instead of fake visual geometry.
- Increased
WaveHeightOverdriveto makeWaterVolume.CalcWaveform the visible wave body. - Reworked the normal wave profile with a stronger pre-trough, bigger rounded crest, longer back swell, and trailing chop.
- Increased
ShoreBreakHeightBoostso shore/base waves read more clearly in shallow water. - Increased
OpenOceanChopMultiplierso storms use more of Valheim's own ocean motion. - Mesh water and mesh foam remain off by default; particle spray remains the only added visual layer.
2.4.7
- Restored the original shore/base spectacle goal without bringing back broken water meshes.
- Increased shore spectacle range to 220 ft and added
ShoreWaveFrequencyMultiplier. - Waves spawned while standing on/near shore now target nearby offshore water instead of the player's land position.
- Re-enabled visuals as lightweight spray/foam particles with
VisualParticleSprayEnabled = true. - Kept both experimental mesh systems off by default:
VisualSurfaceMeshEnabled = falseandVisualFoamMeshEnabled = false. - Added
VisualSprayRatefor tuning particle amount.
2.4.6
- Added route prediction so newly spawned waves aim at where your boat is going, not only where you were.
- Added weighted wave angle variety: head seas, cross seas, following seas, and random chaos.
- Made storm/open-ocean wave sets more frequent without turning calm sailing into constant punishment.
- Increased normal wave size range to 18-55 ft before overdrive.
- Made giga waves much more likely to actually appear during valid thunderstorm/open-ocean trips.
- Reduced the old active-wave blocker distance so a distant past crest does not suppress the next storm set for too long.
2.4.5
- Retuned normal waves to feel bigger and more challenging without going back to instant-flip behavior.
- Increased normal physical wave height overdrive from
1.0to1.25. - Lowered normal-wave stabilizer from
0.92to0.82and loosened roll/yaw damping so boats feel less glued down. - Enabled near-vertical bow pitch again for bigger climbs.
- Increased pitch/surge ride force and added
WaveRideHeaveForcefor stronger rises and drops as the wave moves under the hull. - Made open-ocean rogue wave events a bit more frequent.
- Giga waves now cap the shared overdrive more tightly so this normal-wave challenge tune does not make giga waves absurdly impossible.
2.4.4
- Disabled all procedural rogue-wave visual meshes by default with
VisualWavesEnabled = false. - Fixes the remaining long blue strips/polygon artifacts from the foam mesh.
- Keeps wave physics, boat handling, storm chop, multiplayer sync, and native Valheim ocean behavior active.
- Procedural visuals are now opt-in only for testing; leave them off for clean gameplay.
2.4.3
- Fixed flat blue polygon chunks appearing on/under the ocean during rogue wave visuals.
- Disabled the experimental cloned-water surface mesh by default with new
VisualSurfaceMeshEnabled = false. - Kept Valheim's native ocean as the real visible water surface; rogue-wave visuals now rely on smaller foam accents only.
- Tightened foam rendering so it appears as broken crest streaks instead of large mesh plates.
- Set
VisualWaterAlphadefault to0because the water surface mesh is now opt-in.
2.4.2
- Hotfixed regular-wave boat flipping: normal waves are now tuned to be rideable instead of boat-killers.
- Restored physical wave height scaling to the stated config ranges by default; visuals/chop sell the size instead of oversized physics.
- Removed normal-wave side-roll shove and reduced added pitch/surge force.
- Strengthened normal-wave roll damping, angular speed limiting, and self-righting.
- Added light giga-wave roll assistance so a healthy longship can survive when handled well.
- Smoothed the normal-wave face so boats climb over the swell instead of getting slapped by a near-vertical wall.
2.4.1
- Reduced the custom water mesh from a giant ramp into a smaller crest/foam accent so it blends into Valheim's ocean better.
- Lowered rogue crest opacity and visual height defaults to avoid the obvious separate-water-sheet look.
- Increased open-ocean native chop and open-ocean wave frequency.
- Added side-to-side wave sampling for ships so boats roll with uneven water instead of only pitching/lifting.
- Loosened normal-wave stabilizer defaults slightly so the longship rides the swell more naturally while still avoiding instant flips.
2.4.0
- Shifted further toward Valheim-native ocean behavior instead of fake overlay water.
- Cloned the native water material and forced transparent blending for the subtle rogue crest mesh.
- Added
OpenOceanChopMultiplierto boost Valheim's real wind/wave intensity in open ocean. - Added
OpenOceanWaveFrequencyMultiplierso rogue waves happen more often away from shore. - Added
WaveRideSurgeForceandWaveRidePitchForceso boats pitch/surge with the wave face instead of being lifted flat. - Tightened the custom visual mesh to mostly crest/foam detail so it connects with normal water better.
2.3.0
- Changed rogue wave visual surface to use Valheim's native
WaterVolumematerial when available. - Removed the fake blue rogue-wave tint so the surface matches regular ocean water color/lighting much better.
- Kept the custom material only as a fallback if no active WaterVolume material can be found.
- Reduced foam opacity and made foam a subtle accent instead of the main visual.
2.2.1
- Tuned the procedural visual wave after testing: removed the giant flat cyan sheet look.
- Rendered only the raised crest/face cells instead of drawing a full ocean-covering rectangle.
- Reduced visual mesh opacity and width so it blends with Valheim's ocean better.
- Broke the foam crest into lighter streaks instead of a solid white band.
2.2.0
- Added procedural visual rogue waves: translucent water wall/surface meshes tied to the synced wave event.
- Added white foam crest ribbons so the wave reads from a distance instead of feeling like an invisible ramp.
- Added visual-only config for wave mesh enable/disable, visual height, water alpha, foam alpha, and render distance.
- Visuals are client-side only and do not damage structures or change boat physics.
2.1.0
- Removed center-screen rogue wave warning messages.
- Added
WaveHeightOverdrive, default 1.75, so waves look much larger even for existing config files. - Made the wave profile steeper with a stronger leading face and crest lip.
- Reworked shallow/coastal water scaling into a shore-break boost instead of shrinking waves near shore.
- Increased normal wave spawn frequency across calm, bad weather, and thunderstorms.
- Increased giga wave attempt frequency and chance.
- Tightened the active-wave spawn blocker so old distant waves no longer suppress new sets for too long.
2.0.1
- Added shore spectacle gating: waves stop far inland but still work near shore bases and large water.
- Keeps placed structures untouched; giga damage only applies to boats.
2.0.0
- Rebuilt the mod around randomized 15-45 ft normal waves and 50-80 ft giga waves.
- Added weather-based wave pacing.
- Added normal-wave boat stabilization with near-vertical pitch allowed.
- Added thunderstorm/open-ocean gated giga waves.
- Added giga boat damage based on crest hit, boat class, and bow/broadside alignment.
- Added storm wind chaos and configurable ocean thunderstorm weighting.
- Added screen shake and safer multiplayer RPC validation/rebroadcasting.
1.3.1
- Added offshore-only wave gating so rogue waves stop on land and near shore.
- Added
MinDistanceFromShoreFeet, defaulting to 100 ft. - Documented that the mod does not damage placed buildings, lights, or other player-built pieces.
1.3.0
- Reworked normal waves into very long cinematic swells.
- Added regular-wave boat stabilization so normal waves should not be the boat-killer.
- Added rare
GIGA ROGUE WAVEevents gated behind Ocean biome and thunderstorm conditions. - Added config for giga chance, giga size, giga timing, giga ocean check radius, and regular-wave boat stability.
1.2.0
- Waves now spawn near the local player instead of only while controlling a ship.
- Reworked the wave shape into a wider, slower rolling swell so it looks bigger and hits boats less sharply.
- Added
SpawnDistanceMeters.
1.1.1
- Repacked for public Thunderstore upload after initial version conflict.
1.1.0
- Added multiplayer wave sync using Valheim routed RPC.
- Added
SyncWavesconfig. - Packaged as an r2modman/Thunderstore-style local mod zip.
1.0.0
- Initial rogue wave water-height patch.