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    <title>Wave Survival Reforged updates (RimWorld)</title>
    <link>https://azraelsmods.com/rimworld/wave-survival-reforged</link>
    <description>New versions of Wave Survival Reforged for RimWorld.</description>
    <language>en</language>
    <lastBuildDate>Thu, 01 Jan 1970 00:00:00 GMT</lastBuildDate>
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      <title>Wave Survival Reforged 2.0.0</title>
      <link>https://azraelsmods.com/rimworld/wave-survival-reforged#changelog</link>
      <guid isPermaLink="false">rimworld/wave-survival-reforged@2.0.0</guid>
      <category>RimWorld</category>
      <description>Data-driven wave table — WaveTypeDefs in Defs/WaveTypes.xml with pool (Normal / Special / Boss), kind (Raid / Incident), strategy, arrival mode, faction filter, minWave, weight, pointsFactor, bonusPoints, canSplit. New: drop pod raids, drops in the base, breachers, mechanoids; Ro…</description>
      <content:encoded><![CDATA[<ul><li><strong>Data-driven wave table</strong> — <code>WaveTypeDef</code>s in <code>Defs/WaveTypes.xml</code> with <code>pool</code> (Normal / Special / Boss), <code>kind</code> (Raid / Incident), strategy, arrival mode, faction filter, <code>minWave</code>, <code>weight</code>, <code>pointsFactor</code>, <code>bonusPoints</code>, <code>canSplit</code>. New: drop pod raids, drops in the base, breachers, mechanoids; Royalty mech clusters; Anomaly shamblers, fleshbeasts, sightstealers; boss waves every 10th wave. Game defs are resolved by name without errors, so a missing one turns that type off.</li><li><strong>Points curve</strong> — <code>pointsByWave</code> <code>SimpleCurve</code>, optional <code>wealthBlend</code> toward <code>StorytellerUtility.DefaultThreatPointsNow</code>, <code>breatherDays</code> after special and boss waves, range checks for every config value in <code>ConfigErrors</code>.</li><li><strong>Pre-rolled waves and HUD</strong> — the next wave (type, faction, points, split) is rolled when scheduled and saved; the alert and a toggleable HUD show it, and it runs as announced. <code>WaveTracker</code> sends a wave report (killed, downed, fled).</li><li><strong>Presets</strong> — Casual / Standard / Brutal / Custom, copied into the save at run start (<code>RunSettings</code>). Covers wave strength, first-wave and between-wave days, special interval, supply chances, the still-alive mood, wanderer chances. The Wave Survival scenario locks the storyteller.</li><li><strong>Run stats and best runs</strong> — saved <code>RunStats</code>; on colony loss a letter and a local top-10 list in the mod settings.</li><li><strong>1.7 wave vignette</strong> — GLSL <code>WSR_WaveVignette</code> in <code>1.7/Shaders</code>, ramps over the last 6000 ticks and flashes on arrival, coloured by pool. Settings toggle.</li><li><strong>No-beacon fallback drop</strong> — after <code>noBeaconFallbackDays</code> (3) a half-size drop, no weapon, near the colony.</li><li><strong>Build stamp</strong> — <code>WaveSurvivalReforgedBuildInfo.BuildStamp</code>, log prefix <code>[WaveSurvivalReforged]</code> for the Azrael hub.</li><li><strong>Two builds, one source</strong> — 1.6 loads <code>1.6/Assemblies</code> (net472). 1.7 loads <code>1.7/Assemblies</code>, a.NET 10 build against <code>Krafs.Rimworld.Ref</code> 1.7.4998-unstable. Released through the normal workflow and docs-site zip.</li><li><strong>Full difficulty scaling</strong> — threat scale applies to every point, including the starting points and bonuses.</li><li><strong>Supply drops</strong> — loose items near the beacon count toward <code>maxStockpile</code>; weapon weight is commonality × √price; the beacon is cached.</li><li><strong>Alerts</strong> — text built once per check and translated on use.</li><li><strong>Phantom waves</strong> — announced only after spawning; fallback to a plain raid, then a manhunter pack, else postponed with a message and the wave number kept. Split raids only when each half meets the faction minimum.</li><li><strong>Trade ship without comms</strong> — the trader is gated on <code>CanFireNow</code>.</li><li><strong>Saves:</strong> <code>saveVersion</code> 2. A 1.0 save loads with the Standard preset, the same wave number and countdown, stats seeded from the wave number, and the next wave pre-rolled on the first check.</li></ul>]]></content:encoded>
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      <title>Wave Survival Reforged 1.0.0</title>
      <link>https://azraelsmods.com/rimworld/wave-survival-reforged#changelog</link>
      <guid isPermaLink="false">rimworld/wave-survival-reforged@1.0.0</guid>
      <category>RimWorld</category>
      <description>Added: Wave Survival storyteller: random events off, raid waves on a timer that grow each time, every fourth wave a siege, sappers, manhunter pack or mass animal insanity. Added: Daily supply drops at the orbital trade beacon; Wave Survival scenario; wave countdown and beacon ale…</description>
      <content:encoded><![CDATA[<ul><li><strong>Added:</strong> Wave Survival storyteller: random events off, raid waves on a timer that grow each time, every fourth wave a siege, sappers, manhunter pack or mass animal insanity.</li><li><strong>Added:</strong> Daily supply drops at the orbital trade beacon; Wave Survival scenario; wave countdown and beacon alerts.</li><li><strong>Fixed:</strong> Component drops checked silver instead of components; drops due before a beacon existed were lost; a special wave no faction could run was skipped.</li></ul>]]></content:encoded>
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