Survive 20 waves of scripted biter assaults. After each wave, choose one of three permanent buffs. Based on Space Age and Rampant.
Mods introducing new content into the game.
-- Roguelike Wave Defense 1.0.3
Date: 2026-08-13
Fixes:
- Fixed wave-gated elite families (strafers/stompers) never spawning in
regular waves: elite units are now drawn directly by the budget loop
with a wave-scaled weight, not only after the entity cap is hit
- Fixed other units standing idle on demolisher waves: demolisher bodies
are huge, so they no longer spawn inside the nest cluster. They spawn
at a fixed 200-tile radius on random bearings and advance on the base
on their own
- Removed the demolisher-per-wave cap (all demolishers from the budget
now spawn, spread around the 200-tile ring)
Balance:
- Elite units appear in regular waves from their unlock wave onward
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
-- Roguelike Wave Defense 1.0.2
Date: 2026-08-07
Balance:
- Lava tiles now granted by Vulcanus Mind II instead of Vulcanus Mind I
(lava pond access is a mid-game perk, not an early one)
- Stone-furnace -> calcite recipe rebalanced: 2 stone furnaces -> 1 calcite
Fixes:
- Fixed nests always spawning as a single nest: the deterministic (map-seed)
random generator made every nest sample the SAME candidate points, so only
the first nest ever found a spot. A shared generator is now reused per wave
- Nests now spawn as one compact CLUSTER around an anchor instead of being
scattered across the whole spawn ring; the enemy unit group spawns right
on top of the cluster (one combined target area)
Debug:
- /rl-debug-wave now force-triggers the next wave in ANY state: it clears an
in-progress wave (destroys nests/enemies) or closes the reward UI first
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
-- Roguelike Wave Defense 1.0.1
Date: 2026-08-06
Fixes:
- HUD panels (wave countdown + active buffs) are now draggable via their title bar,
minimizable, and closable; closed panels reopen with /rl-hud [wave|buff|all]
- HUD refresh switched to in-place updates so dragging is never interrupted
- HUD labels now follow the player's language (Chinese players no longer see English)
- Wave nest capture support: wave nests can be captured with the capture robot into a
captive biter spawner (biter egg farm); wave-clear logic stays correct
- Fixed garbled Chinese text in wave arrival message (was showing random characters)
- Fixed lava/oil tile item names showing raw numeric codes (added tile-name localisation)
- Replaced locale escape sequences with plain UTF-8 text so Chinese names display correctly
- Renamed the "armored_up" buff in Chinese (pure name change, no gameplay change)
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
-- Roguelike Wave Defense 1.0.0
Date: 2026-08-05
Features:
- 20 scripted waves with a design-token "attack strength" budget
- After each wave, choose 1 of 3 permanent buffs (3 choices per reward screen)
- 30-minute wave interval (adjustable) with a pollution-based early-trigger
- Pollution progress bar + wave countdown HUD (next-wave strength x 500 pollution to trigger early)
- Wave vs pollution trigger cooldown: waves can never fire more often than every 5 minutes
- Timer & pollution bar only resume after the player picks the reward buff
- Difficulty multipliers in Mod Settings:
* Wave interval multiplier (1.0 = 30 min)
* Attack strength multiplier (1.0 = baseline)
* Nest count multiplier (1.0 = baseline)
* Pollution threshold multiplier (1.0 = strength x 500)
- Temporary buffs, quests with bottomless donation boxes, magic box, quality upgrader,
ore generators, surreal plants, space platforms, lava/oil tiles, and more
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
Notes:
- Requires Factorio 2.0 + Space Age
- RampantFixed is optional (not yet used by the wave AI)
- Changing data-updates autoplace requires reloading the save