Fishmen Invasion Mod
Adds optimized Fishmen invasion controls, aggressive variants, terrain recovery, oversized bosses with vanilla death explosions, music, and lightning.Fishmen Invasion Mod
Fishmen Invasion Mod turns the later islands into escalating combat-fishing events. Defeat ordinary fish to draw the attention of the Fishmen, survive increasingly dangerous rounds, and face a named boss every tenth wave. Fallen Fishmen remain physical catches: pick them up, let gulls steal them, cook them from raw to brown and then burned black, eat them, or sell them.
Flashing-lights warning: Invasions and boss fights use lightning flashes. Players with photosensitivity or anyone who prefers a calmer effect should disable Lightning flashes in Fishmen Invasion Options before starting an event.
Quick guide
| Feature | How it works |
|---|---|
| Eligible islands | Events run on the game’s internal island indices 2 through 5: the third island through the Dev island. |
| Trigger an invasion | After loading a world, the host receives a fresh random goal of 5–20 defeated fish. Reaching it starts the next wave. |
| Force a wave | Pause the game, open Fishmen Invasion Options, and choose Force Start Wave as the host. |
| Force a boss | The host can choose Force Random Boss Event beneath the wave trigger to immediately start a randomly selected boss encounter. |
| Survive rounds | Waves 1–2 have one round. Wave 3 introduces multiple rounds, with later waves reaching up to four rounds. Each round begins with thunder and lightning. |
| Enemy variants | Normal Fishmen appear first. Brutes and Leapers begin mixing into waves from wave 3 onward. |
| Random sizes | Ordinary enemies spawn from 0.5x to 1.5x size. Large Fishmen move more slowly; small Fishmen gain up to 20% speed. Bosses retain their larger boss scale. |
| Living enemy limit | Normal rounds keep at most 10 living Fishmen active. Enemies enter every 0.5 seconds and queued replacements spawn as active enemies are defeated. |
| Boss waves | Every tenth wave spawns one named boss at 2.5x–3x scale and keeps up to ten Fishmen minions active until the boss falls. Even the smallest boss is larger than the largest possible minion. |
| Boss defeat | Defeated bosses use the game's own bloody BossDeath explosion, death and explosion audio, screen shake, and blood decals before the body disappears. |
| Boss numbering | Boss encounters are numbered persistently per world. The left side of the boss bar displays BOSS 1, BOSS 2, and later event numbers. |
| Revenge bosses | A defeated boss has a small chance to return once as Revenge of [name], with a bright red health bar and stronger stats. |
| Descendants | Previously encountered bosses can rarely inspire a comedic SPAWN OF encounter. |
| Event display | The top meter shows wave, round, completed waves, and active enemies. Boss fights add a second boss name and health bar. |
| Accurate contact damage | Every model uses a compound hitbox fitted across its visible body and limbs. Contact damage reaches the model edges without extending beyond its maximum dimensions. |
| Cooking and selling | Defeated enemies work as creature items and retain their individual model while held, cooked, sold, eaten, or targeted by gulls. |
Enemy roster
| Enemy | Behavior |
|---|---|
| Fishman | Uses the Tuna boss attack base, jumping, spinning, and throwing itself toward players. |
| Fishman Brute | More health and damage, with a slower but persistent rolling chase. |
| Fishman Leaper | Less health, the highest and most frequent jumps, faster pursuit, and strong mid-air steering. |
| Deepjaw | Heavy boss variant selected for tenth-wave encounters. |
| Barnacle Colossus | Armored-looking boss variant with boss-scaled health and damage. |
| Tidecaller | Fast, aggressive boss variant using a randomly selected vanilla boss behavior source. |
| Puffer Titan | Large boss variant with the same boss-event rules and unique supplied model. |
All standard Fishmen models are 15% larger than the original version before their 0.5x–1.5x random size multiplier is applied. A server-side recovery check watches movement, progress toward the nearest player, terrain overlap, and under-map position. A blocked Fishman is moved to a clearance-tested waterline spawn and immediately relaunched toward the fight.
Boss encounters
Every tenth wave chooses one of the four supplied boss models and a funny pirate-style name. Bosses use a separate 2.5x–3x size range, which keeps the shortest boss model larger than the tallest 1.5x minion. Boss music replaces the normal event track, a separate health bar appears, and lightning can strike throughout the fight with at least four seconds between strikes. Up to ten minions remain active while the boss lives. On defeat, the boss model disappears inside the same bloody BossDeath explosion, sound, screen shake, and decal sequence used by vanilla bosses.
Boss history is saved per world. A previously defeated boss can return once in a stronger Revenge of encounter. Once that revenge is defeated, that boss cannot return again. Rare SPAWN OF names can appear only after their parent has already been encountered.
If every player dies during an invasion, the event ends and all bodies created by that event are removed. Ordinary defeated bodies also have a three-minute unattended cleanup window to prevent long sessions with many abandoned physics objects from slowing down.
Fishmen Invasion Options
Press Esc, then select the teal Fishmen Invasion Options button with yellow text near the top center. The panel is modal, so clicks do not activate the vanilla pause menu behind it, and you can drag it using its title bar.
- Enable Fishmen invasions — host control for the shared event system.
- Lightning flashes — host-controlled visual setting synchronized to the lobby.
- Event music — host-controlled music setting synchronized to the lobby.
- Event music volume — host-controlled 0–100% slider. The default is 70%, which is 30% quieter than earlier releases.
- Fishmen amount per round — 0.50x to 3.00x host multiplier.
- Fishmen health — 0.50x to 3.00x host multiplier.
- Fishmen attack — 0.25x to 2.00x host multiplier. Base attack still rises by only 1% per wave.
- Invasion frequency — 0.50x to 3.00x. Higher values reduce the fish-defeat goal.
- Force Start Wave — immediately starts the next scaled event on an eligible island.
- Force Random Boss Event — immediately starts the next numbered boss encounter with a random boss model and eligible boss-name behavior.
Only the host can change event enablement, balance, lightning, music, or event music volume. Those values are synchronized to every player. Every player should install the same mod version so all seven network prefabs and event state messages match.
Installation
Install and enable the package with Thunderstore Mod Manager or r2modman, then launch How to Fish through the manager. This version uses item IDs 238–244 and FishNet prefab collections 42426–42432.
