Added a host-only End Event / Kill All button, enabled only during an invasion; it removes all living Fishmen and the boss without counting the event as a win.
Added synchronized progress details and host controls to reset or adjust the next wave and round for testing.
Tripled ordinary Fishmen's starting health and set bosses to 10,000 base HP; health, attack, damage reduction, and pursuit aggression now increase with wave number.
All four bosses now clone the vanilla Goblin Shark boss attack AI.
0.2.9
Fish defeats can start invasions on any map, including custom islands and the open ocean.
Fishmen and bosses now spawn in clear water 18–65 m around living players and launch toward the nearest player instead of a fixed island center.
Stuck Fishmen recover to player-relative water positions. Rounds and bosses wait and retry when no safe water spawn is available.
0.2.8
The host's event-music volume slider now updates the playing music immediately and synchronizes its setting to clients.
Defeated fish on internal islands 2-5 count even when the saved maximum-unlocked value is stale; reached triggers retry after enemy assets register.
0.2.7
Restored Unity IMGUI processing so the Fishmen pause button and options window can receive mouse input again.
Restricted Fishmen boss behavior sources to shark, whale, and tuna attack prefabs; excluded piranha and crab sources.
Uses the tuna attack base with Puffer Titan's own heavy movement because vanilla Pufferfish does not derive from AttackingFish.
0.2.5
Disabled Unity's unused automatic GUILayout pass because the Fishmen interface uses fixed rectangles exclusively.
Stopped rendering the invasion atmosphere overlay and event meter behind the open options window.
Added throttled GUI repaint timing diagnostics to the BepInEx log for any Fishmen options repaint taking 8 ms or longer.
Reviewed the latest BepInEx log; it contained no Fishmen GUI exceptions or repeated Fishmen errors.
0.2.4
Established separate size ranges: ordinary Fishmen remain 0.5x–1.5x while bosses spawn at 2.5x–3x.
Verified the supplied mesh bounds so the smallest possible boss remains larger than the largest possible minion.
Added the vanilla BossManager.BossExplosion defeat sequence to every Fishman boss, including the BossDeath blood effect, audio, screen shake, and blood decals.
Made defeated boss bodies disappear after the explosion sequence like vanilla bosses.
0.2.3
Added clearance-tested waterline spawn selection and stronger recovery for Fishmen trapped under the map, inside terrain, against walls, or unable to make progress toward a player.
Reduced ordinary Fishman size variation to 0.5x–1.5x; boss sizing remains unchanged.
Made every standard variant use the aggressive Tuna boss base with distinct motion: Leapers jump highest and most often, Brutes roll while chasing, and regular Fishmen jump and spin into players.
Limited normal rounds to ten living Fishmen at once.
Added a paced 0.5-second spawn queue with replacements as active enemies are defeated.
0.2.2
Added a host-only Force Random Boss Event button beneath Force Start Wave.
Added a persistent per-world boss-event counter.
Added BOSS 1, BOSS 2, and later encounter numbers to the left side of the boss health bar.
0.2.1
Restyled the Fishmen Invasion Options pause button in teal with yellow text.
Reduced default invasion and boss music volume by 30%.
Added a persistent host-controlled event music volume slider.
Made event enablement, lightning, music, volume, and balance controls host-only in multiplayer.
Added model-scaled compound hitboxes across every Fishman and boss model so visible limbs and body edges cause contact damage without oversized invisible bounds.
0.2.0
Added supplied Fishman, Brute, Leaper, Deepjaw, Barnacle Colossus, Tidecaller, and Puffer Titan models as distinct multiplayer-safe creature prefabs.
Reworked enemies around aggressive Tuna/boss attacking-fish behavior with more frequent pursuit, jumps, and Leaper mid-air steering.
Increased model scale by 15% and added randomized 0.5x–3x sizes with size-based movement speed.
Changed invasion progress to a fresh random 5–20 defeated-fish goal on every world load.
Added multi-round waves from wave 3 onward, with thunder and lightning at every round start.
Added boss waves every ten waves, boss music, a separate named health bar, ten replenishing minions, and recurring fight lightning.
Added persistent boss histories, one-time Revenge encounters, and rare SPAWN OF descendants.
Added stuck and under-map recovery, wipe cleanup, and unattended body cleanup to reduce long-session physics load.
Made the invasion settings window draggable and modal so it cannot click through to the vanilla pause menu.
Confirmed eligible game island indices are 2–5.
0.1.3
Added a host-only Force Start Wave button to Fishmen Invasion Options.
Force-started events retain normal island eligibility, wave scaling, introduction effects, music, and rewards.
0.1.2
Corrected the Dev Island compatibility patch signature so Harmony installs it successfully.
Blocks the main-menu boat and direct player colliders from forcing Dev Island during profile loading.
Keeps real gameplay boat travel to Dev Island enabled.
0.1.1
Added compatibility protection that prevents the Dev Island travel trigger from overriding a player's saved island during loading.
Boat travel to Dev Island remains available.
Rebuilt the Fishman material from a clean game shader to remove incompatible local shader-keyword errors.
0.1.0
Added host-authoritative Fishmen invasion events after Island 3 is unlocked.
Added randomized 5–20 catch triggers on Islands 3 through 6.
Added scalable Fishman waves using vanilla attacking-fish movement and damage behavior.
Added the supplied Fishman GLB model and texture at slightly below player height.
Added cookable, burnable, pickupable, and sellable Fishman bodies.
Added a segmented invasion meter with wave and completion counts.
Added thunder, lightning, darkening, delayed spawning, and fading event music.
Added persistent host balance settings and per-player music/lightning preferences.
Added a Fishmen Invasion Options window accessible from the pause screen.
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