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Server Settings - Version 6 vs Version 7
May 23, 2026, 08:00 AM
Corrected the invite-code change to the April 14, 2026 launch-day hotfix (it shipped on launch day, not April 17) and linked the boarding difficulty note.
May 23, 2026, 08:35 PM
Corrected wikilink existence flags
11Windrose dedicated server settings are split across two JSON files: ServerDescription.json for server identity and world selection, and WorldDescription.json for the world itself. Kraken Express documents both files in the official server guide and explicitly warns players to edit them only while the server is shut down.2233ServerDescription.json4455ServerDescription.json lives in the server application's root folder. It controls how the server identifies itself, which world it loads, and whether the session is password protected.6677FieldMeaningPersistentServerIdUnique server ID. The official guide says not to edit itInviteCodeCase-sensitive invite code using 0-9, a-z, and A-Z characters. Length 1-32 after Hotfix 0.10.0.1.6 (the 8-character minimum was removed).IsPasswordProtectedtrue or falsePasswordServer password when password protection is enabledServerNameThe visible name of your serverWorldIslandIdThe world ID the server should load. It must match the exact world folder IDMaxPlayerCountMaximum simultaneous players. The guide pairs this with a recommendation of up to 4 for smoother performanceP2pProxyAddressSocket address field used by the networking layer88WorldDescription.json991010WorldDescription.json lives inside the specific world folder. It controls the world's name, preset, and any custom parameters attached to that world.111112121313FieldMeaningIslandIdUnique world ID. It must match the folder nameWorldNameThe displayed name of the worldCreationTimeInternal creation timestampWorldPresetTypeEasy, Medium, or Hard. If you use custom values, the next launch presents the world as CustomWorldSettingsGrouped bool, float, and tagged parameters. This stays minimal for preset worlds and expands for custom ones1414Custom World Parameters15151616The official guide says it is usually easier to set these values in game first and then copy the results into a server world file. The listed defaults and ranges are part of the live guide and can change in future builds.17171818ParameterDefaultOfficial NotesCoopQueststrueIf any player completes a co-op quest, it auto-completes for all active playersEasyExplorefalseDisables map markers. The in-game label is Immersive explorationMobHealthMultiplier1.0Enemy health. Range: 0.2 to 5.0MobDamageMultiplier1.0Enemy damage. Range: 0.2 to 5.0ShipHealthMultiplier1.0Enemy ship health. Range: 0.4 to 5.0ShipDamageMultiplier1.0Enemy ship damage. Range: 0.2 to 2.5BoardingDifficultyMultiplier1.0Enemy sailors required to win boarding. Range: 0.2 to 5.0Coop_StatsCorrectionModifier1.0Scales enemy health and posture by player count. Range: 0.0 to 2.0Coop_ShipStatsCorrectionModifier0.0Scales enemy ship health by player count. Range: 0.0 to 2.0CombatDifficultyNormalBoss aggression. Options: Easy, Normal, or Hard1919Invite Code Length Change (Hotfix 0.10.0.1.6)20202121On April 14, 2026, Kraken Express shipped Hotfix 0.10.0.1.6, which removed the 8-character minimum for multiplayer invite codes. Invite codes now accept any length from 1 to 32 characters, using the same 0-9, a-z, and A-Z character set as before. The change applies to codes generated by the game client and to the InviteCode field inside ServerDescription.json for dedicated servers.22222323Practical effect: short memorable codes are now possible for private groups, and previously valid long codes continue to work. The studio has said more connectivity fixes are being tested alongside this change, so expect further field-level updates if invite flows change again in later hotfixes.24242525Practical Setup Advice26262727Set up the world in the game client first if you want a familiar UI, then copy the resulting world files to the dedicated server.Only change JSON values while the server is off. The official guide warns that some fields can be auto-adjusted if the server detects problems.If you are moving an existing world to a server, remember to set WorldIslandId in ServerDescription.json to the copied world's folder ID.If you want a clean shared campaign, leave CoopQuests enabled. If you want each player to manage progress more independently, adjust it deliberately before the group invests time in the world.28282929See Also30303131Dedicated Server Hosting - the full hosting workflow and platform notesSave File Location - where the world folders actually liveDifficulty Settings - how the world difficulty options map to gameplay32323333P2pProxyAddress Network Scenarios34343535The P2pProxyAddress field defaults to a generic socket but only resolves correctly when it matches the actual network reach of the host machine. The two common configurations behave differently:36363737Network ScenarioRecommended P2pProxyAddress ValueHow to Find ItAll players on the same local network (LAN)127.0.0.1Default loopback address; no lookup requiredPlayers connecting over the public internetHost machine's IPv4 addressOpen Command Prompt on Windows, run ipconfig, copy the IPv4 Address line3838Why the IPv4 lookup matters: the public-internet path needs the host's reachable IPv4 address, not its router's WAN address or any internal alias. On Windows the canonical lookup is to open Command Prompt and run ipconfig; the IPv4 Address line under the active network adapter is the value clients need. Pasting in the WAN address from a router admin panel often appears to work locally but fails for remote clients because the host's NAT translation is applied twice. If a client cannot connect even with a fresh InviteCode and password, the P2pProxyAddress is the first field to verify.39394040Coop.SharedQuests Scope Caveat41414242Coop.SharedQuests is documented as a quest-sharing toggle, but its current launch-build coverage is partial. Even with the field set to true, only a small handful of quests actually auto-complete across all eligible players when one player finishes them. The majority of main-story and side quests still require each player to complete the quest themselves, regardless of the setting. Treat the toggle as a quality-of-life nudge for the supported quests rather than a blanket co-op solution; expect every player to manually clear most quest objectives even on a server where SharedQuests is enabled.43434444Practical implication: when planning a co-op campaign, do not assume SharedQuests reduces the per-player questing workload. Schedule each player to be present at major story beats, especially boss-unlock prerequisites, so progression is not gated by one absent crew member. The supported quest list expands across patches, so the rule of thumb is to verify the in-game quest log per session rather than relying on a fixed list of supported quests.