As described in the latest newsletter, the development branch has been out for quite some time now, but we were waiting on addressing some issues before announcing an update in this post. The creature spawning/reputation/rune changes are in and after going through some iterations, is at a good level of polish now. We have also been adding tons of new things as well (like usual). Just a recap for those not following along:
- Reputation AND alignment are gone!
- Creature spawning is now based on territories/zones. Read more about that here: https://steamcommunity.com/games/wayward/announcements/detail/4346622097173088568
- New stat and status effect UI/tooltip system.
- Tile targeting for actions (including ranged targeting).
- Runes and deities now have unique effects to do with creature spawning.
- Less bugs?
- More bugs?
Here Be[strike]Dragons[/strike]Drakes
As always, we would encourage you to back up your saves before trying this development branch of the game. By default, you can find your backups and save folders in the main Wayward directory. You can also export saves and global save data in-game if needed. More information on how to change branches here:https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 Report any issues you spot! Heres the ever-growing, largely unsorted changelog thus far:
New
- Creatures now have simplistic "territories" creatures near your spawn point are now easier than creatures far away, and creatures will stay in their original areas more often.
- You have attracted the attention of multiple unknown forces deities. As you survive and make decisions, these deities will award you with tokens in their likeness. Invoke them, and in turn receive their blessing.
- You can now "stack" and "unstack" like items. Item stacks display as if they are the first item in the stack (respecting your sort), with a quantity of how many total items are in the stack. You can press "ctrl" to temporarily expand the stack your mouse is over.
- Added wheelbarrows, allowing you to push and pull additional storage.
- Added armor stands, allowing you to store armor and weapon sets visually with the ability to quick-swap certain builds.
- Added a new action bar that gets filled with context menu action history as you play.
- You can now right click on any visible location to perform actions there, your character will automatically walk to wherever they need to.
- Merchant trading has been redesigned.
- The actions drawer now supports selecting a specific item type from a list of all discovered item types, and selecting a range of qualities.
- Added a tamed status icon above tamed creatures.
- The stats layout has been reworked, associating status effects with their related stats and providing stat names.
- Added conifer resins, pitch, and glue for use in new recipes and reinforcing.
- Added primitive musical instruments that can be used to command multiple creatures at a time.
- Status effect iconography has been redesigned, allowing players to more easily know at a glance how threatening a new effect is.
- Added animal cartilage, and new food recipes/food preservation through the use of gelatin crafted from cartilage or shark fins.
- Magical Binding now has a new action and use involving attack and defense bonuses.
- Added "Thaumaturgic", a new milestone and modifier for finding every type of magical property.
- Added luck, a new stat affecting chances. There are not many places where luck currently takes effect, nor many things that modify luck this will be expanded on later.
- All containers now have a "dump contents" action.
- Added a bindable to "Toggle Tooltips Visible", with no bindings by default. (Thanks Hiran!)
- Added bindings for toggling whether individual static UI components are visible (like the action bar, messages, etc.) These bindings are not set by default.
- Added a binding for toggling whether all auto-use action slots are enabled.
- Added "gamemoderun" support.
- Added the Afflicted and Exsanguinated milestones.
- Status effect tooltips have been completely redesigned, providing more information and presenting it in a clearer way.
- Ranged actions can now be used at any angle.
- Added a new option to make action slots be used on the tile you're mousing over.
- All stats are now inspectable, providing general information on how the stat works, along with new information such as their related core stat and the skills you can use to use to improve them.
- Added a new stat "potency" equipped magical property that increases the bonuses that items provide when used.
- Added a new milestone & modifier "Statistician" for discovering the stats that each skill can raise.
- Added eggshells (for chicken and penguin eggs), a new form of compost.
- Added stripped leather, a new high-tier cordage.
- There is now a visual on the depth when digging.
- You can now set an action slot to "Use Hovered Item", allowing you to set up slots to quickly use actions on hovered items.
- Added a new custom game option for disabling scared creature mechanics.
- There is a new custom creature spawn rate multiplier option that will allow you to scale the rate at which creatures spawn including disabling it altogether.
- Added a custom game option to enable viewing container dialogs for the items on the tile you're facing.
- Added sandstone arrows and arrowheads.
- Added a new "shadowy" creature.
- Added a "Skip Quest" button to the Starter Quest.
- Added a rare, secret challenge modifier.
- Added a challenge modifier for starting at sunset.
- Added a new challenge modifier "Cursed!"
- There are now modifiers in challenge mode for spawning in other biomes.
- Added a multiplayer option to pause server when desync occurs.
- Each island now progresses or "ticks" independently.
- Added a new help article about "Item Protection".
- Added an automatically updating notice to launching the development branch of the game.
- Added a number of new sound effect variations around inventory management.
- Added the "Runekeeper" milestone and modifier.
- Added a new milestone, "Curator" for discovering every item quality.
- Added the "Dedicated" milestone and milestone modifier, allowing players to set one that raises faster than all others, while the rest raise very slowly.
- Added OLED burn-in protection for HUD/UI elements.
- The skills dialog now displays skill icons & can be resized to display multiple columns.
- Added two new milestones and modifiers to do with creature spawn rates.
- The "Move All" and "Move All of Quality" actions can now be bound to the action bar.
- Added an audio cue when encumbered or overburdened.
- You can now set maxed skills as your in-game title.
- Added notifiers when dual-wielding is enabled/disabled.
- Added fish bones and glue.
- You can now drag actions from context menus to the action bar.
- Added two new books.
- The chance to craft mastercrafted items is now revealed at 100% skill.
- Minecarts can now push other minecarts. The faster the tier of minecart, the more minecarts can be pushed.
- Added aberrant versions of all fish.
- Added a new magical property "persistence" which increases max item durability far beyond normal means among other bonuses.
- Added a new type of skeleton with unique item drops that can appear from skeletal remains based on the current zone/tier.
- Added crucibles, a new device for smelting ores.
- Added a "heel" or "follow, but don't attack" command for tamed creatures.
- Ice and puddles (on certain terrain) are now slippery and will cause slippery movement for players (with certain footwear) and some creatures, more so if jumped upon.
- All container dialogs throughout the game (your inventory, held containers, container doodads, vehicles, NPCs) have been ported to the new UI system, fixing some longstanding issues and improving performance.
Improvements
- The Steam overlay is now more consistently implemented and will no longer report itself working in some cases where it did not.
- Each item will now have an associated skill (or skills) so that actions taken upon it (like refining) will use a more closely related skill. (Thanks DragonOvLeaves!)
- Renamed all "Toggle X" actions to "X or Y", for example "Toggle Container" is now "Open or Close Container."
- Rewrote the "not suitable to plant" message so that it makes sense when trying to plant a coconut. (Thanks Shim Panz!)
- The "Best for Crafting" sort is now more accurately calculated to include "Aptitude" items. (Thanks Andrej27!)
- Tamed creatures now smartly follow you through cave entrances.
- Shippers will now spawn closer to lit lighthouses.
- The "Path to Tile: Preview" bindable has been removed in favor of it working automatically based on the modifiers of the "Path to Tile" bindable. IE, if you have "Path to Tile" set to "Shift + Click", it will automatically show the path preview on "Shift."
- Added an option to disable the quit confirmation in cases where save data would not be lost.
- Added a dedicated, toggleable option for "Disable Modifier Unlock Requirements" that is not locked behind Developer Mode, so players that don't want content locked behind milestones don't have to use a developer option mark them all as completed.
- Reworked trapdoor spider AI. They are no longer hidden by default, instead choosing locations to hide in. They no longer move while hidden, and will sometimes come out of hiding to go somewhere else.
- Spawned creatures from items will now have some despawn protection. (Thanks DragonOvLeaves!)
- Drawn maps are no longer stocked on merchants. (Thanks Dewred!)
- The Doctor milestone modifier has been reworked into something a bit more interesting.
- The Doctor milestone has been reworked to now be a discovery milestone and require discovering all possible cures. Its information is displayed in status tooltips.
- You can now disable the game playing audio in the background. (Thanks Kowalth!)
- The light color from cave entrances is now matched the biome's fog color.
- Lava is now lit with a darker shade of orange/red.
- Random creature movement has been reworked to feel less random and more like creatures deciding to move to specific places.
- The "Grab All" button has been changed to a "Move All" button on all dialogs, transferring to the current quick-move target.
- Civilization score is now done per zone in addition to the whole island, impacting the creature spawning of individual areas in the island.
- The various "Drop on Action" gameplay settings now support the "Drop into Containers" option.
- "Reference links" in the game's text, such as the hoverable links to items, creatures, doodads, skills, etc, now display a new "help" cursor to indicate that they are clickable for more information.
- Tooltip headers have been redesigned to improve consistency and user experience between them.
- All previous mechanics involving reputation (such as claw worm spawning, treasure chest creature difficulty, creature spawning in general) are now based on the zone's tier you are in.
- Stat gain messages now display the skill that caused them to raise.
- When a creature is regenerating or healing from a damage type and they are already at maximum health, it will now show a +0 (instead of -0).
- Reimplemented the "Uses:" list for item tooltips, reducing noise and improving visual consistency.
- Individual stats are now discovered for new players as they progress through the game.
- The "Range" and "Attack" that is specified in tooltips for weapons/tools will now update dynamically based on skill.
- Dismantling hide now uses the "Leatherworking" skill instead of "Tailoring".
- "Leather Hide" is now just "Hide" and "Tanned Leather" is now just "Leather".
- Tweaked and made consistent the color of bone items.
- Multiplayer "Error code 2" now reveals the issue and potential fix for user and/or server admin.
- The snow scarecrow will now leave behind non-meltable items when melted.
- Added a "Developer Mode" option for Steam Deck users to toggle fullscreen mode in the event they are playing in desktop mode. (Thanks Geschrieben!)
- Fishing a tile that cannot support any fish or items will now say so (instead of saying overfished).
- Added a visual for "over-fished" tiles.
- Doodads used in crafts can now receive the "Aptitude" magical property.
- You can now see the stack of tiles when inspecting them.
- Mud is now spawned around swamps and will be located under swamp tiles when dug.
- Trapdoor spiders and claw worms now produce holes when revealed or spawned.
- Deep holes will allow water to be routed 100% of the time.
- Protection now persists through building and picking up items, for example building a sailboat, riding it, then picking it back up.
- Discovering an item of a new quality now displays a celebratory message.
- Items of undiscovered qualities on the ground now appear as the closest discovered quality instead of a "?"
- When tiles are referenced in messages/tooltips, they will now show their quality, magical status, renamed names and more.
- The "Replay" button will now reset turn modes and multiplayer options.
- You can now see how many times you've tamed or petted a tamed creature.
- Added tooltips for all buttons on the action bar.
- Menu sections are now highlighted when scrolled to via a section button.
- Players will no longer be woken up from rest/sleep if the player around them can't actually get to them.
- Swapping positions with creatures no longer causes an extra delay.
- Tamed creatures now move around less when near the player/not busy with another task.
- Petting will now also increase the creature's maximum health (to a much lesser extent than re-taming/offering).
- Reduced the chance of merchants saying they had new stock after they already equipped or consumed it.
- Creatures will now keep a total of how many pets they have received which will impact (in addition to times tamed) command unlocks, taming chances, and more.
- Added a new "leaves" group which goats will now accept.
- "Drop All" and "Move All" action slot actions now use what is filtered in the player's inventory.
- Move/drop all binds and actions no longer moves/drops equipped items.
- Players with high taming skills can see the exact turn count when creatures untame.
- The same item(s) can be traded back and forth several times between a merchant and a player at a cost penalty.
- Organic tiles will now always provide static resources when dug to better conform with doodads/plant resources. (Thanks DanekJovax!)
- Protected items that can't be used in crafting and dismantling will no longer be counted in the crafting/dismantle tooltip. (Thanks Feral Grumpicorn!)
- Multiple random items sourced from the same milestone modifier or challenge modifier into the same container are no longer duplicates.
- Some items are now excluded for random item milestone modifiers.
- Added a "Days" or "Nights" counter to the ferocity tooltip/inspection.
- The message log now supports infinite scroll, loading additional messages as necessary.
- The message log no longer forcibly keeps you at the latest message if you're trying to look at earlier messages. Scrolling back down to the latest message locks the scroll there again.
- The message log has been reimplemented for performance.
- The "worth" magical property now has a greater range of values possible.
- Magical doodads and bookcases that grant skill bonuses are now shown in the skill tooltips. (Thanks DanekJovax!)
- The "Hide Equipped Headgear" option now hides your equipped headgear for other players too (only if PVP is disabled.)
- You can now cage untamed creatures which uses the trapping skill and the creature's difficulty as a chance modifier.
- Cages now have different action tiers based on type/quality.
- Creatures now have an innate "worth" when caged to be used for trading and other purposes.
- There is now a chance for looted bags/backpacks to contain some items.
- "Swords" are now referred to as "short swords".
- Damage notifier icons are now shown on heavily damaged items when thrown or fired on the tile instead of above the player.
- Void now displays as a separate unique graphic in maps.
- Health vignetting no longer shows in screenshot mode.
- Being hit additional times while delayed no longer increases your delay further.
- Added a message for when pouring water on a creature/player had no effect.
- When an item with a colored border (ie, by quality or by it nearly being destroyed or decayed) is highlighted, the border now is now a brighter version of the normal color. (Thanks muzzy!)
- There are now actions for moving the contents of containers (in both doodad & item form) between containers and to your inventory.
- Resting or sleeping will no longer reset hunger/thirst timers so they immediately tick down after one turn while resting/sleeping.
- Gathering no longer automatically picks up items.
- Updated "A Powdery Catalog" book. (Thanks Feral Grumpicorn!)
- "Gather With Hands" now has a description.
- To help the user experience of working through a quest line, "Next Quest: " buttons are are now pinned to messages, ensuring that the player views the quest text as their pinned quest requirements update.
- "Enable Smooth Zooming" is now disabled when "Disable Movement Animations" is enabled.
- Piles of rocks now use the "mine" action instead of "chop" as their tool-based gather action.
- Container dialogs are no longer closed and reopened when changing state, such as when picking up a chest, or boarding/dismounting vehicles. The sort & sort direction now also persist between the states.
- The optional smooth zoom animation is now curved, starting fast and slowing down near the end, to make it feel better to use.
- Doodads that will be destroyed on pick-up will now warn you. (Thanks riftborn!)
- Picking up any vehicle will now only damage them by 1 instead of their damage multiplier.
- You can now sort skills by "recent".
- The milestones dialog now displays milestone icons & can be resized to display multiple columns.
- Added particle effects to crafting/dismantle/disassemble actions with colors based on the item.
- Dripstones and stills now show a purification counter in their tooltip.
- Dripstones and stills now have variable turns taken for desalination based on type.
- "Animal Glue" is now "Bone Glue" and will only require bones instead of bones and offal.
- The "Keep Sort Active" option has been replaced with simply persisting the selected sort in containers. When manually reordering items, the sort changes to display "Custom" instead of a sort, as no sort is active anymore.
- Efficacy, success, quality chances and percentages are no longer shown when not meeting the requirements (as they were not accurate).
- Action slots no longer automatically switch to "best item" until you attempt to use the slot a second time. (Thanks muzzy!)
- Some milestones are now hidden entirely until you complete previous milestones, to make the milestones dialog a bit less overwhelming. (IE Survivor reveals Weathered reveals Seasoned.)
- Advancing island turns is now nearly instant at the cost of accuracy.
- Options for the action bar are now accessible via a new button alongside the + and - buttons.
- Improved the performance of displaying non-craftable items, and of dimming out irrelevant items in containers when one or more are highlighted.
- Improved performance of tooltips.
- Orb of Influence has been renamed to "Cracked Orb" to be used as a new magical component for unlocking the "alter" action.
- The "active container" highlight is now a tab on the side of containers. You can click the tab to manually set the active container instead of using the container the game thinks is best.
- The "open container" action now makes the container active if it's already open.
- Grabbing or clicking on an item from a container no longer makes the container active, allowing you to use the item "quick-move" feature between containers.
- Fires will now be more visible on tiles that contain items. (Thanks DerSimon!)
- "Copal" has been removed and replaced with "Hide Glue" with similar uses/efficacy.
- Changed some default action binds away from WASD keys, for example, Dismantle and Disassemble which caused many accidental actions.
- You can now use the mouse to organize all items of a type or quality within a single container.
- Doodads that block line of sight will now illuminate their surrounding tiles properly when on fire. (Thanks muzzy!)
- When building or picking up containers, the container dialog now stays opened.
- The skills and milestones dialogs now save their sort options when reloading the game. (Thanks !)
- NPCs will now prefer to attack their attacker instead of the nearest player.
- Killing creatures via traps, tamed creatures, or fire now provides the correct loot quality bonuses. (Thanks Art Shrival!)
- The "days" shown on server details now are a cumulative total and average respectively across all islands.
- Improved support for slow multiplayer connections.
- NPCs can no longer spawn within line of sight to a player.
- "Dig With Hands" is no longer available on piles of rocks or other doodads. (Thanks muzzy!)
- Changed the "Rest" action to auto-use only when you have the "tired" status effect.
- Trampling fire now produces messages for partial/failure events.
- Equipment slots and action slots can now be inspected with the Inspect dialog.
- Puddles now provide audio/visual cues when stepped on.
- The islands dialog now displays waves as decorations between the islands.
- Updated the appearance of the weight tooltip.
- Equipped lit torches now provide heat.
- You will now receive a warning when overwatering small plants. (Thanks Ze!)
- Holding alt while slotting an item or action in the action bar now slots it with auto-use enabled.
- Container weight is now revalidated on reload (for save compatibility). (Thanks Veeyu!)
- NPCs will now attempt to move off of dangerous tiles.
- The "dangerous" creature tier has been renamed to "vicious" to differentiate it from the "danger level" mechanic.
- You can now sort milestones by "recent".
- Puddles now decay faster if walked on, but last a bit longer by default.
- The doodad version of "skill" magical properties will now have an "encircling" affix.
- Action slots containing an item now highlight when the mouse is over the item in your inventory.
- You can now navigate backward and forward through your Inspect dialog inspection history.
- Useful item hover binds are now described in the inventory management help article.
- Your carry & max weight now display in your inventory dialog with a tooltip.
- Updated some old references in the help articles.
- You can now click on most tooltip links to open that tooltip in the Inspect dialog, rather than needing to press shift+right click in all cases.
- New items were added to the challenge mode's "get item" quests.
Balance
- Smoothed out the range in which aberrant creature defense scales with player skills.
- Old educational scrolls now have the potential to provide more skill.
- Ranged items now have an accuracy stat that determines the likelihood of hitting the intended target.
- Tactics now ramps up your attack accuracy a bit slower.
- Ranged action skills (throwing, marksmanship, and fishing) are now also used to improve the accuracy of the action.
- Increased gem spawn rate and island maximums.
- Golems are now exponentially more formidable based on type.
- You can no longer pick up vehicles with items in them - this functionality is reserved for containers only.
- Creature loot, creature resource quality, and treasure chest items have been increased per island distance, meaning you have to travel less far out to maximize rewards.
- Increased slime splitting chances in the case where the slime was over its normal maximum health (more slime factory potential).
- Using cages now costs durability. (Thanks riftborn!)
- There is now a limit on how deep you can dig per tile and deep holes will block most movement and store more items when dropped.
- There is now a tile stacking limit using the "Set Down" action.
- Tamed creatures will now have a higher chance of having "pity" points of damage.
- Creature versus creature fights will now have increased damage (reducing the chance of seeing full-zero damage fights).
- Reduced the amount of empty tiles needed to produce a cave entrance so they aren't as rare to dig.
- Reduced the quality durability bonus of mastercrafted items slightly.
- Vehicles can no longer be used as a container when inside your inventory.
- "Pacifier" and "Friendly" milestone modifiers now prefer land to spawn creatures on more than before.
- Building, picking up doodads, and placing tiles no longer reduces stamina based on the "Mining" skill.
- Slither suckers will now sometimes refuse to be unequipped.
- Challenge modifiers that apply permanent status effects can now appear alongside more other challenge modifiers due to their effects being weakened in challenge mode.
- Arrowheads now have set durability (based on material) and can be repaired.
- Offering items to already tamed creatures will now also increase their max health (previously, they needed to completely untame for this to happen).
- Reduced the amount of food/water merchants will use, allowing them to keep more of their new/old stock.
- Chickens now accept a larger variety of items.
- Crafts that create puddle byproducts will no longer create enough puddles to create water tiles. (Thanks warriorsforever482!)
- Reduced the weight of limestone and limestone powder.
- Skeletons no longer attack immediately after animating.
- Increased the quality of items merchants stock.
- Hostile creatures will only attack tamed creatures when their owner is nearby. (Thanks warriorsforever482!)
- Removed the concept of "ingots" and replaced it with a "smelted" version of ore, reducing amount of consumed materials needed to do metalworking.
- Merchant and shipper spawning rules have been reworked so that the chance of additional NPCs is decreased for each additional NPC of that type already on the island. Additional flooring tiles also no longer increases the chance of them spawning besides what civilization score they provide. (Thanks Nameless!)
- Tin armor no longer has vulnerability to cold damage.
- Invisible and mystery milestones will now display their name/description/progress after reaching 50% completion.
- Increased cold and blunt vulnerability on bronze armor.
- Decreased the maximum amount of hours you can sleep for.
- Increased the difficulty of crafts advanced through master slightly, making efficacy/skill more useful at higher levels.
- The "Alter" action no longer consumes the item, but instead uses its durability as a "charge".
- You can no longer jump while swimming.
- Initial skill(s) now start at a much higher value including all milestone modifiers that affect starting skills.
- Merchants no longer stock magical essence. (Thanks Veeyu!)
- Reduced maximum durability bonuses for qualities and reinforcing slightly.
- Tongs are now required for any blacksmithing craft or disassembly that requires fire.
- Tin items no longer require a sand cast flask when disassembling them.
- Dripstones will now take longer to desalinate in general.
- You can no longer disassemble dripstones and they now have a reduced weight when crafted.
- Increased the default rarity of non-normal quality items and magical properties slightly, but increased the bonuses provided through action tiers to get quality items.
- Skeletons will now fall back into remains after killing a player.
- The chance of receiving a mastercrafted item now scales based on skill as well as the previous random chance and efficacy percentage with more weight being placed on skill/efficacy rather than pure randomness with higher caps on each.
- Mudskippers now accept more raw fish types and forms.
- Shippers now have a bit more offensive capabilities.
- Aberrant fish no longer can move under the player.
- Creatures have reduced hostility towards shippers that are currently on a job.
- Skeleton attack damage has been decreased.
- Attacking your tamed creatures now decreases their happiness further.
- Decreased the skill check for tilling as well as increased the chance at gaining skill when failing.
- Reduced chances of hardened coils spawning on lava.
- Increased shark's attack and health values.
- Increased the minimum amount of turns to sleep/rest.
- The crafter milestone modifier now quadruples item durability.
- Scarecrows will now disable creature spawning in their radius (instead of just a chance).
- Some milestone modifiers no longer give additional items when respawning as a new character in a multiplayer server with "Hardcore Respawns" enabled. (Thanks Kowalth!)
- Reduced default range for all ranged weapons/tools.
- The default travel distance for thrown items or ranged weapons is the "range" property in addition to a skill bonus instead of any value in between 1 and the range/skill.
- Creatures in the coastal (starting island) caves now deal less damage. We hit the Steam post limit! See the full changelog here: https://www.unlok.ca/wayward/development-branch-update-part-2/
Welcome the 13th iteration of the Wayward newsletter, featuring a long-awaited status update, showcasing mods, and other tidbits!
Status Update
Firstly, no, Wayward is not dead. Behind the scenes, but not super behind the scenes, we have been pushing updates to the development branch pretty much the whole time. Unfortunately, we ran into several design snags while attempting to rid the game of that pesky reputation mechanic. Read more about that in the last newsletter if you havent already: https://store.steampowered.com/news/app/379210/view/3882727783075132076 In order to satisfy all the playstyles with the new rune/deity-based systems, we still had to cling on to flawed progression metrics that could easily be gamed and circumvented to min/max the difficulty all the while being nearly as tedious/confusing as the previous system. We are now scraping that plan and coming up with something completely different. Deities and runes will still be in the mix, but not as a means to curb difficulty, at least directly. Our current plan is that progression in the game (as in, harder creatures, access to new/better materials) will work more closely like other overworld RPG games instead of creatures of all types randomly spawning around you all based around a flawed, magical number.
Instead, creatures will have territories that increase in difficulty the further away from your spawn point and the further away from your starting island. These creatures like to stay close to their territory and will no longer chase you half across the world. This will allow players to keep their current playstyle and progress further only when they want to (or they run out of resources/things to do). More information on this system is coming up soon!
Tile Targeting
This hasnt been the only thing we have been working on of course. We have also implemented tile targeting, meaning you can now hover over a tile and perform actions there using the action menu (via right-click), which means you can actually aim your ranged attacks now!
You can also action slot these types of actions as well to save a few clicks/key presses:
Improved Creature Control
Tamed creatures now have a symbol above them to easily spot which creatures are tamed or not. You can now also control a group of creatures within a small radius using new flute items which can give multiple creatures commands at the same time without having to try to navigate to each of them.
These are just a few small previews of what is to come in what has become the biggest major update to date! Sorry about the wait!
Mod Showcase
Check out some of the recent modifications the community has created! Blood Rites by SKIPPY Do something with all that blood laying around! Blood containers, blood drinking, vampires and more! https://steamcommunity.com/sharedfiles/filedetails/?id=3299372812 Windows Mod by TTastic A very popular request, and a planned feature; TTastic does us all a favor and adds it into the game for us (for now!). https://steamcommunity.com/sharedfiles/filedetails/?id=3271896900 Unbreakable Goodies by fercoraya A remake of the popular "Master Crafter" mod. It makes mastercrafted and relic items unbreakable. https://steamcommunity.com/sharedfiles/filedetails/?id=3008033731
Feature Voting
We always like to draw attention to our feature voting site which serves as an informal roadmap for the game.Take a look and vote on the features you'd like to see next: https://www.waywardgame.com/vote
Discord
To join in to discuss all of the above or anything else related to Wayward, join our Discord! https://discord.gg/wayward
End of Windows 7 Support
Along with Steam earlier this year, Wayward, going forward will be required to cease Windows 7 support due to upstream software changes. This means the next major release will no longer be supported on Windows 7. That being said, there are technically ways around this and of course, we offer the latest major release versions dating all the way back to May 11, 2016 (beta 2.0.5).
Leave A Review!
If you have a few minutes, please leave us a review on Steam. We use any feedback we get to make the game better! https://store.steampowered.com/app/379210/Wayward/ Thanks for reading and stay tuned!
Hot off the heels of our latest newsletter, we are opening up our development branch to test all the latest additions and a poll to help name this release. If you plan to partake in the testing of this release, after loading the game you will be greeted with a new special dialog explaining the current issues and/or status of the development branch including some bugs we are looking for feedback on. It will be quite buggy for the first little while!
Naming Ideas
Here are a few of the ideas we have so far for the name: https://strawpoll.com/XmZRxEvQ3nd These are mostly deities related, but there are other new things in the update as well to draw inspiration from. Comment any new ones you can think of and/or vote for your pick!
Here Be [strike]Dragons[/strike] Drakes
As always, we would encourage you to back up your saves before trying this development branch of the game. By default, you can find your backups and save folders in the main Wayward directory. You can also export saves and global save data in-game if needed. More information on how to change branches here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 Report any issues you spot! Here's the work-in-progress changelog so far:
New
- You can now "stack" and "unstack" like items. Item stacks display as if they are the "best" item in the stack, with a quantity of how many total items are in the stack. You can hold "ctrl" to temporarily expand the stack your mouse is over.
- Merchant trading has been redesigned.
- Added wheelbarrows, allowing you to push and pull additional storage.
- All container dialogs throughout the game (your inventory, held containers, container doodads, vehicles, NPCs) have been ported to the new UI system, fixing some longstanding issues and improving performance.
- Added armor stands, allowing you to store armor and weapon sets visually with the ability to quick-swap certain builds.
- The actions drawer now supports selecting a specific item type from a list of all discovered item types, and selecting a range of qualities.
- Ice and puddles (on certain terrain) are now slippery and will cause slippery movement for players (with certain footwear) and some creatures, more so if jumped upon.
- Added a "heel" or "follow, but don't attack" command for tamed creatures.
- Added crucibles, a new device for smelting ores.
- Added a new type of skeleton that can appear from skeletal remains based on alignment and other factors.
- Added a new "shadowy" creature.
- Added a new magical property "persistence" which increases max item durability far beyond normal means among other bonuses.
- Added aberrant versions of all fish.
- Minecarts can now push other minecarts. The faster the tier of minecart, the more minecarts can be pushed.
- Added conifer resins, pitch, and glue for use in new recipes and reinforcing.
- The chance to craft mastercrafted items is now revealed at 100% skill.
- Added two new books.
- You can now drag actions from context menus to the action bar.
- Added fish bones and glue.
- Added notifiers when dual-wielding is enabled/disabled.
- There is a new custom creature spawn rate multiplier option that will allow you to scale the rate at which creatures spawn including disabling it altogether.
- Added two new milestones and modifiers to do with creature spawn rates.
- The "Move All" and "Move All of Quality" actions can now be bound to the action bar.
- Added an audio cue when encumbered or overburdened.
- You can now set maxed skills as your in-game title.
- Added an automatically updating notice to launching the development branch of the game.
- Magical Binding now has a new action and use involving attack and defense bonuses.
- Added a number of new sound effect variations around inventory management.
- Added "Thaumaturgic", a new milestone and modifier for finding every type of magical property.
- Added the "Runekeeper" milestone and modifier.
- Added a new milestone, "Curator" for discovering every item quality.
- Added the "Dedicated" milestone and milestone modifier, allowing players to set one that raises faster than all others, while the rest raise very slowly.
- Added OLED burn-in protection for HUD/UI elements.
- Added a multiplayer option to pause server when desync occurs.
- Each island now progresses or "ticks" independently.
- Added a new help article about "Item Protection".
Improvements
- The milestones dialog now displays milestone icons & can be resized to display multiple columns.
- Added particle effects to crafting/dismantle/disassemble actions with colors based on the item.
- Dripstones and stills now show a purification counter in their tooltip.
- Dripstones and stills now have variable turns taken for desalination based on type.
- "Animal Glue" is now "Bone Glue" and will only require bones instead of bones and offal.
- The "Keep Sort Active" option has been replaced with simply persisting the selected sort in containers. When manually reordering items, the sort changes to display "Custom" instead of a sort, as no sort is active anymore.
- Efficacy, success, quality chances and percentages are no longer shown when not meeting the requirements (as they were not accurate).
- Action slots no longer automatically switch to "best item" until you attempt to use the slot a second time. (Thanks muzzy!)
- Some milestones are now hidden entirely until you complete previous milestones, to make the milestones dialog a bit less overwhelming. (IE Survivor reveals Weathered reveals Seasoned.)
- Advancing island turns is now nearly instant at the cost of accuracy.
- Options for the action bar are now accessible via a new button alongside the + and - buttons.
- Improved the performance of displaying non-craftable items, and of dimming out irrelevant items in containers when one or more are highlighted.
- Improved performance of tooltips.
- Orb of Influence has been renamed to "Cracked Orb" to be used as a new magical component for unlocking the "alter" action.
- The "active container" highlight is now a tab on the side of containers. You can click the tab to manually set the active container instead of using the container the game thinks is best.
- The "open container" action now makes the container active if it's already open.
- Grabbing or clicking on an item from a container no longer makes the container active, allowing you to use the item "quick-move" feature between containers.
- Fires will now be more visible on tiles that contain items. (Thanks DerSimon!)
- "Copal" has been removed and replaced with "Hide Glue" with similar uses/efficacy.
- Changed some default action binds away from WASD keys, for example, Dismantle and Disassemble which caused many accidental actions.
- You can now use the mouse to organize all items of a type or quality within a single container.
- Doodads that block line of sight will now illuminate their surrounding tiles properly when on fire. (Thanks muzzy!)
- When building or picking up containers, the container dialog now stays opened.
- The skills and milestones dialogs now save their sort options when reloading the game. (Thanks !)
- NPCs will now prefer to attack their attacker instead of the nearest player.
- Killing creatures via traps, tamed creatures, or fire now provides the correct loot quality bonuses. (Thanks Art Shrival!)
- The days and alignment server details now are a cumulative total and average respectively across all islands.
- Improved support for slow multiplayer connections.
- NPCs can no longer spawn within line of sight to a player.
- "Dig With Hands" is no longer available on piles of rocks or other doodads. (Thanks muzzy!)
- Changed the "Rest" action to auto-use only when you have the "tired" status effect.
- Trampling fire now produces messages for partial/failure events.
- Equipment slots and action slots can now be inspected with the Inspect dialog.
- Puddles now provide audio/visual cues when stepped on.
- The islands dialog now displays waves as decorations between the islands.
- Updated the appearance of the weight tooltip.
- Equipped lit torches now provide heat.
- You will now receive a warning when overwatering small plants. (Thanks Ze!)
- Holding alt while slotting an item or action in the action bar now slots it with auto-use enabled.
- Container weight is now revalidated on reload (for save compatibility). (Thanks Veeyu!)
- NPCs will now attempt to move off of dangerous tiles.
- The "dangerous" creature tier has been renamed to "vicious" to differentiate it from the "danger level" mechanic.
- You can now sort milestones by "recent".
- Puddles now decay faster if walked on, but last a bit longer by default.
- The doodad version of "skill" magical properties will now have an "encircling" affix.
- Action slots containing an item now highlight when the mouse is over the item in your inventory.
- You can now navigate backward and forward through your Inspect dialog inspection history.
- Useful item hover binds are now described in the inventory management help article.
- Your carry & max weight now display in your inventory dialog with a tooltip.
- Updated some old references in the help articles.
- You can now click on most tooltip links to open that tooltip in the Inspect dialog, rather than needing to press shift+right click in all cases.
- New items were added to the challenge mode's "get item" quests.
Balance
- Removed the concept of "ingots" and replaced it with a "smelted" version of ore, reducing amount of consumed materials needed to do metalworking.
- Merchant and shipper spawning rules have been reworked so that the chance of additional NPCs is decreased for each additional NPC of that type already on the island. Additional flooring tiles also no longer increases the chance of them spawning besides what civilization score they provide. (Thanks Nameless!)
- Tin armor no longer has vulnerability to cold damage.
- Invisible and mystery milestones will now display their name/description/progress after reaching 50% completion.
- Increased cold and blunt vulnerability on bronze armor.
- Decreased the maximum amount of hours you can sleep for.
- Trampling fire can now increase or decrease its strength along with its ability to spread/be stomped out.
- Reduced the amount of ore per resource tile slightly.
- Increased the difficulty of crafts advanced through master slightly, making efficacy/skill more useful at higher levels.
- You can no longer go over the reputation/alignment cap. Anything that checked for this will now just check that you are at the cap instead.
- The "Alter" action no longer consumes the item, but instead uses its durability as a "charge".
- You can no longer jump while swimming.
- Initial skill(s) now start at a much higher value including all milestone modifiers that affect starting skills.
- Merchants no longer stock magical essence. (Thanks Veeyu!)
- Reduced maximum durability bonuses for qualities and reinforcing slightly.
- Tongs are now required for any blacksmithing craft or disassembly that requires fire.
- Tin items no longer require a sand cast flask when disassembling them.
- Dripstones will now take longer to desalinate in general.
- You can no longer disassemble dripstones and they now have a reduced weight when crafted.
- Increased the default rarity of non-normal quality items and magical properties slightly, but increased the bonuses provided through action tiers to get quality items.
- Skeletons will now fall back into remains after killing a player.
- The chance of receiving a mastercrafted item now scales based on skill as well as the previous random chance and efficacy percentage with more weight being placed on skill/efficacy rather than pure randomness with higher caps on each.
- Mudskippers now accept more raw fish types and forms.
- Shippers now have a bit more offensive capabilities.
- Aberrant fish no longer can move under the player.
- Shippers no longer stop to attack creatures if they are actively shipping items.
- Shippers no longer can have their boats damaged by creatures. (Thanks Nameless!)
- Creatures have reduced hostility towards shippers that are currently on a job.
- Skeleton attack damage has been decreased.
- Attacking your tamed creatures now decreases their happiness further.
- Decreased the skill check for tilling as well as increased the chance at gaining skill when failing.
- Reduced chances of hardened coils spawning on lava.
- Increased shark's attack and health values.
- Increased the minimum amount of turns to sleep/rest.
Bug Fixes
- Fixed tooltip tile quality color not updating when hovering over while it changes.
- Fixed being able to import global save data as a game save and vice versa. (Thanks tr1ger1n86!)
- Fixed a build item animation appearing for a frame or two when hopping between vehicles. (Thanks Veeyu!)
- Fixed Move Item actions not displaying a red message and preventing use when the item(s) don't fit in a container.
- Fix ride action on an adjacent minecart picking up the current minecart.
- Fixed being able to run some actions on-top of players that are connecting to the multiplayer server.
- Fixed being able to have games with "undefined" names on dedicated servers.
- Fixed action menus not updating "can use" status when other players move in front of where you are facing.
- Fixed generated tiles always being damaged when dug up. (Thanks muzzy!)
- Fixed "unknown" items showing up as "1" on the ground, or blank in messages instead of "unknown" items.
- Fixed protected black powder being consumed.
- Fixed action slot usage not updating when going up/down levels or when teleporting.
- Speculatively fixed the possibility of items going to -1 decay. (Thanks muzzy!)
- Fixed item hover effects being disabled by the decay/durability bars. (Thanks muzzy!)
- Fixed decayed items not benefiting from "Hoarding".
- Fixed the defense inspect not updating changes to base defense values.
- Drastically improved the performance of opening the actions drawer by slotting an item without a primary use.
- Fixed aberrant spawn customizations tooltips showing incorrect titles. (Thanks !)
- Fixed the available ingredients for crafts/dismantles showing protected items that won't be used in the count. (Thanks muzzy!)
- Fixed assign to action slot binds not working.
- Fixed the actions drawer considering many actions applicable with any item type.
- Fixed cage names showing a variable in certain situations. (Thanks !)
- Fixed tooltips not updating in the world when moving.
- Fixed seawater not able to take over deep swamp/fresh water. (Thanks King Smidgens!)
- Fixed gathering swamp water not reducing water levels properly.
- Fixed dismantle tooltips disappearing quickly in real-time mode. (Thanks Silverspeedy!)
- Fixed water contamination logic failing when intersecting three different types of water. (Thanks King Smidgens!)
- Fixed low maximum durability items being repairable when protected even though repairing would destroy the item. (Thanks BeautifulNova!)
- Fixed mudskippers not being correctly spawned.
- Fixed tooltips occasionally flickering when moving.
- Fixed dismantle output looking janky in tooltips.
- Implemented a speculative fix for some mod registrations (for example, bindables) internally caching too early, causing some to be left out.
- Fixed the "reputation" label not working correctly in the multiplayer server browser.
- Fixed fires able to be in exist but in the "extinguished" status. (Thanks muzzy!)
- Fixed the daily challenge name being done in local time instead of UTC like the seed. (Thanks muzzy!)
- Fixed line of sight not being calculated when stepping outside of a cave after loading a save. (Thanks muzzy!)
- Fixed protected seeds being plantable. (Thanks muzzy!)
- Fixed disassembling items re-rolling magical properties. (Thanks muzzy!)
- Fixed some fairy ring templates not working.
- Fixed line of sight not being recalculated when placing walls. (Thanks muzzy!)
- Fixed the player sprite wiggling on coordinates equal to the power of 2.
- Fixed "blank" items being generated from burning. (Thanks tr1ger1n86!)
- Fixed sometimes not getting a starting skill.
- Fixed efficacy being inaccurate when using grouped items. (Thanks Aresff!)
- Fixed map dialogs staying opened after traveling. (Thanks muzzy!)
- Fixed the "replay" button not forwarding to the new game menu from the death & win screens. (Thanks BeautifulNova!)
- Fixed many instances of actions appearing in item right-click menus that are irrelevant and impossible.
- Fixed the bindings menu being blank when playing on a really old save with old saved bindings.
- Fixed errors in messages no longer having tooltips.
- Fixed decayed items not being able to be unequipped on NPCs. (Thanks Nameless!)
- Fixed item move actions not having tooltips.
- Fixed no sound effect playing when reorganizing items in your inventory.
- Fixed dripstones appearing lower on the tile.
- Fixed the "Apocryphal" milestone not triggering after using some magical component actions.
- Fixed stat bars animating in tooltips.
- Fixed creatures appearing over top of trees in certain instances.
- Fixed path to tile only moving one step at a time or prematurely cancelling movement.
- Fixed the reset options button not actually resetting some options like font style, audio, or language.
- Speculatively fixed auto actions not executing in multiplayer games under certain conditions until server is restarted.
- Fixed item-related memory leaks. (Thanks SwordForTheLord!)
- Fixed fire trampling being too common over decreasing/increasing its spread.
- Fixed NPCs not tracking damage from traps, fire, and other non-combat damage events.
- Drastically improved the performance of having large numbers of action slots and large numbers of visible items.
- Fixed raw clay mortar and pestle not being disassemblable. (Thanks muzzy!)
- Fixed teleporting using stamina when encumbered.
- Fixed ferocity display not being accurate. (Thanks Sensakuma!)
- Fixed protected items being shown in red when they could be used in disassembly. (Thanks muzzy!)
Technical
- The outlines around items in your inventory, containers, and the crafting dialog are generated automatically when the game is loading. This process has been sped up by around 50-60%.
- Improved load times when joining a multiplayer game with players on many different islands.
- Generated item outline sprites are now cached in a better way, potentially preventing some hangs on "Loading Items".
- Refactored the internals of the Mod system.
- Added checksums to save data for save corruption diagnosis.
- Disabled image outline generation logic on dedicated servers.
- Improved the speed of image outline sprite generation.
- Reworked some ActionArgument functionality to allow for custom argument types.
Modding
- Fixed modded ItemTypeGroup's not including nested ItemTypeGroup items.
Mods
Magicology
- Added item group for craftable items
- Added a "Crash WebGL" button for testing purposes.
- Fixed "Revert Death" being duplicated when canceling quitting the game.
- Fixed changing maximum health not saving/updating properly.
- Healing yourself will no longer disable noclip.
- You can now add all items matching the dropdown filter text to a container.
- Added the ability to increase/decrease stat maximum values.
- The "inspect item" binding now works much more consistently.
- Filtered out heat & cold insulation from the editable stats in the Inspect dialog. (Thanks TheUnnamedStranger!)
- Renamed the Invulnerable option to Unkillable. (Thanks TheUnnamedStranger!)
- Improved determination on what creature is a threat or not.
- Fixed creatures not moving on older saves. (Thanks Tapenki!)
- Fixed cloud water not rendering correctly.
- Cloudstones no longer weigh as much.
- Nimbus is no longer is crafted with snowflakes and increased the feathers/cloudstones required to craft it.
Welcome the 12th iteration of the Wayward newsletter, featuring future plans, dissecting current issues, showcasing mods/media, and more!
Beacons Call Postmortem
The last major update and the patches thereafter were a big step in improving player experience and smoothing out the starting of the game. Whether it was the addition of dripstones, adding freshwater rivers to the starting island, reputation tweaks, spawning location improvements, or additions to the Starter Quest - there was tons done to refine the early game. While theres still lots of work to be done here, the feedback has been pretty positive there. Thats not to say mid-late game players also didnt get some goodies here either. Ports and shippers offer up a way to transport items across islands. Gems and golems provide a late-game milestone to search out and create. Creature cages add an easy method of transporting creatures, especially across islands. Creature commands provide incentives for making long-time friends with your tamed companions. Bookcases adds bonuses for keeping all the lore and text in the game. These are just a few of the features added in the last major update if you havent had a chance to check it out yet.
New Beginners Guide Video
Speaking of new players, I recently put out a new updated beginners guide video going through the Starter Quest and handing out a few additional tips and tricks while doing so. https://www.youtube.com/watch?v=XbReL-OzoFM
Upcoming Reputation Changes
You may have already seen a hint of this change with the renaming of Reputation to Ferocity which better explains its effects. This is just the beginning of it though. To explain, reputation in Wayward has always been a "difficulty slider", but one done through in-game mechanics and lore. The whole purpose of it has not been one of ecological commentary, but rather, to provide players a way to modify the game to their liking and playstyle. The issues with it are many but include:
- What increases/decreases reputation is unknown to the player natively and must be discovered.
- Actions can sometimes increase and decrease reputation at the same time, leading to net-neutral changes.
- Some actions can be exploited to gain or lower reputation, leading to a lot of tedious gameplay like using the same action/mechanic over and over again.
- It forces some actions/playstyles that a player may not want to do just because they want to keep a certain difficulty.
- It's confusing to new players, but new players have to be aware of it so they can tweak their difficulty.
- It's balanced in a way that over time, the game is supposed to get harder; however, depending on the player's playstyle this intent can be lost.
We would consider adding an in-game difficulty slider to be a failure. We would rather continue to iterate on the concept of dynamic difficulty and I really think we got it feeling really good this time around.
Upcoming Inventory/Container Overhaul
The next piece of the old UI is on the chopping block! If you are not familiar with the backstory here; we slowly have been redoing pieces of UI to modernize it (maintenance-wise) and provide new features/improvements all of which eventually will allow us to do full controller support. This is something we have to work on over time as it is a huge undertaking and a lot of it is near-invisible to most players. After this one, the next and final one to port over is the crafting dialog. As an added bonus this time around, we will be adding a much-requested feature that is very much visible to players. Item stacking! Simply CTRL+click an item to stack it together. Hold CTRL to preview the stack, and CTRL+click it again to unstack it.
Development Branch
The development branch where you can test all these changes should be live soon. We are planning by the end of this week to reenable it for all the eager testers out there. Stay tuned for the development branch announcement!
Feature Voting
Something that we always like to mention in these newsletters is that our feature voting page works as an impromptu roadmap for the game - but one where players get to pick what they see as most important. Check it out and cast your vote for upcoming features: https://www.waywardgame.com/vote
Media Showcase
As has become a yearly-ish tradition, Splattercat has recently released a new video on Wayward. Funnily enough, he mentions the reputation issues mentioned above, leading to the impetus for us to focus on that system. https://www.youtube.com/watch?v=0pftFxUBjpM If you have been keeping up on the updates during this lull in updates, you probably have already seen these teaser videos, but if not, check out a preview of armor stands and wheelbarrows, two highly requested features coming up in the next release: https://www.youtube.com/watch?v=TQgZ-98dq_Y https://www.youtube.com/watch?v=3LzoCh_1ETs
Mod Showcase
Check out some of the recent modifications the community has created! Player-Owned Areas by HDJam Adds the ability to claim areas, protecting them from other players. A great utility for dedicated servers to prevent griefing or setting up custom scenarios/challenges. https://steamcommunity.com/sharedfiles/filedetails/?id=2992525255 Quality Tile Colours by Kitsune Quickly becoming the most popular Wayward Workshop submission, this mod displays small colorized sparkles on tiles and doodads with quality. https://steamcommunity.com/sharedfiles/filedetails/?id=2990505230 Jeeves - Unofficial Update by Dark Helix An unofficial port/update of the once-popular mod, Jeeves by Cringe which allows management of items on the ground - showing them in a container dialog. https://steamcommunity.com/sharedfiles/filedetails/?id=2964370715 Fantasy Customizations by Sensakuma Adds a ton of custom hairstyles (some fantasy-based), exotic skin tones, and more. https://steamcommunity.com/sharedfiles/filedetails/?id=2978026244 Quick Stack by FluffyWuffletonTheFierce A tool for automatically moving and sorting items based on filtered item types and groups. https://steamcommunity.com/sharedfiles/filedetails/?id=2854879083
Autumn Sale
If you are reading this before the 28th of November, you still have a chance to grab Wayward for -25% off as part of the Steam Autumn sale. https://store.steampowered.com/app/379210/Wayward/
Leave A Review!
If you have a few moments to spare after reading this, we would love it if you shared your feedback on the game with us in the form of a Steam review. It helps us a lot! Thanks for reading and stay tuned!
Okay, I've almost lost track of the times I said this would be the last patch for Beacon's Call, yet, here's another one! This one is another small patch that fixes some issues that are a bit more pressing and we would rather not wait until the next major release to get them out there to the players. See the details below! Bonus Promo: I recently did a new Beginner's Guide video for Wayward. Check it out here if you are having trouble starting out in Wayward: https://www.youtube.com/watch?v=XbReL-OzoFM Bonus Tip: For a more continuous fresh water collection, try out wells! Wells can be built in many locations, but only some provide fresh water. When trying to find a good spot, a rope is your best friend. Use the "Test Depth" action on a rope after placing a well to see its water status. Some locations will provide water over time, and some will be infinite (although this is rare). This all depends on what exists under the well within the caves. If you are getting swamp or seawater in your well, you are too close to a swamp or seawater source and will need to move the well, or move the offending water. Non-infinite wells will fill over time, so you must wait for them to gather water; so one strategy would be to build several of them for a good supply.
New
- Action slots that aren't configured to use specific items are now automatically brought into new saves by default. This functionality can be disabled in the action bar options.
- Added an option to configure the screen position of the Steam Input Keyboard on Steam Deck.
Improvements
- Using the + and - buttons in the action bar now add and remove whole rows at a time instead of individual action slots. You can hold shift if you want to add/remove individual slots still.
- Only automatically open the Steam Input Keyboard on Steam Deck when the text input is important or when the input is clicked again.
- You can now change the default modifier order for action bar rows. (For example, by default the rows are None, Ctrl, Shift, Alt, and you can change it to None, Shift, Ctrl, Alt, among all other possible combinations.) This feature can still be overridden by setting custom slot bindables.
- The primary resource of basalt ground is now basalt.
Balance
- You can no longer learn recipes from crafted items from other players when using the Rouseabout milestone modifier.
Bug Fixes
- Fixed sleeping/resting taking too long/locking up the game. (Thanks CaptainSparklebutt!)
- Fixed action slots becoming very slow on islands with an excessive amount of items. (Thanks Veeyu!)
- Fixed generated doodads getting incorrect weight values. (Thanks Anketam!)
- Fixed multiple items that could go under 0.1 weight using featherweight and refining. (Thanks King Smidgens!)
- Fixed glowing magical properties not stacking with torches properly. (Thanks Aresff!)
- Fixed exuding leading to decimal values sometimes.
- Fixed "void" being able to be a treasure location. Note that this fix will only apply to treasure maps for islands generated after this update. (Thanks Veeyu!)
- Fixed rare multiplayer desyncs related to magic properties.
- Fixed multiplayer desyncs when using the upgrade action. (Thanks Veeyu!)
- Fixed {1} after crafting efficacy in messages. (Thanks Nameless!)
- Fixed soem typos.
Modding
- Mod compilation should now be faster due to no longer typechecking the base game definitions when compiling a mod.
- Fixed "@Register.stat" requiring a tooltip. (Thanks Sensakuma!)
Mods
TARS
- Fixed TARS getting stuck when overburdened.
- Fixed issues regarding picking up dripstones. (Thanks GrayStillPlays!)
- Fixed TARS killing a creature and then forgetting to carve it.
So, it looks like the last patch wasn't the last one after all. We have another small patch that fixes some new issues that popped up and adds some other smaller improvements. Now, this should be the last one as we work on the next major update. Bonus Promo: The Steam Summer sale is still live! Enjoy -30% off Wayward or -10% off the soundtracks until the 13th. Bonus Tip: Feeling stuck? Check out the Starter Quest, available by default by pressing U, clicking the Quests icon in the top button bar, or clicking the pinned Welcome box near your messages.
Improvements
- You can now hold the mouse down on action slots to keep using them.
- You can now "auto-use" action slots when overburdened when no slots are usable, the "walk to tile" path will be cancelled. When overburdened, "walk to tile" is no longer available.
- The "eat" action now prefers using items with less decay time remaining first. (Thanks httpsnet!)
- "Auto-use" now no longer automatically uses actions when you have no stamina. (Thanks Grub!)
- Island distance calculations are now circular sailing in any direction changes things at a fixed rate, rather than diagonals increasing faster.
- The Starter Quest now explains input sequences for assigning items to action slots.
- The Starter Quest now teaches how to use action slots without items.
Bug Fixes
- Magical item properties are now absorbed and exuded as percentages, fixing issues with featherweight and other properties based on item stats. (Thanks Veeyu!)
- Fixed action bar bindings being used over context menu bindings. (Thanks Aresff!)
- Fixed "Move All" actions in the item actions menu not displaying type & quality anymore. (Thanks Kargen Dracos!)
- Fixed being able to move on top of other players while they are connecting.
- Fixed far-away islands not having tooltips or being clickable in the islands dialog. (Thanks Deadpull!)
- Fixed taking damage sometimes not stopping path to tile. (Thanks Grub!)
- Fixed multiplayer desyncs related to dangerous movement animations. (Thanks Veeyu!)
- Fixed multiplayer desyncs that occurred when multiple players, who were on different islands, were all joining at the same time.
- Fixed multiplayer desyncs that occurred when traveling. (Thanks Veeyu!)
- Fixed certain plants being spawned as "bare". (Thanks Veeyu!)
- Fixed action slot action icons no longer having transparency when not usable. (Thanks Rainshine!)
- Fixed outdated references to old recipes in the Starter Quest. (Thanks Storm!)
- Fixed action slot tooltips being incredibly laggy and flickery. (They are now only slightly laggy and flickery. (Further down the line we'll rework the internal systems behind tooltips to get them faster. (Hopefully.)))
- Fixed the active container icon being broken on higher interface scales. (Thanks ChrisLivingIt!)
- Fixed tile quality not transferring in some cases.
Modding
- A development version of the Wayward Types Viewer is now published nightly.
- A development version of the English language file is now published nightly.
Here's what will likely be the last update in the "Beacon's Call" series culminating in a huge batch of bug fixes and improvements to smooth out the game while we switch focuses on the next big update. Thank you for all the feedback and support! Bonus Promo: Please consider leaving us a review on Steam. This helps us get the feedback we need to keep improving the game while we work towards our major upcoming milestone - a full, non-Early Access release. Oh ya, and that whole Steam Sumer Sale thing is happening. Wayward is -30% off during the sale: https://store.steampowered.com/app/379210/Wayward/ Bonus Tip: Tin tools are considered blunt due to the softness of the materials, making them great at things like mining, repairing, and providing defense in the form of armor, but a poor choice for lumberjacking and cutting (things that require a sharpened tool).
New
- Added support for Apple Silicon.
Improvements
- Action slot tooltips now filter the item information down to only what's relevant to the item in the slot. You can still hold "shift" by default to show the hidden information.
- Badderlocks no longer decay, aloe vera bandages no longer disassemble with aloe vera leaves, and cactus scarecrows now use cactus ribs for crafting. These changes prevent issues where disassembling caused decay values for the sub-components to "freeze" in place.
- The sorting and direction of all dialogs will now be saved. (Thanks !)
- Action tier information is now displayed in action menus and slots.
- Action slot tooltips now display the current "item mode", whether it's an exact item, by type & quality, by type, or any item.
- Backups are now contained within a folder based on the current active Steam account.
- Dismantling items will no longer provide two prompts when attempting to dismantle with an item that will break on use (if both on use/on dismantle were set). (Thanks Kargen Dracos!)
- You can now drink and pour directly from peeled coconuts without making a container out of them first.
- Peeled coconuts now act as a liquid when broken or placed on a fire and can be used in crafts.
- The "tap" input in bindings now appears as an icon.
- Action slots now display a * symbol by the action when they're in "any item of type" and "any item of quality" modes.
- The active dialog (where quick-moved items will go) is now indicated via an icon and a white border.
- The "Use When Moving" feature has been renamed to "Auto-Use".
- You can now use ctrl + enter "Submit" binding in the actions drawer to accept the current configuration.
- Some icons in bindings now have tooltips describing what they mean.
- Hints are no longer displayed in action slot tooltips when showing more information, to save screen space.
- The text "hover item" is no longer shown on every binding in the bindings menu.
- Mods that aren't enabled now appear white in the mod list tooltip on multiplayer servers, and mods that can't be found appear orange.
- The "mods" button on the main menu now has a tooltip displaying which mods are enabled.
- The viewport now resizes when screen DPI changes.
- The "Locksmith" milestone modifier description now should be more clear on its effects. (Thanks Veeyu!)
- Stat bars no longer appear to refill when at 0 or below.
- Unpublished mods (mods without "publishedFileId") are now displayed on the "mods" icon in the multiplayer menu, and when joining the server, only other unpublished copies of the mod can be used. (Thanks HDJam!)
- Added a warning when hosting a server when unpublished mods (mods without "publishedFileId"s) are enabled. (Thanks HDJam!)
- Some places in the game that previously couldn't show the left click icon and instead would show "Left Click" as text now show the left click icon. (Thanks !)
- Improved consistency of water/ice particle colors.
- Testing well depth now creates puddles.
Balance
- Friendly and Pacifier milestones will now prefer land-based creatures to spawn.
- Claw worms now skip the turn they were stirred up on. (Thanks httpsnet!)
- Reverted a change to small bags so their preservation rate is back to previous values, but reduced their storage capacity instead.
- Scarecrows now provide civilization score.
- Peeled coconuts now decay into coconut meat first before rotting vegetation.
- Reduced maximum decay of coconut meat and peeled coconuts.
Bug Fixes
- Fixed solar stills not refilling properly. (Thanks psusi!)
- Fixed not being able to set action slots to "any item" and an action if all items currently matching are protected. (Thanks Kargen Dracos!)
- Fixed shooting ranged weapons not adhering to protection in some cases. (Thanks Hiran!)
- Fixed screen flickering when resizing inventory, container, and crafting dialogs.
- Fixed tamed creature "command" action default bindings not working. (Thanks Eudae!)
- Fixed disassembling items resetting their base component decay values. (Thanks Kargen Dracos!)
- Fixed "Abnormalizer" spawning aberrant versions of creatures via item interactions. (Thanks DerSimon!)
- Fixed a decay exploit with torches among other decay inconsistencies. (Thanks httpsnet!)
- Fixed many tile quality inconsistencies.
- Fixed stat bars transitioning between widths when UI effects are disabled.
- Fixed lava/cooling lava not animating correctly.
- Fixed some actions not checking whether they're truly applicable on specific items, such as whether an item can be refueled. (Thanks Feral Grumpicorn!)
- Fixed a strange "scan-line" like effect when stamina is very low, above zero, and UI effects are disabled.
- Fixed movement-related bindings sometimes taking precedence over context menu ones. (Thanks Eudae!)
- Fixed templates generating with wrong-facing doors and fence gates. (Thanks Veeyu!)
- Fixed being able to click/interact/hover over invisible islands in the islands dialog. (Thanks httpsnet!)
- Fixed not being able to use "x with y" actions in "any item of type" mode.
- Fixed slither suckers persisting in containers and on the ground after throwing them. (Thanks httpsnet!)
- Fixed the "mod not installed" error displaying the text "{name}@{version}" when failing to connect to a server.
- Fixed movement in vehicles being blocked by creatures (fish) and doodads being under you. (Thanks httpsnet!)
- Fixed thrown weapons costing two durability when hitting creatures/doodads. (Thanks Grub!)
- Potentially fixed some issues that could cause broken drawn and tattered maps. (Thanks Crows!)
- Fixed messages not being scrolled all the way down when first loading a save.
- Fixed not getting visual feedback for the context menu option you chose when using its binding.
- Fixed the Helmsman milestone not counting biomes correctly. (Thanks httpsnet!)
- Fixed some "x with y" actions no longer being slottable if the item is not currently able to be "x"d.
- Fixed pressing enter while in the actions drawer filter input making the actions drawer always close no matter what you try to do in it.
- Fixed some incorrect liquid particle colors on swamp/fresh/freezing water.
- Fixed "show more" binding not working in action menus.
- Fixed some cases where actions could be unusable due to missing requirements without a message.
- Fixed removed or modified modded quests sometimes appearing to be incomplete for players when in the "completed" category. (Thanks Gyuri (kustox)!)
- Fixed quests dialog failing to display quests or displaying the wrong quests when modded quests have been changed or modified. (Thanks Gyuri (kustox)!)
- Fixed future potential issues regarding duplicate/incorrect notes being granted via the Notekeeper milestone. (Thanks Matthew Cline!)
- Fixed various issues for modded world layers
- Fixed some issues with tile qualities.
- Fixed some actions not being named properly for the "Operator" milestone. (Thanks !)
- Fixed the "Trapper" milestone modifier not reducing skill gain rate. (Thanks Veeyu!)
- Fixed the close button being able to be pushed off of the map dialog. (Thanks Gyuri (kustox)!)
- Fixed incorrect item animation positions when attaching/detaching containers from solar stills.
- Fixed the "disable all" mods button sometimes causing prompts to appear.
- Fixed some mods incorrectly scrolling to the "other" section in options on enable. (Thanks !)
- Fixed tooltip position shifting when toggling more information shown.
- Fixed mod images not getting scaled using bilinear filtering.
- Fixed pinned message borders being cut off.
- Fixed website links in messages not working.
Technical
- Miscellaneous multiplayer matchmaking server improvements.
- Migrated Discord integration to the Discord GameSDK.
- Upgraded to Electron 22.3.14
Modding
- Prompts are now more easily moddable.
- Reduced the chance of publishing the same mod separately multiple times.
Mods
Debug Tools
- Allow zooming in the selection panel
- Fixed not being able to inspect modded world layers.
- Fixed multiplayer desyncs.
- Creatures now spawn in order of spawning reputation (based on biome type).
- Fixed spawn creature lanes not working for modded creatures.
- Fixed the overworld not rendering properly when looking down from the troposphere.
- Fixed creatures not being able to move.
- Fixed cloud/storm boulder rendering issues.
- Fixed doodads regenerating each load.
This beefy update brings a further smoothing out of the early gameplay and mechanics to help new players get into the game a bit easier among many bug fixes and other improvements. The biggest overhaul here is to do with water - the coastal biome is generally richer with fresh water in the form of rivers scattered throughout the mountains leading you to not require a still in most cases. Speaking of which, a still might not be your best bet for desalination any longer due to the introduction of dripstones, which desalinate water without the use of fire or extra containers, making them a much easier-to-understand device. There are tons of other changes as well that will help early and late-game players alike including stat gains no longer producing reputation losses among other reputation tweaks and modifications; there's more to come on this system as a whole coming in the next major update. Bonus Promo: A special shoutout to both Splattercat and Nookirum who both have recently covered the game on their channels: https://www.youtube.com/watch?v=0pftFxUBjpM https://www.youtube.com/watch?v=0XcDN-uOmpc Bonus Tip: Going forward, exploring your island is even more important. You want to find as many freshwater sources as possible. You may want to do this before setting up a base of operations.
New
- Added "dripstones", a simplified desalination device.
- Required Steam Workshop mods are now automatically downloaded when joining multiplayer servers.
- Added a "drop on disassemble" option.
- Added "fairy rings" to the wetlands biome.
Improvements
- Changed the reputation stat display to instead display "Ferocity", the threat level of spawned creatures, based on your reputation.
- Added icons to container dialog titles.
- Naturally created caves can no longer generate side by side to each other.
- Improved cave entrance generation. Cave entrances can no longer be narrow corridors and may generate in more interesting spots on the overworld.
- Items now appear at half resolution in 0.5x interface scale.
- Normal quality items now have a faint border to help darker items pop out from dialogs.
- NPCs will now swap positions with players if they are on a cave entrance when they ascend or descend.
- Randomly discovering and digging up treasure is now more of a surprise and doesn't spawn treasure guardians.
- Item decay now displays the exact turns remaining when less than 200.
- Item piles are now distributed around doodads instead of on top of them.
- When dropping items on piles of items that are visually full, the placement will now cycle through the top row.
- Piles of items are now shown visually larger/more spread out.
- Protected spyglasses or sextants can no longer be used for travel if they would break. (Thanks DerSimon!)
- You can no longer attempt to start fires on cave entrances; however, you can now set fire to collapsed cave entrances. (Thanks httpsnet!)
- Add internal "contexts" to bindables in order to reduce the number of conflict warnings in the bindings menu.
- "Toggle container" is now the default action for containers instead of "open container".
- Improved and fixed some issues with the defense inspection. There are now tooltips on some details in this inspection to help players understand how insulation works a bit better.
- Lit or unlit torches can no longer receive the elemental damage magical property. (Thanks DerSimon!)
- FOV transitions are now disabled when movement animation is disabled.
- The "Not for Sale item" grouping is no longer visible to players.
Balance
- Coastal islands now can have fresh water springs located in large mountain ranges.
- Water now has a chance of being depleted when routing it and not being from a large enough source.
- Water stills have been converted to metal-based boiler devices; a more advanced craft and desalination device.
- Gaining stats no longer affects reputation.
- Treasure chest guardians will now only spawn when digging chests at lower reputation levels.
- Water stills will now desalinate water slightly faster.
- Krakens no longer spawn by default in cave water on coastal.
- When digging/mining up cave entrances, you can no longer dig/mine into single tile caves.
- Water stills have been removed from the Starter Quest and replaced with a boiling fresh water quest.
- When using the Starter Quest on the coastal biome, you will now spawn by a pond.
- New players can no longer start with unpurified forms of water.
- Increased the size at which a water source becomes "permanent" where no water is lost on gather.
- The wetlands biome no longer produces as much fertile soil (or civilization score). (Thanks Chernosliv84!)
- Increased the distance in which cave entrances can appear next to each other when digging/mining.
- You now have to see your trap go off to get skill from it; however, building traps now raises your trapping skill.
- Reduced the chance of drake firebreathing when in combat.
- Increased the lockpicking difficulty and durability of chests above wooden.
- Reduced preservation chance of small bags.
- Backpacks now provide 2 defense instead of 1.
Bug Fixes
- Fixed attempting to sleep/rest nearby hostile creatures not waking the player. (Thanks Dragons!)
- Fixed multiple treasures spawning in the same locations with identical treasure maps to go along with them. Note that this fix will only apply to new islands. (Thanks num ca nem vi!)
- Fixed being able to replace unpassable tiles with water using puddles. (Thanks httpsnet!)
- Fixed doodad and item spawn chances being distributed incorrectly.
- Upon upgrading a save to Beacon's Call (Update 2), any temperature will be recalculated, potentially fixing strange artifacts where heat appears to be generated from nothing. (Thanks httpsnet!)
- Fixed temperature persisting on lit doodad. (Thanks psusi!)
- Fixed digging for treasure still producing tile resources/changes when failing a skill check at digging up the treasure.
- Fixed many issues with lower interface scales.
- Fixed being able to set things down out of bounds or on void tiles. (Thanks Gyuri (kustox)!)
- Fixed bows not displaying the correct attack value in their tooltip. (Thanks Axxron, Scourge of the tts!)
- Fixed several issues when attempting to spawn water creatures when dropping food. (Thanks DerSimon!)
- Fixed "fire extinguisher" items not triggering "melted" properties. (Thanks Kitsune!)
- Fixed the "Template" biome from showing up in custom game mode options.
- Fixed swapping tiles with fish allowing them to go on to land. (Thanks DerSimon!)
- Fixed not being able to open item containers when facing an NPC.
- Fixed containers reporting the wrong weight when performing certain actions with items. (Thanks sechsauge!)
- Fixed skeletal remains not spawning correctly on wetlands biomes.
- Fixed cypress trees spawning on shallow fresh water on the coastal and wetlands biome (this should have been shallow swamp water).
- Fixed items with damage modifiers not burning into other items properly. (Thanks DerSimon!)
- Fix selected save count in the load game menu not getting updated when deleting an individual save.
- Fixed some plants and mushrooms spawning on grass in the wetlands biome.
- Fixed certain types of puddles not being removed properly. (Thanks tr1ger1n86!)
- Fixed stat bar color when empty and UI effects are disabled.
- Fixed a multiplayer desync that occurred when joining a server. (Thanks Kitsune!)
- Some old messages that appear in the message log have been fixed.
- Fixed an instance where lit doodads could show embers even though the stage of the fire was greater. (Thanks Petalwing!)
- The "Turns" value on save slot tooltips now matches the "Turns" value in the Reputation tooltip. (Thanks httpsnet!)
- Fixed mods list not always updating when removing mods.
- Fixed the loading screen being able to get stuck when failing to join a server that has mods.
- Fixed "alter" action not working on elemental damage type magical properties. (Thanks DerSimon!)
- Fixed mod count on the main menu not always being correct.
- Fixed the action slot icon persisting on an item after it had been cleared using the "Clear Slot" button in the actions drawer. (Thanks Petalwing!)
- Fixed "You cannot do that" messages appearing when pathing to tiles while using a "use slot while moving" action slot. (Thanks DerSimon!)
- Fixed Starter Quest dialog not remembering the last selection when re-opening the dialog.
- Fixed player names being incorrectly cased when used in messages where the sentence starts with their name.
- Fixed issues when attempting to load the same mod locally and through the workshop. (Thanks !)
- Fixed opened containers within chests not re-opening when loading a game.
Modding
- Stat gain (ie, Metabolism, Dexterity, and Strength) has been refactored to give modders full control over how custom stats are gained. (Thanks Sensakuma!)
- Added "@Register.override" a new, automatically-handled way of tweaking vanilla content. (Thanks Sensakuma!)
- Fixed app.asar not extracting properly. (Thanks huck!)
- When creating or updating a +script mod, your Node.js version is now compared to the version we recommend, and a warning is shown if it's out of date.
- Added "@Register.equipType", allowing modders to add their own equipment slots. (Thanks olatuf!)
Mods
Debug Tools
- You can now teleport to treasure positions.
- Fixed numerous issues with the island dropdown in the general panel.
- Fixed the "layers" dropdown.
- Fixed tooltip flickering due to tile temperature inspection.
- Remember the last selected panel when re-opening the dialog.
We have a quite sizable update ready to end this weekend off with.
In terms of balance changes, we are striving to make the early game more accessible to new players, but further the challenge as you play. Youll see some more significant changes in the next couple of updates.
Speaking about one such change, Player spawns on coastal islands have been rebalanced so starting on small off-shore islands should no longer be possible., you can see what effect this has on some previously harder spawns here:
The arrows show the old spawn pointing to the new one after this change.
We still have some things we want to improve and definitely more bugs to squish so stay tuned for more patches on the horizon.
Bonus Promo: If you have a spare moment, please leave us a review on Steam! This is a key metric for Steam to promote Wayward to more new/old players and helps us understand what players like/dont like about the game so we can improve it.
Bonus Tip: Does using actions via the (right-click) action menu feel tedious? Add them to your action bar instead! Simply click on an action slot to bind an action to it. Some good starting actions to set up in each slot is Chop, Mine, Butcher, Start Fire, and Stoke Fire. These slots will automatically use the best tool or item for the job in your inventory.
New
- Departing an island with a lit lighthouse on it now adds a bonus to your travel range.
- You can now put "drop all" in an action slot to drop every item in your inventory. (Up to what fills the tile.)
Improvements
- Removed messages, action, and item actions from the menu bar for a simplified new user experience and better compatibility for lower resolutions/higher interface scaling.
- Improved the appearance of the crafting/dismantle dialog tabs.
- Dialog titles now display their current keybinding.
- Tweaked the UI for when the game is paused to hopefully make it easier to tell that the game is paused, and what to do to unpause.
- Merchants will now never stock past 75% of their weight. (Thanks Gyuri (kustox)!)
- Increased maximum width of tooltips on low resolutions, and reduced maximum width of tooltips on high resolutions, to result in a more consistent tooltip size overall.
- Improved the readability of the island name/arrival text on small resolution/higher interface scaling.
- Dialog titles now display their icons.
- The warning when crafting with items that may break is now disabled by default for a better new player experience.
- Improved the default column size in category/skill views in the crafting dialog when using interface scales above 1.
- You can now dismount boats when over top of corpses.
- Some creatures now count as a fire source when being comforted while resting/sleeping.
- Updated some outdated areas of the help menu.
- Older UI buttons now use the same click sound effect as newer UI buttons.
Balance
- Player spawns on coastal islands have been rebalanced so starting on small off-shore islands should no longer be possible.
- Standing by heat sources will now increase the chance of healing the frostbite status, but may also hurt you further if the heat source is too hot.
- Decreased skeleton difficulty.
- Hobgoblins, acid spitter demons, ice elementals, and dryads now have blunt damage vulnerability while increasing/adding their resistance to slashing or piercing.
- Increased the rarity of x3/x4 thirst/hunger challenges and increased their difficulty rating in challenge mode.
Bug Fixes
- Fixed nearby items not being usable with the action bar.
- Fixed a save corruption leading to the game not loading correctly. (Thanks mathematico!)
- Fixed filtering not being applied to new items.
- Potentially fixed mod bindings, actions, and other mod registrations not loading or overlapping in certain situations. (Thanks , Hiran, Lilac, and Umbra Animo!)
- Fixed tattered map tiles flickering every turn.
- Fixed "slotted in action bar" icons sometimes getting stuck on items.
- Fixed field of view flickering in multiplayer.
- Fixed subtitle spacing on lower interface scaling. (Thanks Heart!)
- Fixed action bar add/remove buttons appearing far out from the rest of the action slots.
- Fixed errors when traveling to a new island. (Thanks Torrin and wolfram!)
- Fixed field of view/lighting-related multiplayer desyncs.
- Fixed "Drop All" and "Drop All of Quality" actions only being slottable when operating on an exact item.
- Fixed being able to drop things where not allowed using the "Drop Items at Feet When Facing Tile is Blocked" option.
- Fixed the "Drop" actions not displaying a red message and preventing use when there's something in the way.
- Fixed "Drop All (of Quality)" not dropping the correct quality. (Thanks King Smidgens!)
- Fixed "Drop" actions not displaying a red message and preventing use when the item(s) don't fit in a container.
- Fixed multiple styling issues relating to input/dropdown menus in dialogs.
- Fixed being able to load the mods menu before all mods are initialized.
- Fixed UI quadrant changes resetting when rejoining a server.
- Fixed merchant/shipper container dialogs staying open after the NPC dies.
- Fixed action slots incorrectly appearing as though they had no action bound in some cases. (Thanks Petalwing!)
- Fixed renderer not updating correctly for other players when moving to/from caves.
- Fixed text describing a book not using the same format as other book description text. (Thanks !)
- Message conversions/upgrades now happen for all players (even disconnected ones) on the save.
- Fixed being able to enter screenshot mode when in the pause menu.
- Fixed pressing escape no longer exiting screenshot mode.
- Fixed the message UI getting squished when starting a game with it in the top right quadrant.
- Fixed dialog/container sort selection not being saved for clients in multiplayer games.
- Fixed some issues with how native scaling is handled.
- Fixed the crafting dialog being blank when joining a multiplayer game that is paused.
- Fix the action bar moving to the bottom left when the messages are switched to a dialog.
- Fixed the title bar not showing when you're using the development branch.
- Fixed the back button on mods overlapping text if the description was too big.
- Fixed a few embeds in the news menu displaying as links.
- Fixed ports in the islands dialog having an unintentional extra white line underneath them.
Technical
- Fixed some seeded generators sharing internal state objects.
Modding
- Improved the file generation/updating of "+mod create" and "+mod update" to hopefully result in less stumbling points for new modders.
Mods
Debug Tools
- Fixed issues when attempting to paint tiles. (Thanks Smogginal Dorksfurth!)
- You can now apply and remove status effects on players/NPCs.
- Updated item recipes to not require magical bindings.
- Items are now created after enabling the mod on an existing save.
- Is no longer considered a cheat mod.
- Reduced durability/power of given items (so they aren't as cheaty).
- Now takes into account a creature's difficulty/tier when deciding if it should attack or run away.
- Fixed issues related to running away from creatures when trying to rest.
- Fixed a game freeze when too many items are on the ground.
- Added two new options for disabling NPC and creature attacking.
Join us for the next "Multiplayer Meetup" taking place on Thursday, May 11th, 7:30 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. This time around we will be trying to survive in the arid biome with some other modifiers sprinkled in, and no cheating this time! Traveling will be disabled. Respawning will be enabled as it's a bit rough for players who are not arid experts. To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup #8" at the date/time noted above. As always, we will be streaming the meetup at Twitch.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in order to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turnout, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.
How does multiplayer work in Wayward?
Learn more about multiplayer here: https://www.waywardgame.com/multiplayer
Wayward players, it's time to answer the call of the beacon! The highly anticipated update is finally here and promises to guide you to new horizons and adventures. After our last major release being the largest update to date, we thought we would scale back this time around and offer another pretty beefy update, but without such a long wait between the releases. Our last one was 280 days between the major releases, but this one clocks in at 218 days instead. We hope to keep this pace up in the future, and hopefully even faster; we always seem to get carried away. Some stand-out features from this release include:
- Added the concept of "ports" and lighthouses for mass island-to-island transfer and faster travel.
- Added wooden bookcases that can hold books for added benefits.
- Added tamed creature commands that unlock new behaviors as skill increases and creatures are tamed multiple times.
- Added a new magical golem creature, crafted out of various and sometimes rare resources.
- Creatures now have a combat strength and danger level, shown in their tooltip.
- Added cages for picking up creatures for easy travel (and possibly shipment) of tamed creatures.
- Added various rare gems for unique recipes and trading value.
- Weapons and armor can now have a variable range of bonus damage and base defense based on their quality. Creatures have been rebalanced with this in mind.
New
- Added the concept of "ports" and lighthouses for mass island-to-island transfer and faster travel.
- Added wooden bookcases that can hold books for added benefits.
- Added tamed creature commands that unlock new behaviors as skill increases and creatures are tamed multiple times.
- Added a new magical golem creature, crafted out of various and sometimes rare resources.
- Creatures now have a combat strength and danger level, shown in their tooltip.
- Added cages for picking up creatures for easy travel (and possibly shipment) of tamed creatures.
- Added various rare gems for unique recipes and trading value.
- Weapons and armor can now have a variable range of bonus damage and base defense based on their quality. Creatures have been rebalanced with this in mind.
- Players can now select a title to use from completed milestones. For example: Drathy (Boundless), or Drathy (Reaper of Souls).
- Added a new skill bonus magical property found on doodads.
- Added the new milestone Versatile, requiring the discovery of creatures' vulnerabilities and resistances.
- Added the "Retailer" milestone which unlocks instant merchant spawning at the cost of the merchant cap being halved.
- Added the "Masochist" milestone allows every creature to spawn regardless of reputation or biome.
- Added a new "glowing" magical property.
- Added new "cold" and "heat" damage-type magical properties.
- Added an item decay notifier that will pop up an icon when items are decaying in a container or tile.
- Added a new crafting sort that will only display craftable items (unless filtering).
- Rather than all vulnerabilities and resistances being visible based on your anatomy skill, individual vulnerabilities and resistances are now discovered as you engage in combat with creatures.
- Merchants now call out to you from a distance when their inventory has changed.
- Added two new books.
- Added a button to toggle all "use when moving" actions that only appears when you've set some up.
- Added item movement animations for chest-to-chest movement, grab all, and when moving multiple items.
- Added an animation for the "Set Down" action.
- Added a new jumping animation.
- Implemented player and server name filtering.
- Added a "/noclip" command.
Improvements
- Protected items that can be damaged can no longer be used via action slots if they could break on use.
- Redesigned the creature tooltip to match the style of the item tooltip and display additional information.
- Protected equipped items now unequip automatically if they are about the break.
- You can no longer equip protected items that would break on damage.
- Doodads now show their civilization score in their tooltip.
- You can now swap tiles with friendly NPCs.
- Added a "Remember UI State for New Saves" option - enabling this allows newly created saves to re-use your previous game's UI state (element/dialog positions) instead of the default state.
- Replaced the popup confirmation on dangerous movement with your character instead bouncing back and stopping with audio queues, requiring you to press the input a second time to confirm that you want to move dangerously.
- Added an option for smooth zooming.
- Some tooltips around the game now have subtitles for important classification information about the thing you're inspecting.
- Added more information to merchant tooltips.
- Fog of war now transitions smoothly.
- You can now double click on containers, maps, books, and bottles to open them.
- Transferring items with the "quick move" keybinds now transfers to the last container you interacted with.
- Gloves and other hand equipment now have a "harvest" action.
- Contextual actions (for example, the actions for the doodad, creature, or NPC you're facing) are now placed in the top of the actions menu.
- Skills and stats now show what they increased from and to.
- Improve UX of tamed creature interactions.
- Improved game start/load time by 40%.
- Reduced file size and saving times.
- Improved general game performance.
- Improved performance when picking up chests with many items or doing other actions that involved moving many items around.
- Improved general UI performance.
- Improved performance of UI-based item updates, especially with bulk interactions such as crafting dialog updates, "move" and "drop" all actions and more.
- Improved performance of the messages UI component when the message history is large.
- Improved performance of opening containers with many items, or moving many items in containers.
- Improved the performance of some milestone inspections.
- Sorting crafts by category or skill will now show in columns and will now be sorted by name within each section. The positions of each craft will be static and feature a white border for visibility. This will be the new default view.
- Improved default positionings and sizes of some dialogs.
- All actions now have descriptions.
- Zero damage events from creatures are now always shown for the player via the overhead notifier.
- The "Island" in the multiplayer game menu now simply shows what the starting island is.
- Improved readability of books by making sure notes/descriptions and book text is differentiated visually.
- NPC tooltips no longer say their names when they haven't been met yet.
- Message log filter editing has been improved, now displaying previews and tooltips on messages to help assist in creating ideal filters. Made the "All" filter and source both editable to reduce confusion.
- Messages from previous turns are now faded out slightly.
- You can now resize the equipment dialog to be a single vertical column.
- Some tree cones can now be used as kindling.
- Minecarts now appear as though their wheels are spinning when moving.
- Opened chest and merchant dialogs will now remember to reopen when loading a game.
- The "open container" action now specifies the container that will be opened in its name.
- Improved how older translations appear in the message log.
- The sail button in the islands dialog now provides a detailed action tooltip, providing reasons why you can't currently sail.
- The Wayward version name text will no longer be impacted by UI scale.
- Spawned creatures from items should prefer the tile you interacted with, and moving outwards instead of completely random within 3x3.
- All items are now contained within at least one group.
- Small item sprites are now shown on items that change their display graphic (like for tattered maps for example).
- Reorganized the order of actions in the action menu to be more in line with normal/common/frequent use.
- Protected items can no longer be used in any action that consumes or destroys the item.
- Real-time games now load paused and no longer tick instantly. (Thanks Hiran!)
- Reduced audio delay for UI sound effects.
- Newer dialogs now display a highlight animation when trying to open them while they're already open.
- Other players can now swap positions with tamed creatures when PVP is disabled.
- Messages are now grouped by turn.
Balance
- Relic items can now have some magical properties upgraded past their normal limits.
- Damage mitigation from parrying is now less randomized, leading to more overall damage blocked.
- Damage for creatures attacking other creatures now takes into account their defense vulnerability and resistances.
- "Hard" night-time spawns now start at -8000 reputation instead of -4000.
- Sailing to civilization now resets your reputation.
- Some creatures can now rarely damage items on the ground.
- Reduced the delay after jumping slightly, allowing faster travel than normal movement.
- Reduced monster spawn rate slightly.
- When two creatures fight, their damage will now be reduced against each other when compared against players (since their attack values are balanced for players).
- Importing a save game with more crafting recipes unlocked than are saved globally no longer automatically unlocks them for all saved games.
- Thrown weapon damage has been reduced. Slung items are unaffected by this change.
- Increased negative reputation given through lumberjacking, woodworking and blacksmithing.
- Increased shark difficulty.
- Increased the damage of non-weapon thrown items slightly (based on the weight of the item).
- Shovels no longer have the "harvest" action and double axes have had their harvest tier reduced.
Bug Fixes
- Fixed being able to repair some doodads that should have had repairability disabled. (Thanks num ca nem vi!)
- Fixed being able to gather water/drink under boats. (Thanks num ca nem vi!)
- Fixed "enter" not working for sending messages if the "Unfocus After Sending Message" option is disabled.
- Fixed being able to use the navigate action without having a sextant. (Thanks DatSheepTho!)
- Fixed errors when planting seeds under certain conditions. (Thanks riftborn!)
- Fixed the "Unlock All Crafting Recipes" and "Reset Unlocked Crafting Recipes" buttons not working properly while not having a saved game loaded.
- Fixed 'may cause burns' craft action prompt not working multiplayer.
- Fixed "swamp" water being referred to as "sea" in treasure map riddles. (Thanks Shim Panz III!)
- Fixed a failure to load saved games with unloaded modded items. (Thanks Captain Tofu!)
- Fixed a failure to save games due to an issue with merchant NPCs.
- Fixed being able to equip/unequip/swap items while the game is paused.
- Fixed dual-wielding only using the primary hand's damage types. (Thanks King Smidgens!)
- Fixed being able to drag equipment slot icons.
- Fixed being able to rest/sleep when there was an NPC/untamed creature standing on you.
- Fixed the "Grab All" button not respecting the filter text. (Thanks !)
- Fixed NPC being able to duplicate. (Thanks num ca nem vi!)
- Fixed Starter Quest not showing the "Welcome" quest when starting a new game after quitting a previous game. (Thanks Wolpertinger!)
- Fixed doodads that broke on a tile not copying all properties back into the item that drops (and deleting all of their contents if it was a container).
- Fixed only a single challenge getting assigned in "Challenge" mode.
- Fixed inaccuracies in bartering prices. (Thanks Captain Tofu!)
- Fixed being able to reveal fog as a ghost in "Casual Mode".
- Fixed some actions being usable incorrectly.
- Fixed creatures being able to spawn on the same tile as players in rare instances.
- Fixed the temperature system forgetting the calculated temperature of some tiles incorrectly, causing temperature to be recalculated too often.
- Fixed being able to end up in objects after traveling.
- Fixed tooltip memory leaks.
- Fixed digging dirt in certain biomes producing incorrect tiles, resources and water types.
- Fixed input sequences as action bindings not working if the first keystroke is a movement key.
- At some point, an unknown change fixed the character rapidly changing direction when two opposing direction keys were simultaneously pressed. That change caused the character to continue in the same direction, which was not intended, and now has been fixed. Are you still reading this?
- Fixed creatures not losing interest when dealing no damage to another creature after some time (unless in attack mode).
- Fixed slow saves due to large amounts of merchants.
- Fixed multiple swamp water puddles not producing tiles. (Thanks Hiran!)
- Fixed a rare issue where items could stay on your cursor when using the drop bind after starting a drag on an item. (Thanks Davnell!)
- Fixed minimum sizes for dialogs not accounting for the native scale factor.
- Fixed puddles not freezing properly.
- Fixed neutral creatures not attacking tamed creatures back.
- Fixed magical trap damage happening twice for players.
- Fixed opening doodad containers not opening in a unique dialog position. (Thanks Ratha Wynter!)
- Fixed multiple actions not being usable with items in protected containers. (Thanks riftborn!)
- Fixed seawater always overtaking swamp water. (Thanks psusi!)
- Fixed some fire-related errors.
- Fixed thirst reducing too quickly. (Hotfixed) (Thanks Kadrak!)
- Fixed magical skill properties on items not getting upgraded properly. (Thanks Anketam!)
- Fixed randomly dropped completed tattered map items sometimes being maps that a player has drawn.
- Fixed the "open container" action not being available when facing a merchant with a trade dialog open or a doodad container with the container dialog open. (Thanks Gyuri (kustox)!)
- Fixed dismount/ride and attack being bound to the same key by default. (Thanks Vallivanting!)
- Fixed swapping your weapons not working sometimes.
- Fixed jumping not working correctly at high strength levels. (Thanks Arnkh!)
- Fixed some tattered map riddle grammar. (Thanks DatSheepTho!)
- Fixed 'Grab All' not showing moved item messages.
- Fixed some items decaying into other items with incorrect starting decay values.
- Fixed losing a turn when dismounting minecarts and boats. (Thanks riftborn!)
- Fixed not being able to dismount from a vehicle if there's an item on the tile. (Thanks riftborn!)
- Fixed not being able to press shift to display "Hidden Unless Holding" tooltips outside of the main game (options, main menu, etc.)
- Fixed butchering lava beetles releasing lava before the corpse is fully carved.
- Fixed stamina reduction happening when exiting vehicles. (Thanks riftborn!)
- Fixed creatures not leaving fire when they were being attacked.
- Fixed NPCs not emitting light from their torches.
- Fixed doodad containers not saving their position or sort order/direction.
- Fixed skeletons collapsing and duplicating themselves. (Thanks daily vlog!)
- Fixed dragging an equipped item out of the equipment dialog not making the previous spot look ghost-like.
- Fixed "Close Container" being present in the action menu when an inventory container was opened. (Thanks Gyuri (kustox)!)
- Fixed keeping your inventory items when dying while traveling (after respawning). (Thanks King Smidgens!)
- Fixed a rare issue where you could continue moving automatically after a save was loaded if the game saved while moving down tracks. (Thanks Gyuri (kustox)!)
- Fixed failure to damage creatures when attacking not giving skill/reputation. (Thank Gyuri (kustox)!)
- Fixed some UI quadrants/positions for HUD elements shifting incorrectly.
- Fixed ghosts not being able to spawn on applicable certain tiles.
- Fixed 'Invalid serializer island chain' errors when saving. (Thanks Jesus05!)
- Fixed issues revealing fog of war after traveling. (Thanks josephgbryan!)
- Fixed item names in tooltips not reflecting tattered map status.
- Fixed lava beetles not spawning on tiles on fire.
- Fixed various errors that could occur when doing things near the edge of the world.
- Fixed loading a multiplayer game set to "Simulated Turns" not pausing by default.
- Fixed "Server Shutting Down" errors when attempting to connect to a server.
- Fixed a save conversion/upgrade error.
- Fixed mouse tooltips not having padding between them and the cursor.
- Fixed undiscovered islands in the islands dialog not having a tooltip.
- Fixed multiplayer clients sometimes timing out during island travel.
- Fixed multiplayer desyncs related to "Alter" and "Exude" actions.
- Fixed multiplayer desyncs related to opening chests that were on fire.
- Fixed navigating through the in-game help leading to an inescapable greyed-out screen. (Thanks Dub!)
- Fixed newly discovered crafts not showing up with highlighted color (yellow) if they couldn't be crafted.
- Fixed merchants not getting the proper equipment in some biomes.
- Fixed pathing issues for tamed creatures that can break doodads.
- Fixed reloading the game deleting messages past 50.
- Fixed reorganising menu bar buttons making the button icons go waaaay off to the left.
- Fixed slimes producing a sound and message stating they combined when they maybe didn't.
- Fixed some action tooltips with contextual names displaying duplicate action icons. (Thanks !)
- Fixed some links not working correctly in the help menu.
- Fixed some ores/mountain resources not generating correctly on some biomes.
- Fixed item notifiers not showing the correct item types for the displayable item system (like those used with tattered maps).
- Fixed menu bar button keybindings sometimes not working when the menu bar is hidden.
- Fixed the win/death screens being blurry.
- Fixed alpha not working correctly for overlays.
- Fixed tamed mudskippers/fish blocking/freezing path to tile on occasion.
- Fixed old or server saves showing an empty thumbnail.
- Fixed temperature changes happening one turn later.
- Fixed the default crafting/inventory/container view/sort not being selected properly when first loading a game.
- Fixed the endurance magical property being applied incorrectly in some instances. (Thanks DerSimon!)
- Fixed the first message that would appear to be invisible if it had no source type.
- Fixed the game save tooltip reporting an incorrect save size when loading two saves consecutively.
- Fixed throwing items not showing usage errors in tooltips. (Thanks Hiran!)
- Fixed tooltip visibility options other than the default (hold shift to show more information) not being applied when loading the game.
- Fixed the crafting dialog title being an incorrect size when changing interface scale.
- Fixed some news formatting issues.
Technical
- Running Wayward on the Steam Deck will now use the native Linux client by default instead of Proton.
- Upgraded the pseudo-random algorithm for new islands to reduce artifacts and increase performance.
- Hard crashes are now logged and dumped into a "crashes" folder in the main Wayward directory for diagnosis.
- Improved rendering performance of multiple viewports.
- Updated to Electron to version 22.3.5.
Modding
- Breakpoints are now more useful for us and modders when developer tools are enabled, if the game hasn't been able to run the input (keyboard/mouse) loop in over a second, it considers all buttons "un-pressed." This prevents getting keys stuck down if you triggered a breakpoint while moving or holding an action slot button down, for example.
- Improved moddability of creatures, allowing special attacks to be set in creature descriptions.
- The
"+mod"
commands now default to working with the current directory if a directory was not provided. - Added more commonly used revision control software folders to the ignore list when uploading mods. (Thanks !)
- Fixed some documentation. (Thanks Amax!)
Mods
Magicology
- Introducing "Magicology", a mod that adds mana, magic wands, spells, and summonable creatures.
- You can now inspect items with right-click. The item inspector now supports modifying durability/decay, and viewing contents (for item containers.)
- Added an option in the game end screen to "revert death," which restores your inventory and equipped items along with a heal.
- Fixed the heal action not healing the frostbite status effect.
- Added a "decay" bulk item action.
- Fixed durability bars not working and tooltips being inaccurate after using bulk actions to set durability higher than normal.
- Added a new "Temperature" panel, listing some global temperature information and providing multiple overlays for tile-based temperature.
- Fixed missing FOV updates when placing templates & updating growing stages.
- Fixed spawning particles and sound effects not working.
- Fixed setting "All" skills not working.
- Fixed the game freezing when fully zooming out
- FOV is now updated when painting tiles.
- You can now teleport onto tiles with non-blockable things on them.
- You can now set skills up to 200%.
- FOV transition is now removed when toggling fog.
- The tame button now keeps creatures tamed forever.
- Will now run away further from creatures when trying to sleep.
- Fixed TARS taking a long time thinking about what to do.
- Fixed attempting to fish on improper tiles/spots.
- Won't fish near sharks when they can't handle sharks.
- Fixed attempting to perform actions after leaving a game.
- Fixed hoarding water stills in their inventory instead of placing them down.
- Fixed forgetting to desalinate seawater after gathering water.
- Fixed trying to place things over tracks.
- Fixed some memory issues related to the 'Debug Logging' option.
- Added the ability to select the quality of the equipment created.
If you are on the development branch, please ensure your important saves and global save data are backed up. Due to some upstream changes in the platform we use, we need to revert the version we use. Doing so will delete/remove all save data in the game. By default, your saves and global save data (options, milestones, etc.) are backed up automatically (the last 10 versions), but only if they are newer saves (May 4th, 2021 and newer). If they are older saves, you will need to load and save them to produce the automatic back-ups, or simply export the save(s) you want to keep. These automatic back-ups are located in the main Wayward folder under "backup". In most cases, these will be all you need to re-import once the change occurs. More information on save importing/exporting and back-ups is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=2854947692 Archiving/copying the "save" directory in the Wayward folder will not work! Everything will need to be re-imported manually after this change occurs. Once the change happens, your Wayward game will not load. This is intentional so nobody loses their saves if they have not seen this warning. To fix this, ensure you have everything backed up that you need as written above, open the "launch_options.json" file and edit the "internalVersion" from "2" to "3". After saving, the game will launch normally. If you did not see this warning in time, and you don't have all the backups you need, please reach out. We will help you on a case-by-case basis and will likely need you to send us your entire "save" directory. To re-iterate, the steps you need to take are the following if you are reading this and are playing on the development branch: 1. Start the game. 2. Load any game you wish to keep. Save and quit that game. Repeat this for all saves. 3. Ensure everything is looking good in the "backups" folder. 4. Play the development branch as normal until the change occurs. 5. Once the change occurs, the game will no longer open. This is when you change the "internalVersion" from "2" to "3" as mentioned above. 6. Start the game and re-import your global save data and any save games as per the guide link above. Let me know if you have any questions!
The time has come once again. The development branch has been updated with the yet-to-be-named pre-release version of the "next" major update. This means you can play (and test out) all the new upcoming features and improvements. Take it for a spin if you feel like living on the bleeding edge. We have shared a few videos on some of the new features so far, including: https://www.youtube.com/watch?v=Mw-7Uq_jMCE https://www.youtube.com/watch?v=ZxNVjZ4kMWY https://www.youtube.com/watch?v=815TAnPPKF8 Some other notable features include:
- Added tamed creature commands that unlock new behaviors as skill increases and creatures are tamed multiple times.
- Added various rare gems for unique recipes and trading value.
- Added a new magical golem creature, crafted out of various and sometimes rare resources.
- Weapons and armor can now have a variable range of bonus damage and base defense based on their quality. Creatures have been rebalanced with this in mind.
Hey all, Hope you are enjoying/enjoyed your holidays! Heres what will likely be the last update/minor patch in this series as we have already begun to work extensively on the next major update. Onwards and wayward into the next year! Stay tuned for more news! Bonus Tip: If you are ever unsure about what exactly each action tier does on a tool, for example, Mining III, you can inspect the item (by default, using Shift+Right Click when hovering an item), and hover over each of the actions and tiers to get information on what this affects. Bonus Promo: Dr. Incompetent recently put together a playthrough of Wayward on their channel including a beginners guide: https://www.youtube.com/watch?v=BpYMG_4V-dY
- 2022 Guide for Complete Beginners - Episode 2
- 2022 Guide for Complete Beginners - Episode 3
- Lets Play in 2022 playlist
Improvements
- Added filter support to the actions drawer.
- Added a new message when killing a merchant.
- The "inapplicable" headings in the actions drawer now specify that the following actions are inapplicable with the item you have selected.
- Improved performance when gathering, harvesting, dismantling, disassembling and other actions that can give you multiple items in one turn.
- Creatures will now swap positions with players if they are on a cave entrance when they ascend or descend if not tamed.
- Increased save back-up amount from 5 to 10.
- Updated the "Crafting" help article to include more information on success chances and new tooltip/efficacy bonuses.
Balance
- Attacking merchants directly or through the use of tamed creatures will impact reputation similarly to attacking other players.
- Reduced amount of thirst gained when poisoned slightly.
- Reduced amount of thirst gained over time but increased it while encumbered/overburdened.
- Reduced durability of boats slightly.
- Reduced the base defense of snow walkers.
Bug Fixes
- Fixed game-freezing issues caused by completing or dismantling tattered maps. (Thanks synchc!)
- Fixed the Steam Deck not launching Wayward properly.
- Fixed Wayward not launching from Steam on newer distros/versions of Linux. (Thanks Voklov!)
- Fixed not being able to slot most item actions in action slots unless you have an applicable item for them.
- Fixed "you cannot do that" messages not displaying for the read map action.
- Fixed creatures not going up and down cave entrances when they couldn't naturally spawn on the current biome.
- Fixed trees with snow being able to melt into a near-infinite amount of puddles when travelling.
- Fixed player's reputations being affected by merchant's death outside of their control/interaction. (Thanks sechsauge!)
- Fixed weight bonus not showing as a custom modifier in the pause menu when set to +50.
- Fixed changing a binding closing all sections in the bindings menu. (Thanks dawn_h_35!)
- Fixed errors when unloading mods that added new world layers, such as Troposphere.
- Fixed being able to paste formatted HTML into the chat box.
- Fixed extinguishing equipped torches when getting off boats from non-shallow water to land or moving vehicle-to-vehicle.
- Fixed merchants being able to be killed twice in the same turn.
- Actually fixed the blank pause menu issue. (Thanks Valdig!)
- Fixed enhancing items not using thaumaturgy.
- Fixed "Turns" not showing up for game saves on the Steam Workshop.
- Fixed errors when attempting to travel to islands with bugged merchants.
- Fixed the "Unfocus After Sending Message" option adding an extra line to the message bar or not working at all. (Thanks !)
- Fixed action slots showing the incorrect item in the tooltip when disassembling containers. (Thanks !)
- Fixed tinkering being used in cases where other skills should be used when refining or reinforcing. (Thanks Anketam!)
Technical
- Updated to Electron 22.0.0.
Mods
TARS
- Fixed not being able to gather treasure from water.
- Will now build more than 3 water stills when needed.
Since our initial release in 2016 on Steam, we have kept our regional prices the same without change regardless of conversion/exchange rate and other economic changes. Since our release, we have put out 12 major releases, and 65 minor releases. A lot has changed in-game, and out-of-game in these regions. Going forward, since Steam has made a commitment to update regional prices more consistently, we are considering moving to these recommendations. If you use USD currency, there will be no changes for you. Other regional prices will either go up or down. On other storefronts, Wayward already must use each storefronts regional pricing, so it only makes sense that we follow it consistently across all platforms, now including Steam. We are not economists and we believe we should not be in charge of dictating regional conversion rates on our end. This change would take place after the current "Winter Sale", so you will not only have a chance to grab the game at the same price for your region but also at a discounted price (Wayward is -30% off right now). https://store.steampowered.com/app/379210/Wayward/ More news on the next major release coming soon! As always, thank you for your support over these many years.
Join us for the next "Multiplayer Meetup" taking place on Saturday, November 26th, 7:30 PM PST. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. This time around we will be "enjoying" the ice cap biome by staving off frostbite. But hey, at least there's unlimited snow to eat. Don't worry about the yellow snow, that's just medicinal water. It may be a bit challenging; however, respawning will be enabled. To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup #7" at the date/time noted above. As always, we will be streaming the meetup at Twitch.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in order to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turnout, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.
How does multiplayer work in Wayward?
Learn more about multiplayer here: https://www.waywardgame.com/multiplayer
Hey all, We have a minor update ready tonight to start off this weekend. This release primarily focuses on bug fixes and smaller UI/UX improvements. Review the changelog below for more details! Bonus Promo: Thank you to those who recently left a review for Wayward. This helps us reach more potential players and supporters! If you have a few minutes, please leave a review and rate any reviews you find helpful! Bonus Tip: Wells do not require an underground/cave lake to function (although this is definitely preferred). You can place them in many locations and receive fresh water over time. You can even place multiple of them to get more fresh water quicker. Use a rope to Test Depth on wells to tell if you have adequate water coming into the well.
New
- Redesigned the attack tooltip, adding in damage types, range attack info, and fixing misc issues.
- Added a tooltip delay option.
Improvements
- Indecipherable and completed tattered maps now appear in the inventory with different graphics. (Thanks TheBlackHand!)
- Completed tattered maps that are part of a different island will no longer be called "indecipherable." (Thanks Setbu!)
- Clicking on the "also bound to" icon in the bindings menu now filters to the specific input rather than the bindables also bound to that input, and the filter now updates as you rebind them, allowing you to more easily fix incompatibilities.
- Tweaked some actions to be discovered by default like starting/stoking fire and butcher and removed eat/drink/rename.
- Reduced splash screen time.
- You can now choose to only show tooltips if you're holding the "show more information" binding.
- Dual Wielding now has a reputation impact and can increase strength. (Thanks Kalako!)
- Cleaned up the UX around configuring the craft action in the action bar. (Thanks !)
- Drawing maps now has more delay to prevent performance issues and accidentally redrawing the same terrain. (Thanks !)
- The player now uses their right hand for their main hand but can be toggled with a new gameplay setting.
- Improved the "Item Qualities" help article. (Thanks !)
- Stored item insulation is now referred to as that in item tooltips.
Balance
- Equippable containers (like backpacks) now have equipped insulation values.
- Skeletons are now resistant to fire instead of vulnerable to it.
- You can no longer see merchant stats in complete detail.
Bug Fixes
- Fixed drop/move actions not getting discovered. (Thanks Kalako!)
- Fixed items not receiving the proper red decayed/damaged when picking them up. (Thanks !)
- Fixed interrupts sometimes continuously opening when in multiplayer games.
- Fixed errors related to scarecrows. (Thanks Jon!)
- Fixed the inventory remaining greyed out after using an action slot while hovering over an item that gets destroyed or dropped. (Thanks !)
- Fixed the rename interrupt not closing after first opening it with an action slot set to "Rename" via a hotkey, then using "Rename" again via the action menu.
- Fixed context menus eating inputs for a short time due to animations.
- Fixed items refined down to have 0/0 durability displaying with an extremely long durability bar. (Thanks Dirty Protagonist!)
- Fixed the "Inspect in Dialog" hint showing when there are no inspections visible on a tile and the "Always Show More Information" option is enabled.
- Fixed the news menu not correctly removing changelogs from news posts in favour of redirecting to the changelog menu.
- Fixed the message for pouring water on plants never saying when the plant is fully healed. (Thanks !)
- Fixed milestones with lists of discoveries not showing that you can inspect them for more information. (Thanks !)
- Fixed action slots staying highlighted after pressing it and quickly moving your cursor off of it. (Thanks !)
- Fixed some issues when preferring a lens over other fire-starting devices. (Thanks Ratha Wynter!)
- Fixed the game displaying "you can now combat the tides" and unlocking the islands dialog upon collecting a minecart. (Thanks !)
- Fixed coconut container of purified fresh water spilling into medicinal puddles.
- Fixed copy action slot bind not always working.
- Fixed incorrect temperatures being used for item decay/melting when inside containers.
- Fixed a rare action-related multiplayer desync.
- Fixed the possibility of temperature not properly updating after a fire decays.
- Fixed temperature status effects being delayed in multiplayer & real-time mode games.
- Fixed errors when changing languages while in-game. (Thanks !)
- Fixed not all quest requirements being visible in the quest dialog. (Thanks !)
- Fixed multiple tile quality issues including a case where the quality of a tile would get removed if other tiles were placed on top of it.
- Fixed indecipherable tattered maps not appearing with "indecipherable" in their name after travelling.
- Fixed niter not having any worth. (Thanks ChiriVulpes!)
- Fixed "Warn When Breaking Items" not working when dismantling through action menus.
- Fixed errors showing when hovering status effect icons in the Inspect dialog when inspecting the player. (Thanks !)
- Lists of items now only display a single item icon for the last listed quality. (Thanks Kalako!)
- Fixed occasional pathing issues for walk to tile & tamed creatures.
- Fixed some spacing issues with the input clear button and with the gap between some expandable sections.
- Fixed not being able to correctly search for input sequences and inputs with modifiers in the bindings menu.
- Fixed an error when inspecting an NPC or the player in a dialog. (Thanks Laura!)
- Fixed action submenus appearing as undiscovered with no way to be discovered.
- Fixed unknown/broken items (for example ones added by removed mods) causing errors.
- Fixed actions in item inspections not showing as discovered. (Thanks !)
- Fixed issues when enabling/disabling the same mod installed via Steam Workshop and locally. (Thanks !)
- Fixed blank option menus showing. (Thanks Valdig!)
- Fixed items stacking into a pile incorrectly.
- Fixed changelog images being pixelated when resized.
- Fixed some button/choice prompts displaying incorrectly.
- Updated to old/incorrect information in the Starter Quest. (Thanks !)
- "Focus Previous" will now default to Ctrl+Tab instead of Shift+Tab due to Steam Overlay conflicts. (Thanks !)
- Fixed refining allowing 0 durability. (Thanks Dirty Protagonist!)
Technical
- Updated Electron to 21.3.0.
Mods
Debug Tools
- All places where you could add items to containers now renders the full list of items and supports the clear items action, a bulk durability editor, etc.
- Invulnerable mode now only prevents death, rather than preventing all damage and creatures from attacking you.
- You can now modify all skills at once.
- Improved performance.
Hot off the heels of our largest major update to date, heres our largest minor update to date! In this one we smoothed out some problem areas we have discovered with the action slot system - making it more streamlined, but just as powerful. This update also rebalances how clay and metals work, allowing metallurgic endeavors to be easier and more possible on the coastal island biome (or the starting island). Another exciting piece of news is that Wayward is now considered Playable on the Steam Deck. There are a few issues Valve and us have been working on behind the scenes to get a better experience for the game, including some things in this update. Its not 100%, but its just as the status implies, playable. Stay tuned for more! Its likely we will be moving on to the next major update after this release with possible bug-fix-only minor patches in the future as new issues arise. Bonus Promo: Evan of RetroMMO recently had me on RetroChat, regarding Wayward. Check out the edited VOD here if you are wanting to learn about some Wayward development lore: https://www.youtube.com/watch?v=mcSGYnH3XsA Bonus Tip: You can automatically use actions in your action bar when moving, similar to the old feature where you could enable automatic gathering; however, this can be done with any action including things like dismantling, firing a bow, taming, and more! This feature is unlocked after discovering (and using) 20 actions. Simply hover over an action slot and hit Left Alt (by default), or configure the slot and check Use When Moving.
New
- Added animations for item interactions such as dropping, picking up, stoking fire, building, and more.
- Added animation effects for tool-based actions such as gathering and starting fire.
- The time in days that you and other players have spent on each island now displays in the islands dialog.
- Players enter faster time advancement when everyone in a multiplayer server is sleeping at the same time.
- Added unique structures and spawns in the glaciers on the ice cap island biome.
Improvements
- Most actions are now hidden from the actions drawer until they've been discovered, to avoid frontloading information on new players. You can see your progress on action discovery with the Operator milestone.
- You can now extinguish lit built torches.
- Significantly increased item updating performance.
- Improved traveling performance.
- You now unlock the ability to set action slots to be "used when moving" only when at a certain amount of progress on the Operator milestone.
- A warning icon is now shown when an action slot has an item but no action. The tooltip for slots with an item but no action now shows what you can do to set an action.
- Restructured the options menus. All gameplay settings are now only in the Gameplay Settings dialog, all links to gameplay settings open and highlight the dialog.
- Swapped the default bindings for "configure action slot" and "use slotted item" to improve the UX for new players.
- Discovered actions in the Operator milestone now display with icons and, when inspected, display with action tooltips.
- Protected ammunition will not be fired if it will break.
- The "Operator" milestone can now be obtained in any game mode.
- Dragging an item to an action slot now automatically selects the primary use of the item, provided that exact item & action haven't already been slotted. You can turn off this feature by right-clicking on the action bar's - or + buttons.
- You can now configure extra options for an action slot even if there isn't an action slotted inside it yet.
- The item equipped in your offhand will now be displayed with a sword icon when it will be used to attack.
- The item equipped in your offhand will now be swapped to your main hand when attacking with nothing in your main hand.
- Reworked the way anchored tooltips function in order to fix many instances of tooltips going off the screen or appearing in locations where they overlap with things.
- You can now drag items from the action slots to the equipment dialog to equip them, and from the equipment dialog to action slots to slot them.
- The "Inspect in Dialog" hint no longer displays when no new information is revealed in the Inspect dialog. (Thanks Brobnodagain!)
- Efficacy ratings of 0% will now be shown.
- An arrow icon is now used to signify an input macro rather than a + to reduce confusion.
- Action tooltips now display icons.
- Dropdowns and context menus now have special sound effects.
- The "self" inspection is no longer displayed by default for new players as all information is the same as in the static stats component.
- Some action slot tooltip binding hints are now hidden when inapplicable, in order to reduce text overload.
- Replaced the "remove slot" button in the actions drawer with a "clear slot" button. Added a "remove slot" button next to the "add slot" button above the action bar.
- Reorganized the actions drawer, adding more information and increasing clarity.
- When an action is selected and no item is slotted, the "Use Any Valid Item" choice now remains visible to better hint to new players how the action will function.
- The confirm buttons in the menus are now highlighted in green.
- Improved action descriptions.
- Improved the appearance of unlocked quests in the Quests dialog to improve clarity. (Thanks lordhaywire!)
- Dangerous buttons now appear in red even when not moused over.
- When an item is slotted in an action slot, its own actions are now sorted to the top of the configuration drawer.
- The close button in the actions drawer has been replaced with a highlighted "Done" button to improve usability.
- The Till and Pack Ground actions now use different icons.
Balance
- Clay is now more common on coastal islands and can appear under dirt and gravel, but copper is now rarer.
- Replaced tin with copper in the ice cap island biome.
- Reduced durability for obsidian tools and weapons but increased their tiers and damage (in some cases).
- Crafting lockpicks now uses the lockpicking skill.
- Containers now have varying amounts of weight reduction when held in inventory.
- Modified all instances of capped action tier calculations in actions to support the maximum tier possible.
- Rebalanced the preservation and insulation of bags, quivers, and backpacks.
- Hostile merchants can now attack tamed creatures.
- Neutral/scared creatures will no longer be hostile toward merchants.
Bug Fixes
- Speculative fix for memory/crashing issues while traveling. (Thanks Deadpull!) (Thanks John!)
- Fixed the sleep/rest actions not appearing in the intended actions menus when applicable. (Thanks puffletops!)
- Slotting an inaccessible item now works as intended rather than the actions drawer pretending the exact item can be slotted (it can't), the actions drawer will now only display "use any x" and "use any quality x". (Thanks Deadpull!)
- Fixed creatures going outside of the map edge.
- Fixed grown grass tiles returning their previous tile type when gathering non-tile-changing resources. (Thanks Deadpull!)
- Fixed errors occurring when using ranged actions on the map's edge. (Thanks Jon!)
- Fixed preservation chance not appearing on some containers (and not being able to get magical properties as a result). (Thanks TheBlackHand!)
- Fixed "rest on ground" and "sleep on ground" appearing in the actions menu when able to rest/sleep with a doodad.
- Fixed some dialogs always showing in the top left on a new game, when traveling, or respawning. (Thanks Gin Ikino!)
- Fixed "Max Travel Time" not being applied. (Thanks TheBlackHand!)
- Fixed the attack tooltip displaying your off-hand equipment as your main hand equipment when your main hand is empty.
- Fixed multiplayer desyncs related to container temperature checks.
- Fixed desyncs related to save upgrades.
- Fixed multiplayer desyncs related to multiple corpses/tile events on a tile.
- Fixed decay bars not updating inside containers after traveling in certain situations. (Thanks The Red!)
- Fixed some cases where action slots would grey out when traveling. (Thanks The Red!)
- Fixed efficacy percentage inaccuracy when using doodads or items without tiers.
- Fixed items slotted in the action bar becoming other items as a result of certain actions such as "Eat." (Thanks EarPiercingReeeeeeee!)
- Fixed rendering/line of sight issues with lava. (Thanks The Red!)
- Fixed "Survivor", "Weathered" and "Seasoned" giving incorrect starting stats. (Thanks Skarn!)
- Fixed instances where inventory items could stay transparent after crafting.
- Fixed save not loading with Developer Mode enabled. (Thanks Deadpull!)
- Fixed doodad containers and crafting dialog sort names not appearing correctly when first opened.
- You can no longer filter items while a context menu is up. (Thanks wolfram!)
- Fixed disabled slots not showing differently when UI opacity is disabled.
- Fixed some items' action orders not respecting expected tool usage.
- Fixed being able to gain seafaring skill while resting, sleeping, and idling.
- Fixed some notekeeper milestone progress not updating the milestones dialog.
- Fixed randomized starting skills granting progress toward the Multitasker milestone.
- Fixed "Allow Hardcore Option" showing for challenge mode.
- Fixed dropdowns not selecting entries with "enter".
- Fixed some terrain templates not spawning items or doodads.
- Fixed weight and dismantling issues with knives.
- Fixed hovering over skills not highlighting the item in the equipment dialog.
- Fixed certain milestone modifiers being created twice.
- Fixed throwing dual-wieldable weapons reducing durability on your current off-hand weapon (and mentioning it in messages). (Thanks TheBlackHand!)
- Fixed cactus scarecrows producing a dangerous tile warning. (Thanks King Smidgens!)
- Fixed not being able to select "use any valid item" in the actions drawer in some situations.
- Fixed being able to slot an item with an inapplicable action in the actions drawer.
- Fixed line height issue with news article titles.
- Fixed resting in a sailboat in shallow water reducing rest.
- Fixed dropdown "next option" and "previous option" shortcut bindings not working unless the dropdown has already been opened.
- Fixed upgraded magical stoke values getting decimal places.
- Fixed multiplayer clients disconnecting due to timeouts during island load/traveling.
- Fixed the binding hints box showing up when there are no hints.
- Fixed creatures interacting with tiles/doodads that they would have moved to if they weren't frozen.
- Fixed dirt showing underneath clay in the arid island biome rarely.
- Fixed slotting an item when the actions drawer is already open causing the slot to reset to whatever it had before.
- Fixed a typo in the note "My Needs Outpace My Stamina". (Thanks puffletops!)
- Fixed both the Till and Pack Ground actions showing simultaneously.
- Fixed being able to toggle "use when moving" for actions that aren't compatible with it.
- Disabled the Rename action being "used when moving" since it didn't work.
Technical
- Added feedback and an error prompt when hard crashes occur.
- Improved performance of loading saves with many islands when developer mode is enabled.
- Upgraded to Electron 21.2.0.
Mods
Debug Tools
- Fixed errors when using the inspect feature.
- Improved the island selection dropdown.
- Fixed zoom issues after renderer changes.
- Fixed TARS sometimes causing other islands to load when playing.
Welcome to Wayward's largest update to date! Here are just a few standout features from this release:
- Actions menus have been moved to the new UI, allowing for a unique, unchanging binding for each action. Tooltips are now shown describing most actions.
- Added minecarts and tracks, speeding up travel and moving items on land.
- Configuration of action slots is now contained within a drawer of all actions with extra options about how the slot is used and restocked.
- Added the "wetlands", a new island type with unique terrain, creatures, plants, and items.
- Doors now automatically open and close as you enter/exit them and no longer take a turn, but can be "propped" open for creature passage.
- The equipment dialog has been moved to the new UI. Equipment now is only used for stats and other on-equip effects, and will not be used for mining, gathering, harvesting, etc.
New
- Actions menus have been moved to the new UI, allowing for a unique, unchanging binding for each action. Tooltips are now shown describing most actions.
- Added minecarts and tracks, speeding up travel and moving items on land.
- Configuration of action slots is now contained within a drawer of all actions with extra options about how the slot is used and restocked.
- Added the "wetlands", a new island type with unique terrain, creatures, plants, and items.
- Some weapons can now be dual-wielded, providing bonuses to attack, and use a new "Dual Wielding" skill.
- Doors now automatically open and close as you enter/exit them and no longer take a turn, but can be "propped" open for creature passage.
- The equipment dialog has been moved to the new UI. Equipment now is only used for stats and other on-equip effects, and will not be used for mining, gathering, harvesting, etc.
- You can now change the number of action slots per your needs, up to 48 slots (four full bars). The game defaults to 12 action slots (one full bar).
- Added unique icons for each action to be used in action slots and item/action menus.
- Added a new magical item that can "absorb" and "exude".
- You can now set any action slot to be used automatically on movement. Removed the old "Auto Chop/Mine/Harvest" option.
- Your cartography skill level now increases the radius of drawn maps significantly.
- Unlocked chests can now be picked up while they have items in them.
- Added the colossal komodo monitor, an apex predator of the volcanic islands.
- Merchant NPCs will now better equip armor and weapons in their inventory.
- Added a new magical property, "Progress" for adding bonus civilization score to an item.
- Added a new magical property for increasing the growth speed of plants called "Prosperity" available on dirt and other tiles/ground-types and stacks with quality/fertile soil bonuses.
- Item names in messages and other text now display icons.
- Added "Basalt" rock to the volcanic islands, along with tons of new basalt items, housing, doodads, and more.
- Crafting efficacy is now shown in the crafting item tooltip when over 60% in the recipe's skill.
- Crafting success and quality chances are now presented in the crafting tooltip after having at least 30% and 60% skill, respectively.
- Added a new wandering undead creature to the wetlands.
- Boats can now be used as storage containers.
- Merchants now have hunger and thirst properties and will consume food/drinks or heal themselves with their inventory items.
- Added swamp water in various states and forms across multiple biomes with a new filtration item and recipes for filtered water.
- Boats can now be placed or built on top of water.
- Added bindables for "move all of same quality", quick move all of same quality, and "drop all of same quality". (Thanks BrianReckliss!)
- Cave entrances will now appear collapsed when digging them or filling them in from the opposite side.
- Added the "Rouseabout" milestone and milestone modifier that allows you to reduce the difficulty of crafts at the cost of only being able to unlock crafts from picking up the item or learning it from an instructional scroll among other modifiers.
- Added wooden planks, and as a result, many wooden crafts can now be disassembled back into the planks.
- Added a new "Thaumaturgy" skill that works with magical components and items.
- Sandstone can now be used just like granite for all tools/weapons (in most cases, less effectively).
- Added a new look and item/tile for "Cobblestone" flooring, while its old appearance is now "Granite" flooring.
- Added cattails, a useful resource to the new wetlands biome.
- Added a new milestone and milestone modifier named "Murderer".
- Introducing the quick and ravenous coyote to select island types.
- Damage types now have icons.
- Added a new "cut" status effect that is a weaker version of bleeding that low-level creatures and hurting your hands can cause.
- Added a custom game option for setting base item decay.
- Added a custom game option for setting base item durability.
- Specific creatures can now be set to "always spawn" in custom game options.
- Added an option to "Disable Overlay Support" which will reduce GPU load but will stop overlays from other programs or the Steam Overlay to function properly.
- You can now click action slots to use them.
- You can now slot an item over an action to use that item with the previously configured action.
- Added an option to drop automatically into containers instead of the ground.
- Recipe levels now have associated icons to help tell which levels are higher than each other.
- Added two new books.
- Pouring water on a player will now wake them up from sleep/rest.
- Added a MOTD server argument.
- Added a "Disable Movement Animations" option (for creatures/players).
- The version string now shows the build date/ID when using the development branch.
- Added a new launch option to force overlay support.
- Action slots now display icons for the slotted item & action simultaneously.
- Added a multiplayer game setting to enable/disable traveling.
Improvements
- Consumed protected items will no longer be selected in item menu actions like, for example, adding fuel.
- Each game mode now displays the milestones available in it.
- Improved the appearance of binding hints keypresses now appear on keycaps, and mouse buttons/scroll are now icons.
- Chests can now be opened and used while in your inventory.
- Tamed creatures that can swim can now travel with you.
- UI scaling now functions correctly for players that have scaling set through their OS.
- Boats now have varying levels of speed that allow you to move faster.
- Soil and other ground-type items will now reveal that they have an impact on the growth speed of plants and mushrooms.
- Terrain will now show its magical naming and properties when inspected.
- Active filters are now highlighted more prominently.
- Partially-transparent UI now blurs whatever's behind it to make it easier to see what UI is currently interactable. This can be disabled in performance options.
- The inventory, crafting, and container dialogs now use the same filter & sort UI as the rest of the game.
- The "till" action has been split into the "till" and "pack ground" actions, to allow its use with the new "use when moving" functionality.
- Improved the formatting and readability of action tooltips.
- Action slots can now be configured to restock to matching items only of the same quality.
- Improved ultrawide monitor support by allowing configuring the maximum width that the static elements will take up.
- The "drop items at feet when facing tile blocked" option now takes into account a tile with the maximum amount of weight.
- Replaced the optional non-pixel font to improve consistency between them.
- Items consumed via fishing and starting fires will now skip protected items. (Thanks Anketam!)
- Improved readability and visual style of drawn maps.
- Items and actions slotted into action slots can now be dragged to move them to a different slot, and shift+dragged to copy them to a different slot.
- Wayward now defaults to using a custom window title bar on Windows and macOS.
- Fishing for treasure chests now will bring up the treasure chest to your facing position.
- Starting a fire now mentions which tinder and kindling were used.
- Item worth now calculates everything inside containers.
- The active inputs are now highlighted in binding hints.
- Some uses now appear with icons in item tooltips.
- The default font mode is now "balanced", resulting in larger blocks of text being in the more readable non-pixel font.
- The container name is now revealed when attempting to place items in a container with no room left.
- Breaking open locked containers is now part of the attack action, rather than requiring moving into them.
- Improved the default Steam Deck controller layout.
- Some "uses" now appear in doodad tooltips.
- Dropdowns and text inputs now have a border when focused in order to improve accessibility.
- Stat messages no longer appear before action messages when consuming items. (Thanks Ratha Wynter!)
- The chat box now grows vertically as you type, giving you more room to see your messages.
- Tooltips positioned based on the mouse position are now centered on the mouse.
- Knives are now considered tools.
- Item tooltips now display their respective equip slot icons in their "equip" use.
- Sprites with alpha will now multiply/blend with tiles below, improving the look of some sprites on different types of water for example.
- Item notifications now show over NPCs when trading.
- Improved the appearance of some UI elements.
- Civilization score is now revealed in item tooltips.
- Bindings of input macros now appear as "Key, Key" rather than "Double Key" to improve understandability (due to being used for more default bindings.)
- Gravel tiles now change tile types more frequently and will change to different tiles/feature different resources depending on the biome.
- The tooltip for the craft action in an action slot now displays the same tooltip as in the crafting dialog.
- Items that can be used for an action, but don't receive any tier bonuses will now show as tier "0", indicating quality will not impact its tier.
- Inspecting corpses now displays the decay.
- Doodad names now show in the actions menu for the pick-up action.
- Added additional/missing custom game option icons/tooltips in the pause menu.
- Lava will now cool down when adjacent to water sources.
- Harvest tooltip messages are now easier to understand and feature more information on the plant.
- Reduced volume of pick-up sounds slightly.
- Replaced "Power Mode" option with a "Low Power Mode" option.
- Field of view transition is now skipped when teleporting.
- Tightened the range at which tamed creatures follow you.
- Updated the help menu and removed any old information.
- Tweaked the color of ash to be a bit darker in contrast to basalt and ash cement.
- You can now sleep and rest on boats.
- Swimming and boats now use different sound effects.
- Doodad actions are now allowed while on boats.
- Stamina reduction from jumping will now take into consideration max weight bonuses and starting/max stamina.
- Bindings of "Left Shift or Right Shift", "Left Control or Right Control", etc, now appear in binding hints as "Shift", "Control", etc.
- Added more environmental interactions with NPCs
- Updated the wording and tooltip description for "Disable Crafting with Protected Items" due to confusion on what it does. (Thanks Glycerine!)
- Tweaked order of custom game options based on popularity.
- The notoriously-annoying double click binding for context menus has been replaced with a "double tap" bind which only triggers specifically for touchscreen taps.
- Added more contrast between the ice/snow walls and flooring.
- Containers can now be opened from merchant inventories.
- You can now bind things specifically to touchscreen taps (as opposed to clicks, which still trigger on taps as well.)
- Added sound effects for protecting/unprotecting items.
- The way newer UI elements in-game display has been updated to more closely match the game's menu UI, improving consistency.
- Tooltips opened when navigating with the keyboard can now be dismissed with the "menu cancel" bind. (Esc)
- The "trapping" magical property has been renamed to "ensnaring" due to a skill name conflict.
- Unlit torches now show their decay values.
- Wayward versions are now displayed by "Wayward: Version Title" and "Update #", where applicable, for example, "Wayward: Horizons (Update 6)"
- When resting or sleeping, it will now reveal what was rested or slept on via messages.
- Water spawned as part of a template will now contaminate itself when adjacent water is present.
- Many non-essential UI components now hide until the player respawns.
- Added a help button to the pause screen.
- Wayward will now generate an SSH key automatically when using the SSH option for dedicated servers.
- Interface scales lower than 1, IE 0.5x and 0.75x, are now better-supported in-game.
- Improved rendering of centered UI elements.
- Rock/stone items are now considered "granite" and are renamed accordingly.
- Focusing (or clicking) on a container dialog now makes it the "active" container for use with "move to" actions.
- Sleeping and rest interruption messages will now display all reasons why your sleep/rest was canceled.
- Added a unique message for creatures that do not accept offerings.
- Dialogs now have a pixel-based minimum size rather than a screen-space-based minimum size. Dialogs now have no maximum size.
- Added a developer option to reload UI icons.
- Improved the look of the changelog menu when failing to load.
- Dedicated servers will now ignore the "savePath" launch option. Instead, it is recommended to use the "+savePath" argument to change this for servers.
Bug Fixes
- Fixed re-tamed creatures sometimes not attacking enemies. (Thanks riftborn!)
- Fixed some items receiving the "Worth" magical property when they shouldn't have.
- Fixed incorrect quest requirements showing in the pause menu.
- Fixed spawning radius issues. (Thanks DerSimon!)
- Fixed dropping containers into the void giving the contents back. (Thanks Shirow!)
- Fixed some blurry menu graphics on retina/high-DPI displays.
- Fixed importing a saved game putting it on the bottom of the list instead of sorting it, unless you previously modified the sort.
- Fixed conflicts not updating when changing a binding. (Thanks Ratha Wynter!)
- Fixed being able to disguise previously traded items by using containers.
- Fixed terrain quality not changing in certain instances when digging. (Thanks Ratha Wynter!)
- Fixed the background flickering when the Steam overlay was up. (Thanks HojaHybridTheory!)
- Fixed only old dialogs closing with the "close all dialogs" binding.
- Fixed "Disable UI Opacity/Effects" options not affecting certain elements.
- Fixed the "Storing" magical property allowing for values above 100%. (Thanks ruancsfox!)
- Fixed instances of casting on the exact tile (or around it) not bring up treasure chests from water.
- Fixed potential out-of-bounds issues. (Thanks TheBlackHand!)
- Fixed duplicate quest requirements getting pinned.
- Fixed long island names wrapping in the middle of a word.
- Fixed container items not generating the proper magical properties when generated via loot and not crafted. (Thanks ruancsfox!)
- Fixed things getting weird if you load a very old save that had loaded a mod that happened to have something with the same internal name as something official added later.
- Fixed players/NPCs being able to stand on top of each other on cave entrances.
- Fixed rendering issues related to tall objects. (Thanks Eleiy!)
- Fixed pangolin meat cooking into generic meat. (Thanks TheBlackHand!)
- Fixed max travel time not able to be set from the game settings menu from a dedicated server.
- Fixed the sleeping/resting prompt showing after death when being damaged multiple times in a single turn. (Thanks Whaffles!)
- Fixed not dying the turn you stopped sleeping/resting after being fatally damaged and/or interrupted multiple times.
- Fixed a desync occurring when a player respawned on a different island that they died on when in casual mode. (Thanks Amax!)
- The transparency of some dialog elements is now limited, allowing text to remain readable when dialog opacity is set to low values.
- Fixed an exploit with eating or consuming items. (Thanks Ruiner of Fun!)
- Fixed sometimes pathfinding over land while in a boat while using path-to-tile. (Thanks Lonely Shikari!)
- Fixed centering issues with the unread indicator for notes.
- Fixed the incorrect menu entries showing in the title bar on macOS.
- Fixed durability bars not being visible until a single turn has passed. (Thanks Ratha Wynter!)
- Fixed help articles linking to incorrect places in the options menu.
- Fixed "phantom" doodads displaying in the fog (for real this time). (Thanks Shirow!)
- Fixed mushrooms not being considered as things you must "gather" to gain their resources.
- Fixed filling in caves resulting in the incorrect tile types on certain island types.
- Fixed grass growing into the wrong quality. (Thanks psusi!)
- Fixed filter inputs de-selecting when selecting and releasing the mouse over the terrain. (Thanks Azak!)
- Fixed the "Playing Typing Sound" not working for inventory/crafting filters. (Thanks Ratha Wynter!)
- Fixed electron pathing errors when reloading the game.
- Fixed the game options icon tooltip not showing the proper value when disabling a creature's ability to spawn aberrant.
- Fixed igniting torches requiring tinder when using "ignite with".
- Fixed context menus not closing when right-clicking dead space.
- Fixed arid cactus map decorators showing in underground maps. (Thanks num ca nem vi!)
- Fixed many doodad, item, and merchant equipment spawning inconsistencies.
- Fixed doodads not breaking and dropping during certain interactions when opening up cave entrances.
- Fixed tiles getting deleted when caving/filling in cave entrances using certain interactions.
- Fixed "Random" not working for the starting island custom game option.
- Fixed slow/limited connections not always being able to download full map data when connecting to a dedicated server. (Hotfixed) (Thanks Who!)
- Fixed dirt terrain decorators overlapping other tiles.
- Fixed tanglehead grass not dying when other tiles were placed over it.
- Fixed non-tiered item actions showing a bonus from quality when inspecting the action.
- Fixed containers opening when screenshot mode was enabled. (Thanks num ca nem vi!)
- Fixed decay bar changing positions when a durability bar was present. (Thanks Ratha Wynter!)
- Fixed players not timing out when unfocusing their game window when connected to a multiplayer game.
- Fixed the traitor milestone not working in some cases. (Thanks DankBud!)
- Fixed some smoothness/consistency of screen scrolling. (Thanks Ratha Wynter!)
- Fixed old seawater wells not being converted after pouring fresh water into them.
- Fixed certain dialogs not being able to be opened after screenshot mode was enabled. (Thanks num ca nem vi!)
- Fixed particles being cleared even when other players change layers.
- Out-of-date mods display will no longer say "Error loading mod." instead of "Incompatible with this version."
- Fixed campfires (and other doodads) that are overflowing having different stages of fire from tile event for a turn when the tile event had a bigger stage.
- Fixed menu buttons always appearing with their mouse-over background color.
- Fixed treasure chests appearing under the player when digging.
- Fixed canceling the first connection to a server still creating a character on the server. (Thanks Colossus!)
- Context menus with sub-menus now close simultaneously rather than one level at a time.
- Fixed challenge mode not increasing decay time of items properly.
- Hidden creatures are no longer shown in tooltips.
- Fixed gathering water in some instances resulting in an incorrect tile type for the biome/island type.
- Fixed a desync related to picking up doodads.
- Fixed water tiles sometimes getting a "quality" when digging shallow water.
- Fixed being able to spawn on top of creatures.
- Fixed the order of the moving/facing bindables in the controls menu not matching WASD.
- Fixed the preview path staying visible after canceling movement when using the move-to-tile bind directly. (Thanks Arnkh!)
- Fixed excessively-long words being cut off in messages instead of broken across multiple lines.
- Fixed the shoot action on projectiles not always shooting the exact projectile the action was used on.
- Fixed stationary stat multipliers not displaying any value in the icon tooltip.
- Fixed the "Dig" option in the action menu showing in cases where you could not actually dig.
- Fixed "See more" showing in tooltips when you can already see more.
- Fixed a desync related to the first player movement after joining the server.
- Fixed an ancient issue causing very long stats (such as very high weights) to be clipped.
- Fixed the shoot action on projectiles requiring being directly adjacent to enemies.
- Fixed empty wells not getting filled with fresh water when poured.
- Fixed "Also Bound To" warnings on mod-added bindables not being clickable.
- Fixed corpses not appearing in the inspect dialog.
- Fixed using the up arrow and down arrow in the chat box moving the selection to different UI elements.
- Fixed some tooltip locations in the options menu.
- Fixed named aberrant creatures displaying their names as, for example, "Aberrant "Mittens"" instead of just ""Mittens"".
- Fixed corpses of named creatures appearing as, for example, "Aberrant "Mittens" Corpse" rather than "The Corpse of "Mittens"".
- Fixed pangolins giving you positive reputation when killing them.
- Fixed certain items not starting on fire when placed/thrown on top of fire-producing doodads.
- All instances of "pickup" and "pick-up" have been corrected to "pick up".
- Fixed multiple action slots configured to the same item resulting in only one being able to be restocked.
- Fixed using the escape bind in filters replacing current word with a previous word. (Thanks Ratha Wynter!)
Balance
- Items that are consumed, but returned (like water containers) no longer provide crafting and durability bonuses based on their quality. Tiers and aptitude will still apply.
- You can now set down fertile soil and other ground-types over/around plants.
- Increased the chances of more talc per tile.
- Talc is now much more common over limestone in the coastal biome.
- Overeating and overhydration are now scaled based on the food and maximum stamina.
- Wells now require to be connected to larger bodies of water in the cave below to get "unlimited" water status.
- Well crafting difficulty has been reduced but requires slightly more materials to craft.
- Reduced minimum spawn rate slightly.
- The recipes you learn from old instructional scrolls are now weighted so lower skill, lower worth crafts, and can come from the current island/biome type are more likely to show up first.
- Merchants can now attack creatures and be attacked by them.
- Aberrant creatures that produce resources will now have increased quality chances.
- You can no longer water route from created puddles or adjacent to expansions of pre-generated water unless connected to a large body of water.
- Spores can now be "planted" without tilling the ground/tile.
- Decreased the temperature in Arid and Ice Cap island biomes slightly.
- Tripled the reputation impact for killing creatures, making it a more viable strategy to increase or decrease your reputation.
- You can now till using your hands.
- Boats will now have a defense bonus when inside them but can be damaged in combat.
- Non-metal knives can be disassembled, but they no longer get weight reduction when crafted.
- Decreased the scaling effect of player health for aberrant health, leading to more strength needed before reaching the cap. (Thanks DerSimon!)
- The damage modifier for boats has been reduced in half.
- Lava damage has been doubled.
- Untamed creatures will now lose their aggression towards the enemy of the tamer unless they are actively in combat with the enemy.
- Creature re-animation is now limited and gets rarer the more they have respawned.
- Increased the spawning chances of merchants slightly.
- The mitigation effect from the parrying skill now scales with damage. (Thanks DerSimon!)
- Goats no longer spawn by default on coastal islands at 0 reputation.
- Travel time is now greater based on how far you are away from the edge of the map.
- Combined water tiles no longer contaminate each other fully when both bodies of water contain massive amounts of water.
- You can now only contaminate wells if they don't have an unlimited source and are less than half full.
- Stone house templates on coastal islands will now only generate inside caves. Wooden house templates will only spawn on the overworld.
- The quality of floors, walls, and other building materials now affects civilization score.
- Papaya trees are no longer passable.
- Water stills now have a chance to spawn in abandoned house templates.
- Reduced the max attack of snakes.
- Crafting efficacy messages are now displayed at 30% skill instead of 20% and exact values are revealed at 90% instead of 80%.
- Wisps no longer spawn in the ice cap biome.
- Reduced the skill check/difficulty of adding fuel to torches.
- Several actions that caused global reputation changes in multiplayer games now only apply to specific islands.
- Skeletal remains now animate when a tamed creature walks near them or an item is thrown at them.
- Hammocks no longer give sleeping and resting debuffs when over water, snow, swamp, or cooling lava.
- Tweaked fire source tiers for doodads so that torches/candles/stills perform relatively worse versus other fire source doodads.
- Slightly increased the generated creature count on coastal islands.
- Spruce seeds are no longer harmful to consume.
- Gravel tiles can no longer produce fresh water.
Modding
- Added modding support for magical properties. Learn how it's done from the new modding guide on the topic!
- Added modding support for biomes.
- Updated the interface of the "Wayward Types Viewer", previously known as the "Wayward Documentation".
- Added support for player-like NPCs that run with simulated turn mode in single-player.
- Languages can now provide definite article rules as well ie, "the" (definite) in addition to "a/an" (indefinite).
- Nightly versions of all mods are now published on Github.
- Mods can now register "tags" for items, doodads, and entities, to apply as needed.
- Fixed encumbered status not being updated when weight bonus had changed.
- Don't include "node_modules/@types/*" folders in published mods
- Fixed moddable Prompts not working correctly.
- Fixed group dropdown tooltips staying in the document forever.
- Fixed some modded things not being associated with their registering mod, causing resource paths to break. (Thanks fluff!)
Technical
- Increased the speed and performance of dialog movement and resizing.
- Improved the performance of item updates.
- Filter inputs no longer perform the filter the moment you type a character, and instead wait until you haven't typed a character for 100ms. This fixes freezes when filtering huge lists of items.
- Improved performance of the load game menu when there are a lot of saves.
- Low power mode now disables magical item animations.
- Improved performance of magical animations.
- Wayward has been upgraded to TypeScript 4.7.
- Wayward has been upgraded to Electron 20.1.4.
- Improved performance of crafting recipe updating by up to 75%.
Join us for the next "Multiplayer Meetup" taking place on Friday, September 16th, 1:00 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. This meetup will be using the development branch of the game as we want to do some testing. You can find out more information on how to switch branches here. But as always, I want to emphasize you should always keep backups of your saves before and during your use of the development branch as there is no going back once you upgrade your saves (unless you have those backups). To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above while running the development branch. As always we will be streaming the meetup at Twitch.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in order to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turnout, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.
How does multiplayer work in Wayward?
Learn more about multiplayer here: https://www.waywardgame.com/multiplayer
Join us for the next "Multiplayer Meetup" taking place on Saturday, August 27th, 7:30 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. This meetup will be using the development branch of the game as we want to do some testing. You can find out more information on how to switch branches here. But as always, I want to emphasize you should always keep backups of your saves before and during your use of the development branch as there is no going back once you upgrade your saves (unless you have those backups). To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above while running the development branch.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in order to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turn-out, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.
How does multiplayer work in Wayward?
Learn more about multiplayer here: https://www.waywardgame.com/multiplayer
It's happening! We are "ready-ish" to begin testing the in-development build of Wayward. Many of you have probably already noticed your game updating if you were subscribed to the development branch on Steam. We are still working on a lot of stuff and all the features are not yet finalized, but we do have a name at least! The votes are in, this major release will be called "Wheels & Wetlands". You can find a little of what to expect here from the latest newsletter: https://steamcommunity.com/games/wayward/announcements/detail/3363644258060662556 But if you really want to see all of what's going on so far, you can check the in-game changelog or view our Trello for a more technical breakdown: https://trello.com/b/PWX1Hpjn/wayward-todo
Here Be [strike]Dragons[/strike] Drakes
As always, we would encourage you to back up your saves before trying this development branch of the game. By default, you can find your backups and save folders in the main Wayward directory. You can also export saves and global save data in-game if needed. More information on how to change branches here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 Report any issues you spot. Godspeed!
Hey all, We are well underway with the next major release of Wayward, codenamed "Next". More on that naming a bit further down. As always, these newsletters are for keeping players up to date with what we are working on and while a few of these previews have been shared on social media, there are a few new reveals as well below.
Minecarts
Travel in style (and speed) with minecarts. They work to increase your carrying capacity and traveling speed on land. The carts themself also work as a mobile form of storage (which now also apply to boats by the way). https://www.youtube.com/watch?v=DEZ24mFNqjU
Action Bar Improvements
Previously known as "quickslots", the action bar has got a complete overhaul, building on top of the action quickslotting concept we did in the last major release. Some of the changes include:
- You can now change the number of action slots per your needs, up to 50 slots.
- Configuration of action slots is now contained within a single, searchable, filterable drawer of actions with extra options about how the slot is used and restocked.
- Each action now has a unique icon when set to an action slot.
We'll have more information and previews on this coming soon!
Wetlands
Explore this brand-new island type filled with unique land formations, creatures, items, plants, and more.
Action Improvements
Building on top of all the work done with the action bar, the action/item menus have been completely redone to feature a new look and new functionality. Each action now has a unique bind and can be customized. No longer will action binds jump all over the place based on the context or item type. This is a huge usability win and will further our progress towards a new unified UI.
Volcanic Upgrade
The volcanic islands are getting a big upgrade in the form of a new resource type: basalt. This hardened igneous rock is an upgrade over normal rock (now named granite) and sandstone.
Crafting Success/Efficacy Tooltips
Minmaxers will rejoice at these new inclusions to the crafting tooltips.
- Crafting success and quality chances are now presented in the crafting tooltip after having at least 30% and 60% skill, respectively.
- Crafting efficacy is now shown in the crafting item tooltip when over 60% in the recipe's skill.
New Custom Game Options
We are adding three of the most commonly requested custom game options: always spawning creatures and item durability/decay multipliers, allowing much finer control over the difficulty in the game.
Storage Improvements
Going along with the minecarts, and previously hinted at, storage, in general, has got a big reduction in the tedium factor, especially for those that like to keep organized. As mentioned, boats now act as a container and can store items. Not only that, but can be picked up into your inventory along with all containers in the game (like chests) even with items in it. They act exactly like bags or backpacks and can be interacted with and organized in the same way. https://www.youtube.com/watch?v=Nfo2wt_sn6M
- Boats can now be used as storage containers.
- Boats can now be placed or built on top of water.
- Boats now have varying levels of speed that allow you to move faster.
- Boats will now have a defense bonus when inside them but can be damaged in combat.
- Chests can now be opened and used while in your inventory.
- Unlocked chests can now be picked up while they have items in them.
- Added an option to drop automatically into containers instead of the ground.
Featured Mods
Check out these awesome recent mods from the community:
Colors Everywhere
Colors Everywhere give you the ability to paint and dye structures (like walls/fences/gates), chests, and armor. Some of the pigments and dye creations use existing items while others are provided as new flowers added by the mod. Learn More
Trick Arrows
Trick Arrows adds an interesting variety of arrows to your ranged arsenal. Some are a bit on the whimsical side, while others focus on the use of some rare (and rather unuseful) items. Included are:
- Shark Tooth Arrow
- Incendiary Arrow
- Dragonsbreath Arrow
- Ice Arrow
- Spectral Arrow
- Boxing Glove Arrow
- Stinger Arrow
Sashimi
Sashimi does just as the name suggests; adds a more fancy way of consuming your raw fish. But wait, that's not all. You'll also find a few other goodies in here including salt, popcorn, apple pie, and more! Learn More
Naming Poll
We have begun to codename our next major releases as "Next" before we settle on a name. And speaking of settling; we can't quite do that for this one. So, we are asking for your help in choosing the final name now knowing what you can expect in the next release. [olist]
Steam Survival Fest
Wayward will be part of the survival-themed Steam sale taking place from August 1st at 10:00 AM PDT (GMT-7) to August 8 at 10:00 AM PDT (GMT-7). Wayward will be -30% off during this sale event. It's a great time to grab a cheap copy for yourself or a friend.
Wayward on Steam These upcoming features are just a small preview of what's to come in the next release. Stay tuned for more news on the re-opening of the development branch (to take a deeper look into everything and provide feedback/testing) as well as the next multiplayer meetup (which has been on hiatus for a bit as we worked on this release). Oh, while you are at it, make sure to vote on some of the new frequently requested additions to the game on our feature voting page.
Here's just a small late-night update for you all while we continue working on the next major release. You'll find a healthy helping of bug fixes in this release with more on the way! Stay tuned! Bonus Promo:Join us onDiscord and gain some insight from the resident experts on Wayward who have all poured tons of hours into the game. Bonus Tip: Not sure where to start? Starting the game in "Casual Mode" may be recommended for new players to help get their bearings as it allows respawning and disables aggression from creatures. Check out the "Starter Quest" that explains some of the mechanics of the game. Just click the pinned "Welcome!" message that shows up in the bottom left corner to get started!
Improvements
- When exporting saves, the file type (.wayward) is now enforced.
Bug Fixes
- Fixed Starter Quest "Welcome" quest not being pinned when starting a new game.
- Fixed tooltips flashing in simulated turns mode when more than one player was connected.
- Fixed fog of war issues after traveling/reconnecting. (Thanks Whaffles!)
- Fixed a multiplayer desync related to equipment.
- Fixed a crash when advancing island time. (Thanks Grub!)
- Fixed cases where weight and crafting recipes were not being updated in multiplayer games.
- Fixed certain items not having any weight variance when dismantled. (Thanks riftborn!)
- Fixed cooked fish kebabs not requiring fire. (Thanks Lonely Shikari!)
- Fixed dedicated displaying a blank screen after a while.
- Fixed the pacifier milestone not counting certain creatures properly. (Thanks warriorsforever482!)
- Fixed interrupts staying open when leaving multiplayer games.
- Fixed wisps vanishing in a couple of instances after pouring.
- Fixed container breaking not adhering to normal tile rules. (Thanks DerSimon!)
- Fixed dropping items not resetting their quickslot position. (Thanks BeautifulNova!)
- Fixed field of view-related desyncs.
- Fixed aberrant mudskippers not being dismantlable.
- Fixed a brief flash of white during screen transitions.
- Fixed instances of equipment rendering over top of trees. (Thanks riftborn!)
- Fixed disabled UI Effects/UI Opacity not working on islands intro/game details animation.
- Fixed the changelog not getting the proper order of mod changes.
Modding
- Fixed issues when a mod was installed locally and via the workshop at the same time.
Technical
- Improved crafting dialog performance.
- Upgraded to Electron 16.2.1.
Mods
Debug Tools
- NPCs can now be spawned over blocked tiles and tile events/doodads.
- Fixed item protection options interfering with equipment selection.
- Fixed harvester mode sometimes leaving food on the ground.
- Fixed getting stuck moving back and forth from caves and the surface.
- Added an "Allow Equipping Protected Items" option.
- Added a "Lock Equipment" option to prevent TARS from changing your equipment.
- Increased max height for the dialog.
- Fixed an instance of getting stuck with a tamed creature when butchering.
- Stat maximums now have their lower ends capped so stats cannot go past reasonable levels on reincarnation.
- Skill values are now only randomized if the player had any skill in each, to begin with when reincarnating.
- Strength is now randomized along with health and calculated together when reincarnating.
- Stats now have randomized starting values (and are not set to their maximums on reincarnation).
Join us for our fourth "Multiplayer Meetup" taking place on Saturday, April 30th, 7:30 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on. This month we are going to be attempting to survive in the harsh arid biome to start. Respawning will be enabled. BYOC = Bring Your Own Coconuts. To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in other to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turn-out, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.
How does multiplayer work in Wayward?
Learn more about multiplayer here: https://www.waywardgame.com/multiplayer
Join us for our third "Multiplayer Meetup" taking place on Saturday, March 26th, 7:30 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on. We have a gimmick this week. We are going with a custom game type with respawning allowed. That's because it's probably going to be a bit difficult to survive in a world without trees. There will be a few added challenges and secrets thrown in for good measure of course. To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in other to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. This day/time was chosen based on our recent survey. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turn-out, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.
How does multiplayer work in Wayward?
Learn more about multiplayer here: https://www.waywardgame.com/multiplayer
While we are already working away on the next major release, please enjoy this smaller update to improve the game and fix up some of the remaining bugs on our radar. Stay tuned for more minor/major updates! Bonus Tip: For merchants to travel to your island, you need to increase your "civilization" score, which can be found while hovering over the reputation icon. Civilization score can be increased by building walls, flooring, and other interactions. They will appear on player-made flooring; so the more you pave over nature (which can have its own drawbacks), the better chance they will travel and trade with you.
New
- Added an option to set the maximum number of advancing turns in world options.
Improvements
- Added initial support for Steam Deck.
- Protected items can now be used for disassembling as long as their durability is over 0.
- The fire/lava dangerous warning prompt will now only show if it will actually hurt/damage the player.
- Adjusted the camera position to improve centering on the player's sprite.
- Attempting to pick up items/excrement, lockpicking, opening containers, using hitches, opening doors, or digging on tiles that are on fire or in lava will now produce a warning if enabled.
- "Allow Hardcore Respawn" is no longer toggleable when not running a hardcore game.
- Merchants will no longer stay in place (while a trading dialog is open) while they are taking fire damage.
- Cooked fish kebabs can now be disassembled.
- Scrollbars will now appear wider for accessibility/touch interfaces.
- Improved readability of magical "Endurance" and "Regeneration" properties tooltip text. (Thanks Nobody Important!)
- Increased the maximum zoom level.
- Removed a scrollbar that could appear on stats in certain resolutions/scales.
Bug Fixes
- Fixed character/creature/item graphics not using the correct scale on certain operating systems and hardware. (Thanks ldellapiana!)
- Fixed issues when quickslotting multiple of the same item. (Thanks SMMFO!)
- Fixed "Remove from Quickslot" removing all instances of that item in quickslots.
- Fixed desyncs related to background option updates.
- Fixed a duping and disassembly issues with fish kebabs. (Thanks DerSimon!)
- Fixed switching slots not working properly.
- Fixed several burning events not specifying the proper location of the burn on the player.
- Fixed a duplication issue with slither suckers. (Thanks num ca nem vi!)
- Fixed a freeze/crash related to fires when advancing island time.
- Fixed an instance where the game is shown in color after the player is a ghost after reloading a previous game.
- Fixed "phantom" doodads displayed in the fog until revealed not to be there. (Thanks Anketam!)
- Fixed some items that produced heavier items when burned. (Thanks DerSimon!)
- Fixed efficacy not allowing a rating of 0%. (Thanks DerSimon!)
- Fixed creatures being able to follow ghosts still.
- Fixed desyncs related to clients joining the server while they were on other islands.
- Fixed respawning as a new character not resetting skills or reputation.
- Fixed issues where the inventory would appear greyed out after crafting (again!). (Thanks animexamera!)
- Fixed the quality of tiles dug up not matching their original quality after stacking more than a single tile. (Thanks Destro!)
- Fixed the inventory being able to produce a horizontal scrollbar in some instances. (Thanks DerSimon!)
- Fixed multiple visual glitches when doing certain actions over top of any doodad while wearing certain equipment. (Thanks Wuffy!) (Thanks Rayb!)
- Fixed the pacifier and friendly milestones spawning more than one creature. (Thanks Benzi!)
- Fixed a rare issue that would prevent multiplayer clients from executing actions.
- Fixed targetting actions (like repairing) allowing the action on itself when placed in the first spot in your inventory. (Thanks Ursa!)
- Fixed weight calculating incorrectly when placing containers in other containers. (Thanks Raxy9975!)
- Fixed civilization score discrepancies when tiles melted.
- Fixed item actions not working for items outside of main inventory. (Hotfixed) (Thanks Thadon!)
- Fixed the bronze shovel having incorrect values for its digging and mining properties. (Thanks Ursa!)
- Fixed underline/linked text formatting issues.
- Fixed using hitching posts that were on fire not burning the player properly.
- Fixed up some incorrect word usage. (Thanks Setimu).
- Fixed auto item actions not producing warnings when applicable.
Balance
- The tile or doodad quality now affects civilization score.
- Fertile soil now provides a civilization score.
- Bronze items (and a few other select items) are now tradable but are not sold on merchants.
- The dangerous action warning option is now disabled by default.
Technical
- Improved "Default" power mode to automatically run in "low power" mode when the device is on battery power.
- Improved performance of various UI animations.
- Running the game in "low power" mode will disable all continuous animations which will stop all rendering when idle.
Mods
TARS
- Fixed various warnings/errors while executing stat recovery plans.
- Fixed issues when crafting a water container while encumbered.
- Now detects when corpses/items decay while moving to them.
- Will no longer move to a corpse or item if it will be decayed by the time it gets there.
- Added additional options for survival mode.
- Fixed TARS acting weird when dropping items while encumbered.
- Split up options section into multiple panels to reduce clutter.
- Added options to control how TARS will use protected items.
- Added "Treasure Hunter" mode, which will solve maps & find treasure.
- Improved logic for starting water stills.
- Speed up base organization.
- Fixed issues recovering stamina while moving when overburdened
- Fixed TARS sometimes trying to use the same item for multiple purposes and not being able to craft because of that.
- Fixed TARS trying to dig while things were blocking the tile.
- Fixed TARS accidentally wandering into caves and getting stuck.
- Added option that can instruct TARS to only harvest using hands.
- Fixed TARS continuously creating anvils until the whole world was covered in them.
- Fixed bugs in objective planning calculations related to chests.
- Fixed erratic movement when trying to till tiles.
- Fixed new games not loading when quitting a game that was not at the starting island.
- Fixed getting stuck harvesting in harvest mode.
- Included distance in "moving to" status message.
- Improved creature hunting logic.
- Learned that caves exist.
- Fixed WebGL context leaks when using the selection panel.
Join us for our second "Multiplayer Meetup" taking place on Friday, February 18th, 1:00 PM PST. Convert to your local time here. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on. This month we will be using the same map/save as the last meetup post-slime/zombie apocalypse, but with some added secrets and modifications. There are about a dozen of these unique points of interest. Can you find them all? To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in other to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. This day/time was chosen based on our recent survey. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turn-out, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.
How does multiplayer work in Wayward?
Learn more about multiplayer here: https://www.waywardgame.com/multiplayer
In this week's release, we fixed another big chunk of issues and improved various parts of the game. We are planning for at least one more release in the 2.11.x series, so stay tuned for more! Bonus Tip: I recently put out a new video showcasing some new tips and tricks as kind of an addendum to my beginner's guide video here: https://www.youtube.com/watch?v=OgPQXlF75w0 If you haven't watched the first video, check it out here: https://www.youtube.com/watch?v=1G2_PGmSxU0 Bonus Promo: If you haven't checked out TARS yet, give it a whirl! It has improved by leaps and bounds over the last little while. TARS will even help with repetitive tasks like harvesting now! Check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=1218286592
Improvements
- Protected items can now be used for dismantling as long as their durability is over 0.
- Updated the accepted item list for item quests in challenge mode to include new items and items that exist in other island types.
- The crafting and skill tooltips for reputation now take milestone modifiers/custom game options into account. (Thanks Kalako!)
Bug Fixes
- Fixed picking up items via idling/moving not updating player weight sometimes. (Thanks WinterBearPark!)
- Fixed magical malevolence properties not allowing gaining malignity when at maxed benignity among other issues. (Thanks Anketam!)
- Fixed the magical "Aptitude" property not working for normal quality items. (Thanks DerSimon!)
- Fixed gathered tiles not producing the correct resources when digging. (Thanks TheLukeyBoi!)
- Fixed performance issues with fire and temperature. (Thanks Ursa!)
- Fixed occasional tooltip errors in the mod manager menu when closing the steam overlay after uninstalling a mod.
- Fixed certain items not always being removed when sailing to civilization if they were in a sub-container.
- Fixed NPC inspections not working.
- Fixed being able to occupy the same tile as creatures other than fish. (Thanks DerSimon!)
- Fixed various tooltip errors.
- Fixed an error when hovering over the merchant name in the "Mercantile" note. (Thanks Lardi!)
- Fixed auto action hover item highlights not always matching the item that will be used.
- Fixed island event messages being able to appear for players on other islands.
- Fixed a possible error when using the upgrading action and other issues when attempting to use the action on a facing tile.
- Fixed interrupt screens not allowing quickslots to be used afterward if using a hotkey for selecting a menu item. (Thanks NightsFire!)
- Fixed an infinite loop when opening containers with no screen space left. (Thanks Shirow!)
- Fixed the stepping into fire warning triggering even if the tile was blocked in some cases.
Balance
- Increased the chances of gathering earthworms and added them to more tile types.
- Increased the effectiveness of seed tiers for reputation gain bonuses. (Thanks DerSimon!)
- Increased the maximum value for magical "Lightening" properties.
- The added score reduction when playing challenge mode in real-time or simulated turns is now based on tick speed.
- The score in challenge mode now decreases slower.
Modding
- Speed up mod publishing by excluding the node_modules/@wayward folder.
- Fixed issues creating new NPC types from mods.
- Updated tsconfig.mod.base.json compile target to ES2021.
Technical
- Improved performance of flow field in multiplayer games.
Mods
TARS
- Fixed TARS trying to gather water while a solar still is blocking the tile.
- Fixed TARS getting confused when trying to offer items to tame creatures.
- Added a "Tame Creature" task.
- Sped up planner calculations.
- Learned how solar stills work.
- Added a "Move to Creature" task.
- Added "Harvester" mode.
- The selection viewport will now rerender when turns pass.
Thanks to all those that participated in the multiplayer meetup last week! It was a smashing success; if success means being overrun by slimes and zombies for two hours. Some of the below changes should help smooth out some of the stuff we all discovered when that many players all join together. Thanks for the stress test! Bonus promo: Join us on Discord and gain some insight from the resident experts on Wayward who have all clocked in thousands of hours in the game. Bonus tip: To unlock recipes, you only need to be adjacent to or holding one of each item in a craft to unlock it. One strategy to unlock as many recipes as possible is to have three chests adjacent to you, all with many different items. Fill them up with things you haven't crafted before or rare things you found. Walking in between them could unlock a few interesting things for you.
New
- Added a new screen vignette effect (that can be disabled in options) when your health is low.
Improvements
- Replaced "Clear Ghost Data" multiplayer option with "Allow Hardcore Respawns" option which allows hosts to respawn as well and is also exposed via dedicated server arguments.
- Planting seeds or spores will now increase gardening as well as the skill associated with the item (botany or mycology).
- Improved reliability of Steam network connections.
- Reduced multiplayer bandwidth usage by around 400%.
- Screen DPI (and the "zoomFactor" option) will no longer change the amount you can zoom in or out.
- Updated the description of magical aspect to be more in line with its use. (Thanks lilzoark!)
- Added all plantable items to the "seeds" loot group for Dryads.
- Added dedicated server arguments for setting gameplay modifiers.
- Improved reliability of automatic WebRTC fallback if the Steam network connection gets stuck.
Bug Fixes
- Fixed an issue where the wrong items were being named in the disassemble warning. (Thanks Shirow!)
- Fixed the sleeping/resting dialog prematurely hiding itself in multiplayer games.
- Fixed multiplayer desyncs related to the "Pacifier" and "Friendly" milestones.
- Fixed items being able to require themselves to disassemble.
- Fixed dedicated servers not handling fog of war radius updates correctly. (Thanks Shirow!)
- Fixed some magical properties that can be given to lit torches and candles being removed after being extinguished or vice versa. (Thanks Skarn!)
- Fixed the durability tooltip for plants not showing the proper message.
- Fixed not being able to select milestone modifiers when creating a multiplayer game in the dedicated server GUI.
- Fixed some options tooltips not being displayed in the options menu.
- Fixed a multiplayer desync related to creature trapping.
- Fixed the "Player Connecting..." screen still able to be shown after leaving a game.
- Fixed crafting tooltips toggling on and off in multiplayer games as ticks pass (again).
- Fixed some previous saves resulting in infinite loading for clients. (Thanks Shirow!)
- Fixed multiplayer desyncs related to refining items that can be disassembled. (Thanks Shirow!)
- Fixed the possibility of "You see..." messages showing up while traveling to other islands
- Fixed books staying open even after walking away from or destroying them. (Thanks riftborn!)
- Fixed active sorting making sound effects when it sorted items.
- Fixed overlapping sound effects triggering on travel. (Thanks riftborn!)
- Fixed the respawn button not working when clicking on the text portion of the button.
- Fixed rejoining as a new character (now respawning as a new character) not using the same milestone modifiers set. (Thanks Shirow!)
- Fixed +console mode spamming errors. (Thanks Shirow!)
- Fixed "Unable to verify port" message adding commas to the port number.
- Fixed a graphical issue with fire. (Hotfixed) (Thanks NightsFire!)
Balance
- The maximum health bonus for repeated taming is now capped based on the creature's base maximum health. (Thanks alacandor!)
- Full tiles of items will now act as obstacles when using ranged attacks.
- Items that are disassembled from crafted items will now have their durability reduction scaled instead of just a single point each time.
- Random events now happen to a random player each tick instead of all players.
- Slimes will no longer split when using fire damage.
- Slime splitting chances will now scale with how much their health is over their normal maximum health.
- You can no longer fail to plant seeds or spores; however, their durability combined with your skill will transfer to the plant's health (durability) now.
Technical
- Improved logging of multiplayer desync errors.
Mods
TARS
- Fixed getting stuck gathering water when the water was far away from the water still
- Fixed getting stuck in a loop when around hitched creatures that are too powerful.
- No longer tries to mine plants. Mining is for fish!
- Fixed TARS getting confused if it accidentally tames creatures.
- Fixed issues where TARS would incorrectly move items into chests when near the inventory weight limit.
Join us for the first "official" "Multiplayer Meetup" taking place on Sunday, January 16th, 6:30 PM PST. Convert to your local time here. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on. To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in other to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. This day/time was chosen based on our recent survey. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turn-out, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.
How does multiplayer work in Wayward?
Learn more about multiplayer here: https://www.waywardgame.com/multiplayer
Hey all, We have another batch of fixes and improvements this week with a focus on smoothing out some of the features that showed up with the major release. That, and whatever else the astute Wayward players reported this week. We still have a ton on our to-do, so expect another patch next week! Bonus Promo: Follow our Subreddit to stay up-to-date on all Wayward news, player discourse, and occasional memes. Bonus Tip: At 20% in a crafting skill you gain the ability to see "efficacy" when crafting. This will show how effective you are at making the craft, or making a better quality item based on what you are putting into it. It calculates what the best ingredients would be and compares it against what you used. Many things affect the efficacy of a craft, including item quality (exceptional or higher is best) and item tier (the higher the better). This is counted for both required items and consumed items. Check out the in-game help for more details on this and more.
New
- There are now messages and sound effects when exhausting fire sources in crafting and other situations.
Improvements
- Attaching a container to a water still will now show an item notification over it.
- Creatures will no longer follow ghosts.
- Dryads can now rarely plant seeds.
- Swords now have "melee" as the default action instead of other tool actions. (Thanks Petalwing!)
- Automatically fallback to use WebRTC when a multiplayer Steam network connection is not working properly.
Balance
- Using bait while fishing now has a greater chance of attracting creatures.
- Items burned will now produce items of varied quality, similar to the distribution of dismantling.
- Reduced amount of islands you can travel at a time (increased skill check).
- Increased hunger/thirst/stamina reduction when traveling.
- Dryads now have a slightly decreased chance to spawn (increased requirements), increased health, and reduced attack. They also now provide negative reputation when killed.
- Reduced the chance of magical properties on superior/remarkable items slightly.
Bug Fixes
- Fixed a bug where merchants were being spawned too quickly (or improperly in some cases).
- Fixed treasure chest loot not adhering to the container's maximum weight. (Thanks Anketam!)
- Fixed errors when crafting while near the edge of the map. (Thanks num ca nem vi!)
- Fixed being able to spawn outside of the normal map bounds when traveling. (Thanks Anketam!)
- Fixed reinforcing relic items not working every time. (Thanks Nobody Important!)
- Fixed a desync when using the item action menu facing some doodads.
- Fixed opening the item action menu extinguishing doodads. Yikes. (Thanks FluffyWuffletonTheFierce!)
- Fixed "See More" showing even when "Always Show More Information" is on. (Thanks Ygdrad!)
- Fixed some items having the "aptitude" property that shouldn't be based on uncraftable items that used them in their recipe. (Thanks DerSimon!)
- Fixed changed items not being filtered properly. (Thanks riftborn!)
- Fixed tiles being burned not distributing the correct quality on items dropped.
- Fixed memory leaks related to milestone modifiers.
- Fixed errors happening when traveling/generating a new island. (Thanks animexamera!)
- Fixed rare multiplayer desyncs related to scarecrows.
- Fixed an item ID error being produced in certain situations. (Thanks Torrin!)
- Fixed being able to unpause the game when you're not supposed to, such as when a new player is joining a multiplayer game.
- Fixed efficacy ratings being commonly inaccurate when crafting. (Thanks DerSimmon!)
- Fixed being able to break out of the map bounds. Get back in there! (Thanks num ca nem vi!)
- Fixed some items not having tiers for their groups that were used in crafts.
Modding
- Fixed imports starting with "@wayward/types" when importing modules in Visual Studio Code.
Mods
TARS
- Added a "Good Citizen" option that instructs TARS to not steal items from other player's chests in multiplayer games.
- Added a "Sail to Civilization" task.
- Fixed issues when planning/executing certain objectives.
- Speculatively fixed TARS crafting a "Tin Double Axe" just to disassemble it.
- Refactored codebase.
- Fixed getting stuck when trying to build some doodads.
- Will now hunt boglings that are bogglin' up the base.
- Fixed an infinite loop when trying to start a water still while near the inventory weight limit.
- Base doodads will now be highlighted in red in the navigation overlay.
Hey all, Hope you are enjoying (or already enjoyed) your holidays! We have a patch ready to fix up some of the issues everybody has spotted after the major release launch with a few balance changes thrown in for good measure. We still got lots on our to-do list for this release series, so expect more soon! Happy New Year! Bonus Promo: We now have an Instagram, follow us here: https://www.instagram.com/waywardgame/ Double Bonus Promo: We are gathering feedback on a recurring Wayward multiplayer meetup to play as a community at some to-be-determined interval. Let us know your thoughts: https://forms.gle/9JHKVWihiNSstSfL8 Bonus Tip: Instead of opening the action menus every time you do an action, why not quickslot the action and use a single keypress for it? Right-click an empty quickslot to assign actions to it, or Ctrl + right-click to assign an item action to it. Item actions will automatically pick the best item from your inventory to do the action you set, saving even more time!
New
- Added an option to protect required (non-consumed) items from use in crafting.
Improvements
- Coordinates are now presented in NESW format.
- An error prompt will now be displayed when save data fails to load when starting the game.
Bug Fixes
- Fixed item action quickslots not getting the best tool in some cases. (Thanks num ca nem vi!)
- Fixed crafting tooltips blinking on and off in real-time mode. (Thanks olatuf!)
- Fixed line of sight passing through blocked terrain. (Thanks Ashery!)
- Fixed an issue where burning certain containers would result in a new container. (Thanks DerSimon!)
- Fixed an issue with magical properties when using the new wisp mechanic. (Thanks DerSimon!)
- Fixed liquid containers not being available for the magical "Aptitude" property. (Thanks DerSimmon!)
- Fixed "Advancing Island Time" not showing a progress bar in multiplayer.
- Fixed multiplayer desyncs related to frequent player connections and disconnections to the server.
- Fixed multiplayer desyncs related to crafting an item and using it within 16 milliseconds of its creation.
- Fixed multiplayer desyncs related to packet data getting corrupted.
- Fixed occasional errors when closing the game while connected to a multiplayer server.
- Fixed getting stuck if the server shuts down while a player in on the game over screen.
- Fixed multiplayer desyncs related to players sailing to and from the same island within a single session.
- Fixed a timed-out interrupt showing up after canceling the "Unable to Join Game" interrupt.
- Fixed the sleeping/resting/player screens connecting getting "stuck" in multiplayer games.
- Fixed the game getting stuck at "Finalizing Island" when trying to load a corrupted save.
- Fixed an inspection error when traveling to another island. (Thanks DerSimon!)
- Fixed issues related to ranged attacks in multiplayer dedicated servers.
- Fixed several items spawning incorrectly on merchants of the wrong island type.
- Fixed graphical issues when placing tiles underneath doors. (Thanks TheLukeyBoi!)
- Fixed dryads spawning on water. (Thanks DerSimon!)
Balance
- Increased the chances of getting resources when gathering (at low skill levels) but also increased the skill/tier bonuses required to gather multiple resources in one action.
- Dismantled item quality will now be impacted greater by the base item's quality (so exceptional items will now lead to more exceptional items for example).
- Decreased base merchant spawn rate and limit.
- Aberrant versions of creatures will now only be able to spawn naturally at double their normal spawning reputation (capped to -64,000).
- Digging failures will now provide skill gains more commonly.
- The fishing skill will now provide more effectiveness when attempting to cast in empty water (previously more RNG-based).
Modding
- Fixed the +mod command installing the latest version of the types and messing up the mod.json "waywardVersion" property. (Thanks Amax!)
- Fixed typing errors when building mods.
Mods
TARS
- Fixed "Move to Player" dropdown box not updating when in multiplayer games.
- Fixed errors after TARS travels to another island when in Survival mode.
- Fixed TARS getting stuck if it already explored all the surrounding islands when in Survival mode.
Twas the day before that Christmas thing, when all through Steam; not a creature was stirring, except for a Wayward release!
We are pleased to announce the release of our 11th major update on Steam entitled "Horizons". Wayward is also a part of the Steam Winter Sale this year at -20% off:
https://store.steampowered.com/app/379210/Wayward/
Take a peek at what you can expect to see in this release:
https://youtu.be/jgahWzMnVuI
The preview video only shows a small portion of the features in this release, so if you are brave enough, venture down further to the wall o' text:
New
- Added a new "islands" dialog, acting as a world map. It's unlocked when obtaining a sea-worthy vessel, which allows you to travel to inspect and travel to nearby islands.
- You can now sail to any island within a certain distance, the travel time and cost dependant on the distance traveled.
- Several islands can now be loaded at a time, allowing for quicker travel and allowing players in multiplayer games to be on different islands from each other.
- Added a new "Seafaring" skill which increases travel distances, reduces hunger and thirst costs when traveling, and more.
- Added a new "Volcanic" island type and biome with new resources, tiles, interactions, and creatures.
- Added the ability to assign quickslots with tool-based actions (similar to "Carve with Tool" previously from the action menu). Alternatively, you can perform actions here by opening a new menu as well with "Shift + Q or Shift + Right Click". These actions will automatically pick the best tool for the given action.
- Added ability to assign action menu actions to the quickslot bar.
- A new item quality, "Relic", has been added. Relics have a high amount of magical properties, but have low starting durability and are dropped exclusively from aberrant creatures and treasure chests.
- Added a "Rejoin as a new player" button to the death screen when dying in multiplayer games that have "clear ghost data on leave" option enabled.
- Added a "Respawn in Casual Mode" button to the death screen when you die while in a permadeath mode so you can continue playing your save.
- Merchant NPCs will now spawn and restock based on the number of buildings (walls/floors) constructed on an island, and will decrease in odds the further out you are from your starting island.
- Added a couple of new craftable "scarecrows" that you can place down to prevent or reduce the likelihood of creatures spawning and/or movement around them (depending on the creature).
- Added a new armor set of "armored scale" with unique properties/usefulness.
- Added needles for all types of metal.
- Added a pangolin creature to the new "Volcanic" island type.
- Added mysterious and coveted "Dryad", a plant-like creature with unique properties and loot.
- Added "Master of All" milestone and milestone modifier for getting all skills to 100%.
- Added the "Traitor" milestone and milestone modifier.
- Added a new form of grass called "Tanglehead", spread throughout the arid and volcanic islands types. Dirt will no longer be native to arid islands as a result.
- Added a new magical property "Regeneration", which repairs/restores durability on items over time.
- Added a new magical property, "Aptitude", which multiplies its effectiveness in crafts.
- Added a new interaction with wisps.
- The main menu buttons and tabs across all menus now have associated icons to improve UX.
- Sailing to new islands now raises your cartography skill.
- Starting at 40% cartography skill, the islands map and item tooltips now show which map items are associated with each island.
- Introduced the concept of spores to mushrooms and ferns.
- There are now non-tattered versions of shirts and pants that are available to craft.
- Added an "Open Backups Folder" button to the save data section in the options menu.
- You can now drag and drop save files onto the game to import them.
- Added +dev command line switch to dedicated servers to enable developer mode.
Improvements
- The quality of terrain (including fertile soil) now affects the speed at which plants grow. The better the quality, the faster the growth.
- The island name, game options, modifiers, and any quests are now displayed on game start and arrival at a new island.
- The pause menu has been updated to show the island name and modifiers separately from the pause status and menu options.
- You can now quickslot multiple of the same item (to assign them different actions).
- You can now use crafting quickslots even when you no longer have the item.
- Quickslots have been partially moved to the new UI system, enabling the ability to move them to any edge of the screen. The default position in new saves is the bottom.
- Added three more quickslots to the quickslot bar.
- Quickslots now have a highlight animation when being used.
- Islands now have randomized names.
- Sped up menu animations, removed some "instant" menu animations because they caused flashing.
- Converted "gathering" to chopping and mining. A tool's damage type will no longer affect resource gathering as tools will now have their own "Chop" and "Mine" properties.
- "Carve With Tool", now simply "Butcher", as well as all the new tool/auto action will now use protected items unless they are at 0 durability and will warn you before breaking if you have the option enabled.
- "Chop" is now the default action for axes (except for tin-based tools) instead of "Carve", now named "Butcher".
- The "Carve" action is now called "butcher" to reduce confusion of its purpose.
- Non-consumed required items can now be used in crafting while protected when they are over 0 durability (cannot be destroyed in the craft).
- Added a multiplayer option to delete ghost data when players leave (so players can rejoin as a new character).
- You can now customize the order of menu bar buttons, and even remove buttons or add new dividers if you wish.
- Items now mention when they are used as part of a craft in the tooltip under "uses".
- All island types now have a unique fog of war color/tint.
- When starting a multiplayer game/server, only auto-pause the game when the turn mode is Real-time.
- Ghosts can now travel to previously visited islands.
- Reworked menu tabs highlighting to work based on distance, rather than just appearing as active when on screen.
- The disabled mod warning will now be cleared after going into the mod menu.
- The "quests" and "notes" menu bar buttons are now hidden until you have gained at least one quest/note in any game.
- There are now tooltips for item/action menus that explain how to use them in conjunction with quickslots.
- Loading screens that previously showed progress as a percentage now show a progress bar.
- Removed some loading animations in cases where they would be near-instant.
- Removed lag spikes when players join or leave multiplayer games.
- Removed the max saves limitation. You can now have as many saves as your disk space can fit.
- The "continue game" button on the main menu now shows the name and preview image of the last-played game.
- Increased fade-in speed when starting a game or when traveling to other islands.
- Players that are ghosts no longer affect turns in simulated turn mode.
- Reorganized the options menu and added additional tabs to make it easier to find things.
- The gameplay section of the bindings menu is now split into additional sections, "Items", "Quickslots", and "Context Menu."
- Improved the layout of the dedicated server menu, and cleaned up the code allowing messages to display.
- The sections of the bindings menu are now collapsible and start out collapsed.
- The message dialog's close icon is now displayed as a "minimize" icon when messages are assigned to a quadrant.
- You can now craft snowmen with wooden poles or branches. (Thanks Ashery!)
- Decreased the footprint/size of action menus slightly.
- Added an animation to multiplayer servers being shown.
- Reduced size of "Reached max backup limit" dedicated server messages.
- Merchants will now move when players idle while facing them, giving players a chance to escape situations where a merchant might block them in if they traded with them.
- Improved reliability of the multiplayer "Run Connection Tests" button.
- Tweaked the look of disabled elements when UI opacity is disabled.
- Added better item cloning/syncing for dug up crafted tiles and flooring. (Thanks Ashery!)
- "Collect Object with Hands" is now named "Pickup Doodad". Badderlocks and piles of rocks are now gathered normally instead of needing to "collect" them.
- Improved the graphics for wooden gates, especially when opened so that they are more apparent that they are open.
- Increased performance of the main menu & load game menu when many large saves exist.
Balance
- Merchant NPCs will no longer spawn completely randomly when a new island is generated but rather can spawn near abandoned houses and other pre-generated templates (in addition to player-built bases).
- Increased the spawn cap of merchant NPCs and is based on the number of buildings (walls/floors) are constructed on an island.
- Giant rats and spiders no longer spawn at 0 reputation (at the start) on coastal islands.
- Aberrant creatures will no longer spawn at neutral (0) reputation, meaning they won't spawn on world generation with default reputation settings.
- Increased amount of guaranteed items that are in treasure map treasure chests.
- Sharks will no longer be aggressive towards players that are not in water.
- Lit doodads (campfires, furnaces, etc.) and fires can now produce hotter temperatures (depending on their fire stage/level of stoking). (Thanks Anketam!)
- Found/looted items will no longer be guaranteed to disassemble to their exact quality; however, rarely, they can surpass its quality.
- You can now swim to other islands without a boat once reaching 80% swimming skill.
- Friendly merchants will no longer walk over plants that can be trampled.
- Re-balanced many weapon/tool gathering capabilities with the new "Chop" and "Mine" properties applied. There will be a bigger gap between the two depending on the weapon/tool. Many weapons will perform worse as tools now as a result.
- Scales and animal hides no longer count as "fabric". Other fabric types and sources now drop and are found more commonly to compensate for this.
- There is now a chance of dismantling items into one higher quality, but also a greater chance of producing lower qualities as a trade-off.
- Tweaked resource gathering item quality slightly so that quality items drop a bit more frequently at lower skill/tool tier levels especially for resources that have an increased quality.
- Increased the extra durability given with the "Crafter" milestone modifier. Durability is now doubled (up from 1.4).
- You can no longer gain multiple skill points (decreasing reputation each time) per single chop/mine/gather action.
- Chop and Mining (previously gather) actions reputation loss will now be affected by tool's action tiers.
- Magical reputation properties will no longer get rerolled between benignity/malignity when transmogrified (this is reserved for "altering").
- Iron has been made slightly rarer, while limestone has been made a bit more common on ice cap islands.
- Certain plants have been removed from the "Arid" islands types and moved to the new "Volcanic" island type.
- Lava has been made rarer in coastal and arid island types.
- Cotton bolls will now dismantle into cotton and cotton seeds.
- Lockpicks can now be crafted directly from cactus spines instead of having to craft a cactus needle first.
- Increased the time you can be without seeing a merchant NPC before it has a chance to wander away.
- Increased weight bonus granted from boats' paddle action tier by 2.5x.
- Boats' paddle action tiers no longer decrease the stamina reduction of carrying too much weight while sailing.
- Reduced hot and cold insulation on scale armor.
- Lockpicks now require two needle-like (or spines) to craft (up from 1).
Bug Fixes
- Fixed recipes not being discovered properly from adjacent containers.
- Fixed merchant NPCs able to be spawned inside blocked doodads like walls.
- Fixed entities standing on walkable doodads rendering above tall doodads. (Thanks riftborn!)
- Fixed the magical reputation properties not being properly accounted for when doing reputation cap calculations. (Thanks SMMFO!)
- Fixed quicklotted items automatically restocking items that were already quickslotted in another slot, causing multiple issues. (Thanks Neo Blitz!)
- Fixed a game freeze when resetting chat filters. (Thanks Luxodjen!)
- Fixed some cases where crafting/dismantle highlights were not updating properly. (Thanks Anketam!)
- Fixed back equipment rendering over top of tall doodads when standing on top of a doodad and behind another doodad. (Thanks TheLukeyBoi!)
- Removed most action shortcuts due to inconsistencies and issues caused by this system and replaced with the new action quickslot system.
- Fixed dragging quickslots dropping the item on the ground instead of clearing the quickslot.
- Fixed the old/new tooltips being able to overlap each other on equipment.
- Fixed possibility of items breaking without prompts being shown in some rare cases.
- Fixed no tools being effective for gathering tile events (honey fungus, tumbleweeds, etc.). (Thanks Ashery!)
- Fixed quick moving items (with Shift + Left Click) ignoring filtering. (Thanks riftborn!)
- Fixed shutting down multiplayer games sometimes showing "Lost connection" errors instead of "Server shutdown".
- Fixed the tooltip describing why you're unable to join a multiplayer server only showing when you're not hovering the server's metadata.
- Fixed many actions being performed when they shouldn't have been able to (without any visual feedback and sometimes passing turns) in multiplayer games.
- Fixed a few WebGL memory leaks.
- Fixed occasional errors when joining games from the multiplayer menu.
- Fixed a rare multiplayer desync that could occur when players were joining a server.
- Fixed exploits related to crafted tiles and flooring. (Thanks Ashery!)
- Fixed multiplayer desyncs related to updating options.
- Fixed the mercantile note not triggering for all instances of starting trades. (Thanks Ashery!)
- Fixed miscellaneous UI data sometimes not being synced to the server in multiplayer games, based on update order.
- Fixed some quickslot bugs when loading very old saves.
- Fixed containers within chests getting extra reduced weight. (Thanks riftborn!)
- Fixed an issue where large, contiguous regions of temperature producers could cause a stack overflow.
- Fixed some buttons with only an icon no longer having a background.
- Fixed instances where certain items were spawning on merchants in the wrong island type.
- Fixed status effects not updating immediately when moving between cave and overworld
- Fixed status effects not updating when teleporting.
- Fixed rare multiplayer desyncs related to random map templates.
- Fixed the craft action not having a tooltip when inspected.
- Potentially fixed exporting large save games freezing the game indefinitely.
- Fixed errors loading certain saves for games created on version 2.5.7 or lower.
- Fixed a brief menu flash when exiting a game or canceling out of the pause menu.
- Fixed featherweight not being applied properly to inherited items. (Thanks Ashery!)
- Fixed the messages dialog's scrollbar being too far over in small UI scales.
- Fixed the island at -1,0 always having the same seed as 0,0. (Thanks riftborn!)
- Fixed doodads/tile events being converted to the wrong doodads/tile events when upgrading older saves.
- Fixed dropdown-based settings getting reverted when going back into custom game settings after accepting them.
- Fixed resetting unlocked crafting recipes not working.
- Fixed allowing protected items when copying maps. (Thanks riftborn!)
- Fixed an issue with the raft animation.
Technical
- Migrated to ISteamNetworkingMessages for Steam Multiplayer
- Improved performance of moving/dropping items to/from containers and general performance of having containers/inventory opened. (Thanks riftborn!)
- Improved performance of crafting and dismantling items.
- Fixed various memory leaks throughout the game.
- Reduced the Wayward directory and download size by 60%.
- The old hook system has been removed in favor of events. Additional event buses have been added to assist in adoption.
- Gameplay modifiers have been re-coded so that there can be separate instances for each island.
- Synced particle effect simulation with game tick rate.
- Added an option to enable save compression, which can reduce save sizes by up to 80%.
- Reduced size of large games by up to 50%.
- Saving and loading large games is now faster.
- Tile rendering has been optimized to render only what is in view, leading to increased performance and faster loading.
- Upgraded Wayward to Electron 16.05.
- Increased speed of joining multiplayer games by always sending clients a compressed save.
- Added a +syncChecks dedicated server argument.
- Fixed wayward.cmd file to make running wayward commands easier not being in the "wayward/bin" directory.
- The loading screen UI and the code that queues it are now separated, along with prompt UI and the code that queues up prompts for the user.
- Added a warning when attempting to launch newer development branch games on older build time as it can lead to corruption.
- Removed the "limitFPS" launch option as it no longer can function.
- Updated UI frameworks.
Modding
- Mods can now configure the order of custom menu bar buttons, placing them anywhere within the vanilla menu bar button order, or even not showing them at all by default.
- Added support for modding in new UI quadrant components.
Mods
TARS
- Changed dialog key bind to "," and toggle to "." (to not conflict with the new Islands dialog key bind)
- Fixed getting stuck while attempting to till a tile with a tamed creature on it.
- Now knows that sleeping with torches in a bad idea.
- Fixed not planting seeds (or tilling the ground) while in "Gardener" mode in some instances.
- Fixed recovery threshold not updating immediately after changing the UI slider.
- Fixed recovery thresholds not being set to an appropriate level on new games.
- Fixed trying to build objects over cave entrances.
- Fixed issues organizing the base when there's nothing to organize.
- Fixed errors related to loading games that previously had Quantum Burst Mode enabled.
- Fixed TARS running out of memory and crashing the game when trying to dismantle certain items.
- Will now craft and use bedding items to rest with.
- Will no longer get stuck when its boat breaks.
- Fixed memory leaks.
- Added a "Move To" panel to the dialog that lets you instruct TARS to move to a specified island, player, NPC, terrain, or object.
- Added a quadrant component to make it easy to view the status of TARS without requiring a dialog. It defaults to the bottom right of the screen.
- Fixed being able to attack without passing turns.
- Added "Terminator" mode.
- Added "Quest" mode.
Hey all, Welcome to the 10th Wayward Newsletter where we will be focusing on previews of some of the features coming up in the next major release, beta 2.11, codenamed "Island Hopper" due to one specific feature, island maps!
Island (World) Map
There is a new "islands" dialog, unlocked when obtaining a sea-worthy vessel, which allows you to travel or inspect nearby islands. One of the biggest features of this release is this new interface and functionality. This is essentially a world map of all the different islands you have explored and are waiting to be explored. [previewyoutube=IUT1D9vxFro;full][/previewyoutube] Another addition that works amazing with this new system is that several islands can now be loaded at a time, allowing for quicker travel and allowing players in multiplayer games to be on different islands from each other. This is a game-changer if you ever found yourself stranded when logging back on because other people traveled without you. The range of travel is based on your (new) seafaring skill.
Volcanic Island
Going along with the theme of traveling and seafaring is the new volcanic island. As with all different island types, there are several unique creatures, plants, and features to this island type.
One of those is the new creatures is the hardy pangolin. So hardy in fact that you can make a new set of armor from its unique "armored" scales.
Improved Quickslots & Action System
It wouldn't be a major update without some quality of life and UI improvements. That's where these new quickslot/action systems come into play. Here are a couple of entries from the changelog regarding this:
- Added ability to assign action menu actions to the quickslot bar.
- Added the ability to assign quickslots with tool-based actions (similar to "Carve with Tool" previously from the action menu). Alternatively, you can perform actions here by opening a new menu as well with "Shift + Q or Shift + Right Click".
This is still a work-in-progress (as with everything you see here). With this new system, you should be able to do every action with a single keypress instead of two or three in many cases. You also can now move the quickslot container around to any corner/edge of the screen like all the other UI elements. We also threw a few more quickslots in for good measure. Here's a video showcasing some of this: [previewyoutube=fAKwORSaik4;full][/previewyoutube]
Relic Quality
Relic quality items are very rare drops from treasure chests and aberrant creatures. They have the potential to have more magical properties than even mastercrafted items, but they start with low durability. You'll have to practice the three R's to get an amazing item: reinforce, repair, and refine! Happy hunting!
Merchant Villages
Merchant NPCs also got an overhaul! They will no longer spawn completely randomly when a new island is generated, but rather can spawn near abandoned houses and other pre-generated templates (in addition to player-built bases). They will spawn and restock based on the number of buildings (walls/floors) constructed on an island, and will decrease in odds the further out you are from your starting island, meaning you can indeed now create merchant villages utilizing these new systems.
Vote on New Features!
This newsletter just teases just a few of the changes coming up. Stay tuned for more! As always, check out the feature voting page to vote on upcoming features, now with a "sort by new" feature added in: https://www.waywardgame.com/vote
Steam Autumn Sale
If you are reading this before December 1st, the Steam Autumn sale is already underway where Wayward is currently -20% off: https://store.steampowered.com/app/379210/Wayward/
Development Branch Updated
After a long pause on the development branch, as of this week, these changes and more are also now available right now in the development branch if you don't mind being a guinea pig while we continue working on it and pushing out changes nightly. More information on how to switch branches linked here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 Happy Friday! Stay tuned for more!
Well, it looks like 2.10.x had another release in it after all. We might continue with this new workflow as we work on the next major in tandem with these smaller, minor releases going forward. This minor patch mostly consists of bug fixes and other small improvements to the game. Enjoy! More news on beta 2.11 coming soon (in the form of a newsletter).
Bonus Promo: As part of the Roguelike Celebration this year, Steam is doing a special sales event called, "Roguelike Celebration Event & Alumni Sale" where Wayward is -25% off right now. Grab yourself a roguelike or roguelike-adjacent game now and get to dying!
Bonus Tip: Find yourself doing repetitive crafting and dismantling of the same item? Why not quickslot it and set the default action to "Craft" or "Dismantle"?
Improvements
- Lit doodads will now be put out if the tile it is on turns into shallow water. (Thanks Matthew Cline!)
- Increased the distance between the draggable dialog anchor and the scrollbar in the messages dialog, to match the other dialogs.
- Wayward now disables high contrast and inverted color modes from Windows being applied in-game.
Balance
- You can no longer start fires on/in doodads on shallow water. (Thanks Matthew Cline!)
Bug Fixes
- Fixed items in containers that are protected from being automatically quickslotted. (Thanks Benzi!)
- Fixed skill milestones overwriting each other. (Thanks Anketam!)
- Fixed an issue where stat bonuses (from milestone modifiers and magical items) were introducing incorrect values in some situations.
- Fixed magical aspect rerolling magical sub-properties (this was meant for magical binding only).
- Fixed an error when canceling rest with the cancel bind (or escape by default). (Thanks Matthew Cline!)
- Fixed the riddle button appearing for drawn maps that don't have riddles.
- Fixed treasure map copies not displaying the riddle. (Thanks riftborn!)
- Fixed instances of doubled-up and erroneous sound effects happening while the "Keep Sort Active" option was enabled.
- Fixed an action menu pop-up when changing directions while an item menu was up. (Thanks Ratha Wynter!)
- Fixed interrupts staying up after dying. (Thanks WinterBearPark!)
- Fixed the mapping dialog showing the wrong option selected for the theme.
- Fixed quickslots/equipment UI not being highlighted in the Starter Quest.
- Fixed UI being positioned differently when UI effects were disabled.
- Fixed scrolling elements no longer fading out on the top and bottom.
- Fixed item requirements for copying maps not updating when moving items from a container. (Thanks riftborn!)
- Fixed cases where item dragged would stay in that mode after performing certain actions like dropping. (Thanks riftborn!)
- Fixed the dismantling tab attempting to use protected items from chests. (Thanks Benzi!)
- Fixed "Reload Game" not working under "Developer Tools" in the options menu. (Thanks Tek!)
- Fixed the wrong quality shown in messages when drawing/copying maps.
- Fixed pouring water on yourself without medical reasons increasing your anatomy skill.
- Fixed reinforcing items (while facing them) not cycling through items. (Thanks Shirow!)
- Fixed overfished tiles not being able to be replenished and creatures not spawning from dropping food in water. (Thanks riftborn!)
- Fixed running sync commands not switching between minimum/all.
Technical
- Upgraded Wayward to use Electron 15.1.0.
- Added a button to clear the cache of generated sprites.
Modding
- Doors and gates are now fully moddable. (Thanks Tek!)
Today we are releasing what is most likely the last minor patch in the 2.10.x series. We have been working on this release while also working on our next major update to the game, which is why this took a bit longer to get out. We thought it might be better if we do the last minor releases like this going forward so there's less of a gap in between releases. There's plenty of quality of life improvements here and some substantial balance changes among all the bug fixes. Enjoy! Let us know if you run into any issues. There will be more news to share on beta 2.11.0 coming soon! Bonus Promo: Come hang out on the Discord! Although we have a smaller community, its still the most active spot for Wayward discussion, especially in periods of less activity like this. Bonus Tip: If you are attempting to kill a creature and melee attacking isn't working out for you, "there's more than one way to skin a cat", or probably giant rat in this case. Here are a few other options: 1. Use traps. Setting down multiple traps and guiding the creatures into them will keep you safe from damage while dealing it to them instead. The damage and success are based on your "Trapping" skill. 2. Craft or find better armor and gear. Mitigate as much damage to yourself while dealing as much damage as possible to your foes. 3. Used ranged weapons or throwing. Slings, bows, spears. All can be used to deal damage while at a distance. The damage and accuracy are based on your "Tactics" or "Throwing" skills. 4. Tame other creatures and have them fight for you! If you have tamed creatures, they will protect their master as long as they are content.
New
- Added an option to disable UI opacity (for better performance).
Improvements
- Protected items no longer get automatically set as a quickslot item (so repetitive actions can now be done). (Thanks Anketam!)
- Creatures will eventually stop attacking other creatures in the case that they are not dealing damage or healing them.
- Glaciers will no longer be referred to as "stone walls" or "cliffs" in treasure map riddles. (Thanks TheLukeyBoi!)
- Added "repair", "copy map", and "read map" as valid actions for the "Operator" milestone.
- Creatures that cannot be tamed normally but will accept items will now reveal as such in messages.
- Creatures will no longer attempt to move out of fire if they were immune to it.
- There are now audiovisual cues when players or creatures are healing other creatures with their attacks in the case they are already at full health.
- Plants that die will now drop their resources.
- Removed snow/ice items from merchant NPCs in biomes that were not suitable.
- Puddles and blood will no longer block planting seeds and will be cleared after being planted.
- A message is now shown when the game fails to load save data.
- Added more random events related to plants.
- Boglings can no longer create swamp over cave entrances. (Thanks Anketam!)
- Lava beetles can no longer spawn lava on top of lava or cave entrances.
- Glassblowing will now use kilns instead of furnaces.
Bug Fixes
- Fixed efficacy percentages returning the wrong values depending on the order of items. (Thanks Anketam!)
- Fixed moving items between quickslots no longer allowing you to set default actions on it in multiplayer games and causing other issues.
- Fixed shift-clicking to move items across containers sometimes focusing on the item filter.
- Fixed an issue where random events that happen to plants could only happen if they were on fertile soil (or were fertilized in some other way). (Thanks Ursa!) (Thanks Azhukar!)
- Fixed magical items not working correctly after upgrading them. (Thanks TheLukeyBoi!)
- Fixed Steam Workshop mods not being loaded on Linux.
- Fixed tooltips not showing or separating item quality bonuses. (Thanks Ratha Wynter!)
- Fixed a desync when attempting to enchant an item that already has some magical properties. (Thanks Shirow!)
- Fixed being able to refine items with 0 durability. (Thanks Daxt!)
- Fixed disassembling items not giving back the proper items when going past a single level of disassembly. (Thanks Lukewarm Badger!)
- Fixed auto gathering not getting the proper item tier. (Thanks Shirow!)
- Fixed creatures attempting to move out of fire when they couldn't move in the first place. (Thanks pkmx!)
- Fixed the "hoarding" magical property not working.
- Fixed several instances where doodads or tile events could attempt to spawn out of map bounds.
- Fixed instances of messages and sound effects still being spawned when creatures failed to perform their special abilities due to tile restrictions.
- You can no longer route water over cave entrances, fixing a one-way cave entrance issue when gathering water over a previously open cave entrance. (Thanks Oragepoilu!)
- Fixed the defense tooltip including magical insulation as part of base insulation.
- Fixed islands able to be duplicated when going to -1, -1. (Thanks pkmx!)
- Fixed penguins not being able to produce eggs. (Thanks Ursa!)
- Fixed a blank "taming length" showing in more information for the offering action in item tooltips. (Thanks mwebb759!)
- Fixed desyncs related to traveling.
- Fixed double stamina reductions happening when throwing items. (Thanks num ca nem vi!)
- Fixed errors caused by playing a game that previously had a mod running that added new items.
- Fixed torches not being extinguished when jumping into water. (Thanks mwebb759!)
- Fixed jumping and teleporting not closing the static containers. (Thanks mwebb759!)
- Fixed living mushrooms being able to spawn mushrooms on improper tiles.
- Fixed some UI not functioning correctly due to the messages UI attempting to load during traveling. (Thanks Lukewarm Badger!)
- Fixed tiles not being checked under creatures who could not move.
- Fixed a rare instance of equipping items that should have no effect on insulation causing total insulation changes. (Thanks Nobody Important!)
- Fixed not being able to fuel high quality or magical torches and candles properly. (Thanks Anketam!)
- Fixed Workshop syncing issues.
- Fixed the attack action not applying the proper delay.
- Fixed being able to light torches/candles while swimming (but in a different way this time). (Thanks mwebb759!)
- Fixed lit torches being transferrable to containers while staying lit. (Thanks mwebb759!)
- Fixed +console mode not working on Linux.
- Fixed some tiepos. (Thanks Ursa!)
- Fixed the dangerous throwing warning for protected items not getting the proper range.
- Fixed the consistency of lockpicking naming. (Thanks Daxt!)
Balance
- Aberrant creatures will now drop up to three (up from two) items from their loot group and will now have triple (up from double) the chance to drop non-guaranteed individual loot.
- Reduced maximum aberrant health significantly via a hard cap (will only apply to newly spawned aberrants).
- Creatures will now regenerate health slowly.
- Increased the effectiveness of the "hoarding" magical property.
- Hurling now adds to throw damage when using thrown weapons.
- Increased the maximum range for magical "Power" items.
- Reduced the chance for bare trees to regrow.
- Giant rats can now drop shimmering fibers.
Technical
- Wayward has been upgraded to Electron 14.0.1.
- Fixed performance issues related to item decay/durability bars.
- Improved performance of dropping many items.
Mods
TARS
- Fixed walking over acid without the proper equipment/protection.
- Fixed memory issues.
- Fixed getting stuck when recovering stuck in certain situations.
- Improved more status messages.
- Learned to open messages in a bottle.
- Will now look for items in containers in inventory.
- Learned that aberrant slither suckers are bad.
- Will now know about protected items.
- Fixed sometimes getting stuck when items are in backpacks in chests.
- Learned how to read books.
- Improved objective planning logic - take into account whether or not items are consumed during crafting.
- Fixed not loading on Linux.
- More space will be cleared for creature lines and doodads will be removed.
- Changing your "difficulty" will no longer delete your inventory or restore your stats.
- You can now change your equipment and skill levels independently.
Hey all, This week's focus has been on fixing up the remaining reported issues and working on balance changes. The balance changes mostly consist of aberrant and high-tier creature damage. Previously, they were dealing too little damage due to skill/gear power creep and previous balance changes. This should straighten out the issues spotted by several players. Let me know if you spot anything out of whack with these changes as they are quite significant in some cases/scenarios. The intention is to require you to think about what types of armor to use in certain temperature scenarios against certain types of creatures. We also added in two new magical item properties. They were added due to an issue spotted where in some instances, items could roll an incorrect amount of properties just because not enough could be applied to certain items. These are generic enough that they should fit most items; thus, solving the issue. View the changelog for more information on these and more. Bonus Promo: Tons of work has gone into the unofficial Wiki as of late. Check out some of the recent changes here. Bonus Tip: You can grab items out of fire/lava using tongs or while wearing the proper hand protection without getting burned. This is useful in some cases where you are picking up items that have caught on fire or are creating charcoal intentionally.
New
- Added a new magical property, "Offering", which increases taming length when used on creatures. Aberrant creatures will be tamed 100% of the time when using a matching item that the creature accepts.
- Added a new magical property "Hurling", that increases an item's thrown damage, range, and reduces stamina usage.
Improvements
- Puddles will now provide bonuses for plant growth/speed (and fertility in some cases) unless it is seawater.
- Named items now appear by name in item lists, rather than by what they are. (Thanks Killpocalips!)
- With the inclusion of the new magical properties, there should no longer be rare instances of magical items rolling with the incorrect amount of properties.
- Highlighted UI/item elements are now animated in a performant way when disabling UI effects as to not sacrifice usability.
- Ranged attacks will now reveal the range the item traveled.
- Thrown messages will now reveal the stamina cost in throwing the item.
Balance
- Increased mid to end game creature's damage significantly.
- Reduced the damage bonus that aberrant creatures had against resistances/vulnerabilities.
- Removed the creature damage cap for aberrant creatures, but reduced their maximum damage output slightly (due to other damage changes).
- Removed blunt resistances on iron armor.
- Reduced blunt vulnerabilities and increased base defense on bronze armor.
- Reduced the goat's minimum damage slightly.
- Decreased rarity of blackplate items.
Bug Fixes
- Fixed inspection not working until reloading the game. (Thanks MATOSCH83!)
- Fixed milestone and skill inspections flashing.
- Fixed "Discovered" amount not updating in milestone inspection.
- Fixed damage type values in the defense tooltip including the skill modifier.
- Fixed "Apocryphal" not being possible to obtain. (Thanks beuteugeu!)
- Fixed protected items producing a horizontal scroll bar. (Thanks mwebb759!)
- Fixed chests staying open while descending/ascending cave entrances or teleporting. (Thanks mwebb759!)
- Fixed requiring to press enter twice to rename something. (Thanks Matthew Cline!)
- Fixed acid and skeletal remains from spawning on water or the void.
- Fixed being able to light torches while swimming. (Thanks mwebb759!)
- Fixed calculated insulation values not updating in the tooltip when changing equipment.
- Fixed ghosts being affected by status effects.
- Fixed creatures being able to spawn out of bounds if the player was near the edge of the map.
- Fixed blood appearing on void tiles. (Thanks mwebb759!)
- Fixed joining a multiplayer game overwriting local characters.
- Fixed highlighted items never being unhighlighted when UI effects are disabled.
- Fixed issues with publishing Steam Workshop mods. (Hotfixed)
Technical
- Reduced memory usage when playing in a multiplayer game.
- Wayward has been updated to Electron 13.1.2.
Mods
TARS
- Fixed not being able to distinguish which tiles can be tilled.
- Will now open doors and gates instead of picking them up.
- Fixed getting stuck in "Tidy" mode.
- Will now move items off the ground if it's blocking a build location.
- Fixed issues when trying to carve corpses with sharp rocks.
- Fixed trying to attach purified containers of water to water stills.
- Will now run away from all aberrant creatures when it doesn't have adequate equipment.
- No longer hordes snow in the inventory.
- Will now try to use offal before they decay.
- Now detects trap door spiders near the base when looking for nearby enemies (cheater!).
- Fixed getting stuck when trying to eat food from a chest while encumbered.
- Improved status messages.
- Improved sailing logic.
- Disabled movement and item-related warning interrupts when enabled.
- Fixed attempting to craft while in water.
- Fixed getting stuck when attempting to build 0 durability objects.
- Improved stat recovery logic.
- Fixed getting stuck moving stuff in between chests.
- Fixed not knowing how to build items in rare cases.
- Fixed issues making items when more than one anvil is near the base.
- Added "Quantum Burst" mode.
- Clear paint mode when closing paint panel.
- Added more levels of difficulties and armor/skill sets for testing scenarios.
Patch night! This week we are taking a stab at fixing up some more issues, some of which have unsurprisingly been in the game undiscovered for years. Always great to get those ones sorted out! TARS fans will also get a kick out of this release with a heavy overhaul and a giant bunch of new features. Wayward technological singularity is closely approaching! The beta 2.10.x patches will be slowing down coming up as we focus more on our next big major release, but we still have a bit to go yet! Bonus Tip: You can quickly equip items in your inventory or containers by hovering over them and pressing "E", you can quickly drop them by pressing "Q", and you can quickly move them (to an opened container for example) by pressing "Shift + Left Click". These binds can all be changed in the options. Bonus Promo: Anketam has created a new spoiler-filled, "Mastercrafting Guide" available on Steam here. It goes over the requirements and strategies to create mastercrafted items. Check it out if you don't mind the spoilers!
New
- Added an option to unfocus the chat box after sending a message.
Improvements
- Items that use durability as a "charge" like bait will now take into account item quality, making quality items allow for more "charges". (Thanks warriorsforever482!)
Balance
- Reduced amount of ash needed to create ash cement, reducing the total ash cost for making flooring/walls.
- Increased the item quality cap for aberrant loot/corpse resources, leading to higher quality items in the late game and/or far traveled islands. (Thanks Nobody Important!)
Bug Fixes
- Fixed multiple desyncs related to temperature and melting tiles.
- Fixed the treasure hunting note not being possible to get. (Thanks mwebb759!)
- Fixed building over water producing incorrect items when dug back up. (Thanks mwebb759!)
- Fixed aberrant corpses getting a double bonus for resource quality from far traveled islands.
- Fixed backpacks that were destroyed staying open. (Thanks mwebb759!)
- Fixed torches staying lit when getting off of a raft/boat when paddling or teleporting. (Thanks mwebb759!)
- Fixed being able to open up multiple of the same dialog after spamming the keybind.
- Fixed an error when typing a "\" in a dropdown.
- Fixed the chat box/filters being cut off at certain interface scales when messages were expanded.
- Fixed some item tooltips showing the wrong stat amounts for consuming them. (Thanks Anketam!)
- Fixed setting a bindable to the "/" key appearing as "undefined".
- Fixed highlighted items sometimes not being unhighlighted when interrupts are shown.
- Fixed an error when joining a server while the server browser refreshed.
- Fixed temperature tooltips showing even when Debug Tools were disabled.
- Fixed multiple desyncs related to tilled tiles.
- Fixed walking into blocked tiles decreasing map durability (and raising skill/stats). (Thanks mwebb759!)
Mods
Debug Tools
- Fixed inspection errors when loading the mod in multiplayer.
- Now starts up faster when in a multiplayer game.
- Now supports multiple play modes. "Survival" is the default.
- Added a "Tidy Up" mode.
- Changed default "T" bind to open the TARS dialog. Shift + T will immediately toggle TARS.
- Added a way to tell TARS to acquire any item via the UI.
- Fixed being unable to acquire complex items.
- Added new options that will allow controlling what TARS does.
- Will always pick the optimal item when gathering, carving, and harvesting.
- Fixed issues when reinforcing equipment.
- Will only reinforce items that are worth doing so.
- Will now repair tongs when they have low durability.
- Will now cleanup swamp tiles near base.
- Will now prefer eating food from chests when near base.
- Fixed item upgrade logic not working for all tools.
- Will now know how to use orbs of influence.
- Will no longer defend against adjacent creatures if health/equipment is low.
- Now has smarter health, stamina, hunger, and thirst recovery logic.
- Will now look for items in chests that are going to decay soon and try to do something with them.
- Will now hunt creatures near the base once it has good equipment.
- Learned how to attack fish.
- Learned how to disassemble items.
- Learned how snow works.
- Will no longer build water stills on ice cap islands.
- Added a "Gardener" mode.
Modding
- The Debug Tools "TabDialog" has been moved to the base game and can now be used in other mods.
Technical
- Updated Wayward to Electron 13.0.1.
- Fixed memory leaks related to UI highlighting.
- Speed up leaving multiplayer games.
Hey all, Happy Saturday! Hope everybody is enjoying the latest major release and latest minor patch released earlier in the week! We still have lots more to come with "Seafarer+", so stay tuned! In the meantime, I'll be doing a live question and answer stream. [strike]If you are reading this, I'm live right now![/strike] The stream is now over! You can tune-in on the Steam broadcast page: https://steamcommunity.com/broadcast/watch/76561197977797435 Or via Twitch: https://www.twitch.tv/drathy Or at the top of the Wayward store page: https://store.steampowered.com/app/379210/Wayward/
Hey all, this week we have another batch of fixes and some more exciting new stuff ready for your consumption! Some of the later-game players will enjoy the bug fixes and improvements this time around with a fix to a particularly annoying flaw with Mastercrafted items and some bad quality distribution with harvesting, carving, and gathering. Take a peek at the changelog below and keep reporting issues you find. More to come in beta 2.10.6! Bonus Promo: Come hang out on the Discord! Although we have a smaller community, it's still the most active spot for Wayward discussion. Bonus Tip: Resting and sleeping work differently when playing a multiplayer game or setting the mode to "real-time" turns, in that performing the rest/sleep actions will no longer progress time (or pass turns). Its use is shifted towards a regenerative role exclusively in these modes.
New
- Added a new magical component for altering magical stat/skill/reputation properties to a different stat/skill/reputation, instead of only being able to re-roll them to a different property entirely.
- Added durability and decay bars to items for usability. (Thanks Sooner535{UFIP}!)
Improvements
- Magical malignity and benignity properties are now combined into one type, making it so you can't roll both on a single item. (Thanks Anketam!)
- Creatures will no longer spawn on the edges of a map. (Thanks Arnkh!)
- Item "Dig" tiers will now affect gathered item quality (unless it's a flooring type tile or player-set tile).
- The "Resting and Sleeping" help article now explains how they work in a multiplayer or real-time setting.
- Improved error handling when loading old saves.
Balance
- Increased the maximum value magical stat (strength, stamina, etc.) items can have.
- Creatures will now lose some happiness when being damaged/hurt.
Bug Fixes
- Fixed four property magic items not being possible from crafting. (Thanks Nobody Important!)
- Fixed gathered/harvested returning too many superior quality items if your skill and/or tiers were too high among other issues. (Thanks num ca nem vi!)
- Fixed "Keep Sort Active" not working for containers when updates did not happen within it. (Thanks Arnkh!)
- Fixed aberrant damage not rounding up. (Thanks Nobody Important!)
- Fixed tiles not melting in most instances.
- Fixed heat sources created at night sometimes not being able to cause tiles to melt.
- Fixed snow flooring not counting towards the "Explorer" milestone. (Thanks Anketam!)
- Fixed various memory leaks.
- Fixed a weight exploit when using boats within containers. (Thanks TheLukeyBoi!)
- Fixed creatures being able to move outside of map bounds, causing errors. (Thanks Anketam!)
- Fixed dug tiles not changing their quality after getting a quality set after the first dig/tile change event.
- Fixed item quality always returning exact tile quality or random tile quality when digging (and only after the first dig), instead of distributing based on skill/tiers/tile quality.
- Fixed desyncs related to temperature/melting tiles.
- Removed the filter button from the dedicated server messages panel. (Thanks bearhiderug!)
- Fixed being able to build and till over corpses.
- Fixed rare stack overflow errors related to the input system.
- Fixed some UI components not being removed correctly.
- Fixed some UI not showing/or appearing cut off when placed in certain positions when UI effects were disabled. (Thanks Amax!)
Mods
TARS
- Fixed TARS trying to build / plant seeds on preoccupied tiles.
- Fixed a dialog memory leak.
- Fixed tile paint options extending underneath the paint button.
Hey everybody! This week we have another patch in the 2.10.x series that helps smooth some more issues out, but also adds quite a few balance changes in regards to bonuses for further travels, reputation, and aberrant creatures. There's still a few things on our list to address, but this should fix up some of the major stuff spotted this week.
Take a peek in the changelog below!
Bonus Promo: Struggling with getting started in Wayward? Check out my new Beginner's Guide video:
https://www.youtube.com/watch?v=1G2_PGmSxU0
Check out the YouTube description or video chapters to skip to specific sections. Let me know if it is missing anything you are having issues with!
Bonus Tip: Have you spawned on a smaller island with not a lot of resources? You are likely on an offshoot of a much bigger island. Traveling east is usually a pretty safe bet in these scenarios. You can either swim (with a lot of stamina) or create a raft and explore the seas awhile until you come across a much bigger island. Here's a visual of that:
Improvements
- Newly exported steam workshop save games will be more reliable when importing the save.
- Added "bird droppings" for chickens and penguins to use instead of "animal droppings". (Thanks Matthew Cline!)
- Snakes will now accept eggs as offerings.
- Buttons in non-item dialogs now appear with a background, distinguishing them from the dialog they're in.
Balance
- Increased the odds of digging up better chest types the further you are away from your starting island when doing treasure maps.
- Increased the chance of quality creature loot/corpse resources the further away you are from your starting island.
- Decreased the threshold at which freezing/overheating can occur.
- Water no longer freezes to ice and items will now decay within in the coastal caves.
- Aberrant creatures now deal scaled damage instead of only 1 when dealing a chance hit and deal them more commonly.
- Aberrant creatures are now more likely to perform their special abilities or resource drops.
- Action tiers and kindling/tinder quality no longer give bonuses when lighting torches/candles. Their starting decay is set by the quality of the torch/candle.
- Successfully taming a creature through offering will now provide benignity (on top of skill use bonus).
- Taming aberrant creatures is now harder when not using offering/items. Previous, the difficulty was unchanged from normal creatures.
- Taming aberrant creatures now provides double the reputation/benignity gain.
- Increased difficulty of taming aberrant creatures via offering slightly.
Bug Fixes
- Fixed item decay maximums not counting until observed. (Thanks Azhukar!)
- Fixed save game mods importing the same save each game load. This fix only applies to newly created save game mods.
- Fixed errors loading games after exporting save games to Steam Workshop.
- Fixed multiple confirmation interrupts showing up when dismantling items. (Thanks Amax!)
- Fixed containers not updating their capacity when changed/re-balanced internally. (Thanks icecream!)
- Fixed the path to tile bind pathing to the last location you pathed while holding down the preview bind instead of the location you clicked on. (Thanks Amax!)
- Fixed "Keep Sort Active" not working properly with durability. (Thanks Arnkh!)
- Fixed endurance and some other magical properties showing as "0" under some locales. (Thanks Arnkh!)
- Fixed equipment only being damaged when you were parrying. Cool. (Thanks Matthew Cline!)
- Fixed the "Combat" note only appearing when you were parrying.
- Fixed torches and candles not getting the proper decay amount based on quality/magical properties when ignited while equipped.
- Fixed torches and candles not getting decay bonuses from their quality or magical properties when built on the ground before being lit.
- Fixed the red decay outline/warning on items sometimes not showing or showing too early/late.
- Fixed not being able to travel as a single person on a dedicated server. (Thanks Majestik!)
- Fixed tooltips sometimes not showing after interrupt dialogs are hidden. (Thanks Azhukar!)
- Fixed puddles being placable on void tiles. (Thanks Zillvr!)
- Fixed items having decay that should not have. (Thanks Ratha Wynter!)
- Fixed jittery animations and inaccuracy when dragging items within inventory/containers. (Thanks Skarn22!)
- Fixed cases of items disappearing when moving to other islands (Thanks Cringe!)
- Fixed "wayward +v" and "wayward +mod" commands no longer working.
- Fixed incorrect doodad upgrade conversions from old versions.
- Fixed incorrect creature HP upgrades from old versions.
- Fixed incorrect modded creature upgrades from old versions.
- Fixed seeds being exported with commas or other localized characters.
Modding
- Wayward now ships with a "bin/wayward.cmd" file on Windows x64. Adding the bin folder to your PATH allows you to use the CLI synchronously via the "wayward" command (no extension required.)
Technical
- Improved performance of walking to tile. (Thanks Amax!)
- Fixed InputManager producing too many logs.
Another week, another round of fixes and improvements! Oh, and also a few new things thrown in for good measure. Bonus Promo: The feature voting page has been updated to include additions from beta 2.10 and add a couple dozen new frequently suggested additions/changes or completely new ideas from us to be voted on. Bonus Tip: Solar stills need containers attached to them to collect water. That is all. Short but sweet this week with more stuff in the works!
New
- A back-up of your global save data and games will now be saved in your Wayward directory in case of Steam Cloud issues/corruptions.
- Added a new interaction with the void.
- Added a "savePath" launch option (for real this time - the previous option was command line only).
Improvements
- Saves will no longer shift/move positions (get sorted) after importing them.
- The inspect dialog now retains what was inspected the last time the game was played.
- Speed up travel time by up to 5 seconds.
- Renamed "saveDirectory" command line argument to "savePath".
- Multiplayer build mismatch errors now provide human-readable messages.
- You can now import multiple saves at the same time.
Bug Fixes
- Fixed required items not being damaged in crafts. (Thanks warriorsforever482!)
- Fixed weight reduction cascading past the first level of container. (Thanks Oragepoilu!)
- Fixed fur clothing not having any set durability. (Thanks Alien!)
- Fixed being able to sleep on a placed bedding item without a warning appearing when a lit torch/candle was equipped. (Thanks Terrapin!)
- Fixed importing custom game options not working when default skill options were not changed randomly. (Thanks darkmane!)
- Fixed magical illumination not working when being held. (Thanks Valdig!)
- Fixed the default inspection dialog picking a seemingly random item in certain instances.
- Fixed item drop key binds ignoring the item filter. (Thanks Arnkh!)
- Fixed equipment appearing in the wrong slot after traveling. (Thanks Cryomantic Cultist!)
- Fixed interrupts not allowing tooltips to appear afterwards. (Thanks Azhukar!)
- Fixed flying creatures not protecting their owners properly. (Thanks William!)
- Fixed walk to tile errors when near the edge of the world. (Thanks Amax!)
- Fixed inventory shifting after traveling. (Thanks Nobody Important!)
- Fixed wisps and pirate ghosts not being able to move when spawned in the void (using milestone modifiers or other means). (Thanks Valdig!)
- Fixed multiplayer options becoming out of sync when closing and reopening a server.
- Fixed some crafts showing that fire sources were needed for crafting them but weren't actually.
- Fixed temperature producing creatures not removing their effects after death. (Thanks TheLukeyBoi!)
- Fixed some items showing disassembly options in item tooltips incorrectly. (Thanks Oragepoilu!)
- Fixed magical sorting not sorting magic "Power" items properly. (Thanks Arnkh!)
- Fixed hardware acceleration being unavailable for some older GPUs.
- Fixed some instances of negative decimal numbers displaying with "+-" when language settings use comma for decimal numbers. (Thanks Arnkh!)
- Fixed container reference warnings caused by merchant NPCs spawning.
- Fixed save data limitations on traveling.
- Fixed the inspection dialog not working correctly after traveling and after using tile inspection in the previous set of islands.
- Fixed the tile inspection overlay sprite staying when inspecting a tile, then inspecting an item afterwards.
- Fixed tumbleweed errors produced when they are too close to the edge of a map.
Balance
- Reduced coastal temperature variance/extremes slightly.
- Increased the amount of loot possible from buried treasure chests the further out you are from your starting island.
- Using open fire or enclosed fires (campfires, furnaces, etc.) in crafts/dismantling/repairing will now decay their strength slightly.
Technical
- Fixed several UI-related memory leaks.
- Reduced initial game memory usage by 154MB.
- Modified the process of compiling/linking shaders to follow best practices.
- Added several new GPU-based launch options in an effort to diagnose shader and context issues. (Thanks Ratha Wynter!)
- Improved lost context handling.
- Converted Electron code into TypeScript.
Modding
- Fixed "requirejs" cache busting logic. (Thanks Amax!)
Mods
TARS
- Reduced memory usage.
Hey there,
We have another batch of fixes ready for ya'll. We are still working on more improvements, additions, and balance tweaks as well, but our priority will continue to be fixing up any bugs and major issues that get discovered for the next little while. Please keep them coming!
Bonus Tip: Did you know you can inspect items (by default with Shift + Right Click) and hover over certain properties to get more information on what they do?
Bonus Promo: Happy Wayward Day! Five years ago today, we made the choice to release Wayward on Steam to garner support and to build our community. At that time, while still a full game, there was limited content and not much point for the progression in the game. Years later, we have thousands of new items, creatures, terrain types, plants, and other objects collectively. We now have an end-game, and tons more replayability, not only because we have since added multiplayer and infinite travel, but have extended the game with custom game support and a challenge mode. Oh ya, and milestone modifiers. Oh ya, and also remember when equipping items didn't change your character sprite? Oh ya.. and... It's impossible to list all the changes and additions here, but we have no plans of stopping. Building games with this amount of depth and breadth take time, especially whilst being a hobby project. Stay tuned for more!
Improvements
- Setting the "Turn Delay" to 0 will now disable all turning when moving. You can then use shift (by default) to face different directions.
- Improved the sorting of games in the multiplayer menu so that open games are at the top.
- Player tooltips will now be visible for players that are connecting to a multiplayer game.
- The news menu will now have changelog buttons for more version release articles.
- Notes are no longer shown when running a dedicated server.
- The in-game changelog can now display preview images for changes.
Bug Fixes
- Fixed tamed creatures no longer seeking owner's attackers. (Thanks Zalpha!)
- Fixed Steam Workshop mods being re-downloaded even when they are already updated, increasing the speed at which mods will refresh.
- Fixed incompatible Steam Workshop mods not showing up in mods list.
- Fixed loading outdated or too many mods causing other mods not to load.
- Potentially fixed a very rare bug with tattered maps that caused them to sometimes not have Xs until the game is reloaded.
- Fixed crafting item highlights not re-highlighting after crafting items.
- Fixed the "Steam Workshop" button showing for save exports when not connected to Steam.
- Fixed quickslots not properly updating protection & damaged status. (Thanks Townfall!)
- Fixed ground item inspections showing themselves when not nearby.
- Fixed ground item inspections tripling themselves.
- Fixed Electron IPC errors caused by console logging into dedicated servers.
- "Flasks" have been renamed to "retorts" as that is more accurate to their purpose and graphic. (Thanks darkmane!)
- Fixed items tooltips disappearing and leaving just the "Inspect" section if they had been destroyed. (Thanks Arnkh!)
- Fixed trying to create puddles out of bounds.
- Fixed mousing over one craft after another not highlighting the proper items when the second craft used some of the same items as the first one. (Thanks Skarn!)
- Fixed performance issues when traveling to or playing in already-visited ice cap islands. (Thanks Vallivanting!)
- Fixed instances of tooltips not updating when there are changes to old dialogs, such as inventories, crafting, dismantling, and equipment.
- Fixed some instances of incorrect floor tile-mapping.
- Fixed fire spreading to lit torches and candles possibly giving them higher than normal decay values.
- Fixed torches/candles resetting their maximum decay when picked back up among other issues. (Thanks Skarn!)
- Fixed tooltips flashing/empty boxes when moving the mouse between different in game objects.
- Fixed the required craft amount showing the wrong count of items.
- Fixed there not being a "discovered treasure" sprite for maps in the dark theme.
- Fixed fog of war being reset when rejoining a dedicated server that traveled to a new island. (Thanks LaoTze!)
- Fixed spawning on the edge of the map if the players travelled to a new map while you were offline or were a brand new character on the game/server. (Thanks CloudedGuardian!)
- Fixed multiplayer travel votes getting stuck if a player disconnects mid-vote.
- Fixed no confirmation being shown when travelling on multiplayer games alone. (Thanks Valdig!)
- Fixed map dialogs staying open after dropping or moving the item.
- Fixed the quick settings dialog not refreshing options when they are changed from a different place.
- Fixed the reference system not working for mod registrations. This fixes tooltips on things added from mods.
Balance
- Increased the temperature variance/range within the coastal island types.
- Decreased the temperature in coastal and ice cap caves.
- Increased the maximum temperature in the arid island types, including in the caves.
- Increased chance of spawning void dwellers.
Technical
- Wayward has been upgraded to Electron 12.0.4.
Modding
- "Registry().get()" now supports referencing a single registration inside a bulk registration.
Mods
TARS
- Will now restore changed gameplay options when disabled.
- Will now move faster by disabling turn delay.
Hey all, Happy Saturday! Hoping you all are having some fun with the new update. We wanted to address some issues quickly that some players are facing. It's not everything we want to do or fix up in the short term, but it's a good start. Stay tuned for more! Bonus Tip: You can bring up fish out of the water (ones you can't even see) by casting your line or net in open water. You can increase your chances of this by using bait. Bait items include chopped fish, spider meat, worm meat, or earthworms. The bait will automatically be used from your inventory as your attempt to fish.
New
- Added a new random quest requirement to challenge mode discover buried treasures. You will spawn with treasure maps.
Improvements
- Added the amount of items you have out of how many you need in the dismantling tooltip.
- Polished the look of status effect tooltips.
Bug Fixes
- Fixed the dismantle tooltip's label being duplicated numerous times after dismantling an item.
- Automatically fallback to WebGL1 if WebGL2 fails to compile shaders, which potentially fixes issues where some players were getting black screens while playing.
- Fixed "{ARTICLE:exceptional specimen}" showing in the Notes dialog. (Thanks William!)
- Fixed occasional "You cannot do that yet!" messages when moving while a map dialog is opened.
- Fixed the items that would be used in dismantling not being highlighted.
- Fixed tooltip flashing/layout shifting when turns/ticks pass.
- Fixed rare desyncs for some actions that damaged items.
- Fixed tattered map desyncs.
- Fixed issues when loading the same mod locally and through the Steam Workshop.
- Fixed the news menu showing duplicate "event" articles. (Thanks Amax!)
- Fixed quick settings tooltips being on the right rather than based on the mouse position.
- Fixed some instances of tooltip text displaying strangely, for tooltips that appear on the left side of your mouse.
- Fixed not being able to use buttons on disabled mods.
- Fixed new unlock highlights only showing in Challenge mode, the one place where they should not have shown.
- Fixed a context menu showing when you dismiss multiple pinned notes at once. (Thanks Gra!)
Balance
- Decreased magic chance on non-exceptional items and increased chance on exceptional items slightly.
Mods
Debug Tools
- Fixed performance issues after sleeping. (Thanks Primed_ape!)
It's that time again! Time for a major Wayward update to be released into the wild. And into the wild, you shall go. A harsher wild this time around, one where you are not only surviving your bodily needs, but now also surviving the elements with the introduction of temperature in this update. Temperature is only a taste of what is to come as this update is one of the biggest ones we have ever released. A few notable changes include:
- Added a new temperature system, along with three temperature-related status effects, a new "insulation" property for equipment and containers, and more!
- Added a new "Mastercrafted" item quality, only obtained through high-skill and efficacy crafting.
- Treasure hunting has been completely redesigned.
- Added tin ore, a lightweight but very soft and low durability metal that can be used in blunt-only weaponry, tools, armor, or mixed with copper to create bronze.
- Added the powerful bronze metal, an alloy crafted with copper and tin and to be used in late-game weaponry, tools and armor. Iron can still outclass bronze in certain regards relating to blunt resistances and blunt-based tools.
- Added tool use properties/values (and quality bonuses) for reinforce, start fire, repair, carve, dig, gather, rest, and more. Learn more about this by inspecting items to see their action information.
- Magical item properties (previously called legendaries) are no longer tied to a certain quality and can exist on multiple quality types now and are no longer restricted to a single property per item.
- Added lots of new content to ice cap biomes including new wall/floor types (ice/snow), items, equipment, creatures, plants, and more!
- Added multiple new creatures, some with unique mechanics and items.
- Added in attack animations for each damage type.
New
- Added a new temperature system, along with three temperature-related status effects, a new "insulation" property for equipment and containers, and more!
- Added a new "Mastercrafted" item quality, only obtained through high-skill and efficacy crafting.
- Treasure hunting has been completely redesigned.
- Added tin ore, a lightweight but very soft and low durability metal that can be used in blunt-only weaponry, tools, armor, or mixed with copper to create bronze.
- Added the powerful bronze metal, an alloy crafted with copper and tin and to be used in late-game weaponry, tools and armor. Iron can still outclass bronze in certain regards relating to blunt resistances and blunt-based tools.
- Added tool use properties/values (and quality bonuses) for reinforce, start fire, repair, carve, dig, gather, rest, and more. Learn more about this by inspecting items to see their action information.
- Magical item properties (previously called legendaries) are no longer tied to a certain quality and can exist on multiple quality types now and are no longer restricted to a single property per item.
- Added lots of new content to ice cap biomes including new wall/floor types (ice/snow), items, equipment, creatures, plants, and more!
- Added multiple new creatures, some with unique mechanics and items.
- Added in attack animations for each damage type.
- Certain actions such as pouring water or some crafts will now produce puddles that can accumulate and create shallow water sources.
- New tamed and untamed icons will appear above creatures as well as show which items they picked up from the ground as an offering.
- Added a new "Cold" damage type with new resistances/vulnerabilities applied to creatures and equipment.
- Added both ice and snow walls and flooring. Snow huts and other constructed houses can be found made of them on world generation in the ice cap island type.
- You can now hover over text in messages to see tooltips, such as the names of items, doodads, creatures, etc.
- Status effects, item breaking warnings, and broken items will now pop-up above the player.
- You can now inspect items and other tooltips. Added a prompt to those and world tooltips.
- Certain items, doodads, and tiles will now melt into puddles under the right temperature (or heat) conditions. When enough puddles exist, certain tiles can cool down or turn into shallow water sources.
- Items fired, shot, or thrown are now animated.
- Added two new magical components.
- Added the "Apocryphal" milestone for discovering every type of magical item.
- Added the milestone, "Diverse", played every type of game mode. This milestone is enabled for all game modes.
- Added all metal types of knives.
- There are now low durability sandstone versions of bullets, hammers, and anvils.
- Added fast world update simulations for passing turns after travel and removed the previous limit of 5000 turns passing.
- Added two new books.
- Added an item sort for sorting by magical properties.
- Added a new option to disable item pick-ups when idling (using the spacebar or by clicking your character) that is disabled by default.
- Added a button to mods to allow opening the mod's folder.
- Added the ability to sort by worth (trade value).
- Mod icons can now be viewed in-game.
- Added the current update title to the main menu screen.
- Mod `README.md` files can now be viewed in-game.
- Doodads now have support for notifiers and water stills will display a notifier when the water is ready to drink or gather.
- Added a new magical "insulation" property for equipment and containers.
- Bindings that are also bound on other bindables now show a clickable warning icon that filters to those bindables.
Improvements
- Item tooltips have been redesigned. They feature new layouts, better readability, and in the case of crafting/dismantle tooltips, feature more information.
- For certain milestones, their tooltips now contain a list of which things have been discovered. (Thanks warriorsforever482!)
- Opened containers will now keep their sort and order after traveling.
- Added new recipe difficulty, "Master" for the new tiers of blacksmithing items as well as some other items.
- The tier and quality of bedding items (leaf bedroll, hammock, etc.) will now increase turns slept/rested and stats replenished when sleeping or resting.
- The tier and quality of gathering and harvesting tools will now decrease the chance of damaging plants when gathering and harvesting.
- The tier and quality of carving tools will now increase the quality of items gained when carved.
- The tier and quality of fire-making devices (hand drills, bow drills, etc.) will now add a bonus to the fire's length/decay when starting fires.
- The tier and quality of reinforcement items (animal glue, melted copal, etc.) will now increase maximum and minimum durability when reinforcing items.
- The tier and quality of repairing items (stone hammer, grindstone, etc.) will now decrease durability loss when repairing items.
- The tier and quality of fishing rods or nets will now increase the chance of catching fish and items when fishing.
- The tier and quality of treasure gathering tools will now increase the acceptable digging range when gathering treasure.
- The tier and quality of preserving items (slime gelatin, niter, etc.) will now add a bonus to the decay timer of the preserved item.
- The tier and quality of refining tools will now decrease the reduction of durability when refining items.
- Tamed creatures will now move around in closed/fenced areas when they cannot follow you.
- Water contamination is now randomized and converts between two types of water more naturally.
- Freshwater sources can now "contaminate" seawater sources provided there is a lot more freshwater than seawater at the connection point. Previously any single tile of seawater would contaminate all connected freshwater.
- Added a progress bar when island time is being adjusted while traveling.
- Protected items now have a lock icon.
- There are now icons associated with item qualities.
- All ranged weapons will share the same action now, "Fire", and all ammunition will have a new action called "Shoot" which will attempt to use them with an equipped ranged weapon.
- Hovering status effects (encumbered, exhausted, starving, dehydrated) now highlights any relevant stats.
- Your stamina reduction and travel time are now dependent on the boat's tier and quality while traveling.
- Your maximum weight will now increase when in a boat. This increase is based on the boat's tier and quality.
- Amount of items gathered at a time is no longer determined by the tool's attack and skill but rather done through new tool properties combined with skill.
- Ice shards can no longer be used for carving, but can instead be equipped as a weapon.
- Fire that is created without fuel or on top of flammable objects will no longer burn to ash.
- Item quality now follows a more standardized approach (ala WoW) for colors.
- You can now gather with anything that you could harvest with previously.
- Item quality is no longer mentioned in item names, but rather, is shown in color and in item tooltips.
- Starting fires will now look in adjacent containers/tiles for kindling/tinder/fuel.
- Milestone modifiers that spawn tamed creatures at the start will now no longer prefer to spawn water-based creatures.
- Players, creatures, and NPCs can now "splash" water, creating puddles.
- Magical items now have animations or are signified with an "M" with UI animations disabled.
- Some mod tooltip information has been moved to a "more information" mod menu, in order to keep the tooltip containing the most relevant info.
- Added a warning icon to the mods button on the main menu when mods are disabled due to moving to a new version.
- Mod tooltips now have more colors for usability.
- The icon for a mod's "View Steam Workshop Page" button has been changed from an eye to a Steam logo.
- Mods that cannot be enabled due to errors no longer make their buttons (such as "uninstall" or "more information") partially transparent.
- Added a count for how many mods are enabled, vs how many are installed, to the mods button on the main menu.
- New version releases in the news menu now don't include their changelog, instead including a button that links to the changelog menu.
- Added lightbox support to images in news articles.
- Added an unread indicator to the news button on the main menu.
- Improved the formatting of news articles.
- Added tabs to the news menu.
- Pinned note messages are now disabled by default (existing players will have to turn the setting off.) There is now an "unread notes" indicator on the "notes" button.
- Clicking on the "notes" button now displays the first unread note. Displaying unread notes dismisses pinned note messages.
- You can now select next/previous dropdown values using shift + scroll wheel. You can also edit a range input (like SFX volume) with shift + scroll wheel.
- The idle bind now displays more information, listing that it's also used to ascend/descend stairs and pick-up items under you.
- Plants and mushrooms that cannot grow in certain situations will now be destroyed (leaving their resources behind) instead of just removed completely.
- The defense tooltip has been redesigned, now providing much more information when using "see more" and "inspect".
- Tile tooltip opt-out, console source filtering, and UI experiments are now all compressed by default, cleaning up the options menu.
- The facing tile is now highlighted when using the action menu.
- Improved the look of line of sight so shadows are closer to objects that block sight.
- Coconut meat is now considered a "fruit".
- Doodads tooltips now include which magical properties they have.
- "Transmogrify" and "enchant" actions have been swapped as transmogrification (previously enchant) will now only reroll magical properties. Its other mechanic has been moved to a new magical component.
- Item tooltips are now removed as you type in filters. (Thanks Matthew Cline!)
- Certain items will now put out lit doodads when they are on top of them (like snow over a lit campfire).
- Melee is now the first/default action for spears instead of gathering.
- Added a tooltip when hovering over a multiplayer game in the server browser as to the reason you are not able to join.
- Added social buttons to the main menu.
- Added ability to edit MOTD via multiplayer menu for dedicated servers.
- Changed the naming of some armor pieces to be more accurate/varied.
- Improved the walk to tile graphics when used over lighter tiles (like snow).
- Title casing now correctly uses lowercase for short articles, conjunctions, and prepositions.
- You can no longer smother fire with snow; however, you can still drop it over fire to melt and extinguish the fire that way.
- Minor tile events are now a single list inspection rather than individual ones.
- You can now preview the doodad's tier when built/lit in the crafting tooltip.
Bug Fixes
- Fixed digging some tiles set down by the player not keeping their durability.
- Fixed certain tiles being too hard to route water from.
- Fixed the "Drop on Gather" option not applying when digging. (Thanks num ca nem vi!)
- Fixed beach sand not changing its quality as you gathered resources from it (it can now change to gravel rarely).
- Fixed not being able to pour water back into wells.
- Fixed solar stills replacing tiles underneath them incorrectly. (Thanks Al Huma!)
- Solar stills will no longer work in caves. Who did this and didn't tell me?
- Fixed multiplayer desyncs related to players leaving during another player's action packet.
- Fixed creature pathfinding performance in some instances. (Thanks num ca nem vi!)
- Fixed paddling with a raft while in a backpack not always reducing your weight. (Thanks riftborn!)
- Fixed failing to harvest anything granting full skill gains.
- Fixed creatures being able to become tamed while out of sight in singleplayer games. (Thanks Matthew Cline!)
- Fixed igniting torches from fire devices (via item menu) requiring kindling (they should only require tinder). (Thanks riftborn!)
- Fixed renamed doodads still showing magical property names.
- Fixed inconsistencies when toggling fog of war on the host in a multiplayer game. (Thanks neurodaemon!)
- Fixed digging tiles back up from being placed not retaining their weight, quality, or magical properties.
- Fixed unlocking crafting recipes through developer mode not working while in-game.
- Fixed not being able to ignite torches with a fire starting device directly in some instances.
- Fixed message in bottles never uncommonly returning mushy paper as before.
- Fixed being able to use cooked fish kebabs for pemmican. (Thanks lilzoark!)
- Burning items will no longer potentially create unlimited tiles of ash underneath them. (Thanks AI Player 2!)
- Building up levels of water in the ice cap using flooring or terrain will no longer produce incorrect water tile types.
- Fixed equipped items rendering beneath the player while standing over open doors or growing trees with a cloak equipped.
- Fixed player not animating when paddling from land and other paddle-related issues.
- Fixed the "void" counting as an obstacle for thrown/shot items.
- Fixed some items not burning properly.
- Fixed protected items being dropped into deep water when "Drop All" actions are used. (Thanks terribleperson!)
- Name-based sorting will now sort by A-Z and reversed as Z-A instead of the opposite. (Thanks riftborn!)
- Fixed snow particles showing as blue.
- Fixed replaying games (from the death screen replay button) always using the same milestone modifiers, even when changing them. (Thanks Petalwing!)
- Fixed player hair rendering under open gates.
- Fixed slimes merging not updating hitching post status. (Thanks num ca nem vi!)
- Fixed sorting by worth not producing any message.
- Fixed the container weight magical property not having any effect in some instances.
- Fixed creature tooltips for non-aberrant creatures including the text that the creature is abnormally aggressive. Only affected old saves.
- Fixed version and build mismatch multiplayer error messages having swapped arguments.
- Fixed attempting to equip an item into the wrong slot passing a turn. (Thanks riftborn!)
- Fixed YouTube embeds in news articles being too small and causing errors.
- Fixed multiple hoe graphics to remove erroneous coloring.
- Fixed soundtracks not containing additional cover artwork. (Thanks Amax!)
- Fixed sorting by weight not calculating the weight of items inside containers.
- Fixed items in your inventory decaying by how much the island fast-forwarded by when traveling. (Thanks Meron!)
- Fixed offering not updating player weight. (Thanks DragonOvLeaves!)
- Fixed a terrain template issue where rocks could appear in glaciers.
- Fixed NPCs not creating particles when walking in shallow water.
- Fixed an issue where dropdown menus could become stuck on double-clicking to open.
- Fixed quality of tile not updating on tooltip when tile type changed. (Thanks num ca nem vi!)
Balance
- The chance of gaining skills will now somewhat depend on the item used in actions that support it. The higher the tool's tier and quality, the higher chance of gaining skill points.
- Removed blunt vulnerabilities from copper equipment.
- Taming creatures will now continuously add minimum/maximum health to the creature instead of subtracting it each time.
- Copper tools (and weapons that can be used as tools) are now less efficient than their wrought iron counterpart when used for their "sharpness" qualities (like when carving, lumberjacking, etc.). Blunt-based activities (like mining) remain unchanged.
- Removed limestone requirement for producing copper ingots.
- Iron is slightly more common in coastal caves.
- Starting vegetables and fruits can now be harvestable/gatherable (can appear as flowering/ripening on occasion).
- Increased base amount of the worth property for magical items.
- Increased impact of item tiers on consumed items when crafting quality or magical items.
- Buried treasure will now have more loot than found treasure chests.
- Cave entrances will now never spawn as a single tile; however, higher rarity cave chests will be a bit rarer to compensate for this new ease of access to the main cave areas.
- Increased the amount of maximum talc gathered from rocks and sandstone with talc.
- Enhance (previously transmogrify) will now only alter magical properties and not the quality of an item. Reduced difficulty of enhancing as a result.
- Reduced time required to produce wisp dust from wisps.
- All knives now have a higher "Sharpened" tier than axes of the same type.
- Solar stills will no longer function in the ice cap or lower temperatures without an external heat source around it.
- Limestone can now appear under rocks with snow.
- The success rate of starting and spreading fires is now also based on temperature slightly.
- Decreased the rarity of metals and sandstone resources in arid caves.
- Sandstone can now contain limestone and can be found in the arid biome.
- Copper can no longer randomly spawn in caves or under snowy rocks in the ice cap biome.
- Tool/item quality and tier will now impact the amount of reputation gained/lost on some actions.
- Merchant NPCs now scale their overall strength with negative reputation.
- The "Pulchritudinous" milestone modifier now provides specifically an equippable magical item.
- Interacting with a hitch, door, chest (either through opening or lockpicking) that is on fire will now burn the player.
- Increased chance at damaging plants when harvesting/gathering slightly.
- "You see" messages will no longer appear if the event occurred while the player was resting.
- Reduced effectiveness of skill level for reducing stamina usage, success chance, and amount of items gained when gathering resources. The new tool properties and quality will now play a role as well.
- Increased the chances of crafting or finding increased quality items slightly.
- Pouring seawater over small freshwater sources can now pollute them.
- Increased the bonus durability given by the "Crafter" milestone modifier.
- You can no longer start fires over snow/ice without fuel as well as tinder/kindling (in the case of starting fires with fire devices).
Modding
- Modding new walls, doors, and fences are now possible (they are no longer hardcoded).
- Item recipes can require multiple doodads now.
- The Wayward Schemas VSCode extension now adds syntax highlighting to interpolations in language files.
- Languages can now provide `contextRules` for how title casing works.
- Language pluralization rules `pluralRules` and `singularRules` are now arrays, making it possible to change the precedence of rules.
- Tile events now have the ability to render under doodads through the `renderBelowDoodads` property.
- Mods can now create registrations in bulk via `@Register.bulk`, which has support for all existing registration types.
- You can now link your mod's GitHub repository in your `mod.json` and it will be displayed in the mod's menu.
- Simplified the "actions" system so that action instances now have an `execute` method rather than requiring a new `ActionExecutor` instance. This change also should improve typechecking performance for modders.
- Special language utilities (segments) now use capital letters to better differentiate them from translatable language for translators.
Technical
- Improved performance on all scrollable dialogs in the game.
- Improved performance of dropping/moving many items at a time.
- Improved performance of item quality/highlight outlines (and they are no longer disabled in "Disable UI Effects" mode as a result).
- Crafts will no longer update when the crafting dialog is closed, an option for improving performance when needed.
- Improved game rendering performance.
- Improved performance of hovering over items/crafts.
- Improved the performance of water contamination/conversion.
- Improved sprite loading speed.
- Wayward has been updated to TypeScript 4.2.
- Added trace recording button to developer options section.
- Wayward has been updated to Electron 11.4.2.
- The "An error has occurred!" message now has a tooltip with more information, and you can right-click to copy it and share it with us for debugging purposes.
- Improved translation performance.
- Fixed group tooltips in `GroupDropdown` components sometimes showing up when new screens were initialized.
Mods
TARS
- No longer makes more food than required when idle.
- Added a dialog that displays current goal and enabled/disabled status that can be opened with `Shift + T` (by default).
- Updated README with more information about how it works.
- Fixed issues with gathering water in some instances.
- Fixed infinite loop when trying to dismantle an item if the required item is protected.
- Now idles to recover from low stamina when sailing.
- Fixed two TARS players getting stuck after running into each other.
- Fixed the layer dropdown not updating which layer you're on if you travel into a cave entrance with another panel visible.
- Added a button to clear your inventory.
- You can now add items of a randomly chosen type to your inventory.
- You can now add any number of each item to your inventory, rather than just one.
- You can now add one of every kind of item to your inventory.
Well, it's taken awhile to get here, but we finally have something "close" to the eventual release ready for testing. There's still a few fixes to get in, and a few more content updates before this fully goes live, but it's pretty close now. If you want a sneak peek at what we have in store, download and try the development branch today! Change your branch in Steam to "development". More information on that here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 As always, make sure to back-up your important saves and data before switching to and while using the development branch! Thanks for helping us find any issues! You can play the game normally, or help us debug or polish any of the following from the (unsorted) changelog below: Subject to change before release!
Beta 2.10.0 "Seafarer+"
New
- Treasure hunting has been completely reworked.
- Added a new temperature system, along with three temperature-related status effects, a new "insulation" property for equipment and containers, and more!
- Certain items, doodads and tiles will now melt into puddles under the right temperature (or heat) conditions. When enough puddles exist, certain tiles can cool down or turn into shallow water sources.
- Added a new magical "insulation" property for equipment and containers.
- Certain actions such as pouring water or some crafts will now produce puddles that can accumulate and create shallow water sources.
- Added an item sort for sorting by magical properties.
- Status effects, item breaking warnings, and broken items will now pop-up above the player.
- Added lots of new content to ice cap biomes including new wall/floor types (ice/snow), items, creatures, plants, and more!
- There are now low durability sandstone versions of bullets, hammers and anvils.
- Added two new magical components.
- Added a new "Mastercrafted" item quality, only obtained through high-skill and efficacy crafting.
- You can now hover over text in messages to see tooltips, such as the names of items, doodads, creatures, etc.
- Added the milestone, "Diverse", played every type of game mode. This milestone is enabled for all game modes.
- Added the "Apocryphal" milestone for discovering every type of magical item.
- Added the current update title to main menu screen.
- Magical item properties (previously called legendaries) are no longer tied to a certain quality and can exist on multiple quality types now and are no longer restricted to a single property per item.
- Added two new books.
- Added both ice and snow walls and flooring. Snow huts and other constructed houses can be found made of them on world generation in the ice cap island type.
- Added in attack animations for each damage type.
- Added tin ore, a lightweight but very soft and low durability metal that can be used in blunt-only weaponry, tools, armor, or mixed with copper to create bronze.
- Added multiple new creatures, some with unique mechanics and items.
- Added the powerful bronze metal, an alloy crafted with copper and tin and to be used in late-game weaponry, tools and armor. Iron can still outclass bronze in certain regards relating to blunt resistances and blunt-based tools.
- Added tool use properties/values (and quality bonuses) for reinforce, start fire, repair, carve, dig, gather, rest, and more. Learn more about this by inspecting items to see their action information.
- Doodads now have support for notifiers and water stills will display a notifier when the water is ready to drink or gather.
- New tamed and untamed icons will appear above creatures as well as show which items they picked up from the ground as an offering.
- Added the ability to sort by worth (trade value).
- Added all metal types of knives.
- Items fired, shot, or thrown are now animated.
- Added a new option to disable item pick-ups when idling (using the spacebar or by clicking your character) that is disabled by default.
- Added fast world update simulations for passing turns after travel and removed the previous limit of 5000 turns passing.
- Added a new "Cold" damage type with new resistances/vulnerabilities applied to creatures and equipment.
- Added a button to mods to allow opening the mod's folder.
- Mod icons can now be viewed in-game.
- Mod README.md files can now be viewed in-game.
- Bindings that are also bound on other bindables now show a clickable warning icon that filters to those bindables.
Improvements
- Minor tile events are now a single list inspection rather than individual ones.
- Water contamination is now randomized and converts between two types of water more naturally.
- Fresh water sources can now "contaminate" seawater sources provided there is a lot more fresh water than seawater at the connection point. Previously any single tile of seawater would contaminate all connected fresh water.
- For certain milestones, their tooltips now contain a list of which things have been discovered. (Thanks warriorsforever482!)
- Players, creatures and NPCs can now "splash" water, creating puddles.
- New version releases in the news menu now don't include their changelog, instead including a button that links to the changelog menu.
- Plants and mushrooms that cannot grow in certain situations will now be destroyed (leaving their resources behind) instead of just removed completely.
- Added an unread indicator to the news button on the main menu.
- Improved the formatting of news articles.
- Added a warning icon to the mods button on the main menu when mods are disabled due to moving to a new version.
- Added a count for how many mods are enabled, vs how many are installed, to the mods button on the main menu.
- Added lightbox support to images in news articles.
- Added tabs to the news menu.
- You can no longer smother fire with snow; however, you can still drop it over fire to melt and extinguish the fire that way.
- Hovering status effects (encumbered, exhausted, starving, dehydrated) now highlights any relevant stats.
- The idle bind now displays more information, listing that it's also used to ascend/descend stairs and pick-up items under you.
- Tile tooltip opt-out, console source filtering, and UI experiments are now all compressed by default, cleaning up the options menu.
- Added a progress bar when island time is being adjusting while travelling.
- You can now select next/previous dropdown values using shift + scroll wheel. You can also edit a range input (ie, sfx volume) with shift + scroll wheel.
- Fire that is created without fuel or on top of flammable objects will no longer burn to ash.
- Pinned note messages are now disabled by default (existing players will have to turn the setting off.) There is now an "unread notes" indicator on the "notes" button.
- Coconut meat is now considered a "fruit".
- Milestone modifiers that spawn tamed creatures at the start will now no longer prefer to spawn water-based creatures.
- Magical items now have animations or are signified with an "M" with UI animations disabled.
- Certain items will now put out lit doodads when they are on top of them (like snow over a lit campfire).
- "Transmogrify" and "enchant" actions have been swapped as transmogrification (previously enchant) will now only reroll magical properties. Its other mechanic has been moved to a new magical component.
- Protected items now have a lock icon.
- Doodads tooltips now include which magical properties they have.
- There are now icons associated with item qualities.
- Title casing now correctly uses lowercase for short articles, conjunctions, and prepositions.
- Item tooltips are now removed as you type in filters. (Thanks Matthew Cline!)
- Item quality now follows a more standardized approach (ala WoW) for colors.
- Item quality is no longer mentioned in item names, but rather, is shown in color and in item tooltips.
- Tamed creatures will now move around in closed/fenced areas when they cannot follow you.
- Improved the look of line of sight so shadows are closer to objects that block sight.
- Starting fires will now look in adjacent containers/tiles for kindling/tinder/fuel.
- The facing tile is now highlighted when using the action menu.
- Improved the walk to tile graphics when used over lighter tiles (like snow).
- The tier and quality of carving tools will now increase the quality of items gained when carved.
- The tier and quality of fishing rods or nets will now increase the chance of catching fish and items when fishing.
- The tier and quality of treasure gathering tools will now increase the acceptable digging range when gathering treasure.
- The tier and quality of gathering and harvesting tools will now decrease chance of damaging plants when gathering and harvesting.
- The tier and quality of preserving items (slime gelatin, niter, etc.) will now add a bonus to the decay timer of the preserved item.
- The tier and quality of refining tools will now decrease reduction of durability when refining items.
- The tier and quality of reinforcement items (animal glue, melted copal, etc.) will now increase maximum and minimum durability when reinforcing items.
- The tier and quality of repairing items (stone hammer, grindstone, etc.) will now decrease durability loss when repairing items.
- The tier and quality of bedding items (leaf bedroll, hammock, etc.) will now increase turns slept/rested and stats replenished when sleeping or resting.
- The tier and quality of fire making devices (hand drills, bow drills, etc.) will now add a bonus to the fire's length/decay when starting fires.
- Your stamina reduction and travel time is now dependent on the boat's tier and quality while traveling.
- Your maximum weight will now increase when in a boat. This increase is based on the boat's tier and quality.
- Changed the naming of some armor pieces to be more accurate/varied.
- Added new recipe difficulty, "Master" for the new tiers of blacksmithing items as well as some other items.
- Melee is now the first/default action for spears instead of gathering.
- Amount of items gathered at a time is no longer determined by the tool's attack and skill but rather done through new tool properties combined with skill.
- Added ability to edit MOTD via multiplayer menu for dedicated servers.
- Added a tooltip when hovering over a multiplayer game in the server browser as to the reason you are not able to join.
- You can now gather with anything that you could harvest with previously.
- Ice shards can no longer be used for carving, but can instead be equipped as a weapon.
- Opened containers will now keep their sort and order after traveling.
- Added social buttons to the main menu.
- Clicking on the "notes" button now displays the first unread note. Displaying unread notes dismisses pinned note messages.
- Mods that cannot be enabled due to errors no longer make their buttons (such as "uninstall" or "more information") partially transparent.
- Some mod tooltip information has been moved to a "more information" mod menu, in order to keep the tooltip containing the most relevant info.
- Mod tooltips now have more colors for usability.
- The icon for a mod's "View Steam Workshop Page" button has been changed from an eye to a Steam logo.
Bug Fixes
- Fixed an issue where dropdown menus could become stuck on double clicking to open.
- Fixed NPCs not creating particles when walking in shallow water.
- Fixed not being able to pour water back into wells.
- Fixed YouTube embeds in news articles being too small and causing errors.
- Fixed the "void" counting as an obstacle for thrown/shot items.
- Fixed message in a bottles never uncommonly returning mushy paper.
- Fixed certain tiles being too hard to route water from.
- Fixed creature pathfinding performance in some instances. (Thanks num ca nem vi!)
- Fixed soundtracks not containing additional cover artwork. (Thanks Amax!)
- Solar stills will no longer work in caves. Who did this and didn't tell me?
- Fixed items in your inventory decaying by how much the island fast forwarded by when traveling. (Thanks Meron!)
- Fixed snow particles showing as blue.
- Fixed digging tiles back up from being placed not retaining their weight, quality or magical properties.
- Fixed drop on gather option not applying when digging. (Thanks num ca nem vi!)
- Fixed digging some tiles set down by the player not keeping their durability.
- Fixed protected items being dropped into deep water when "Drop All" actions are used. (Thanks terribleperson!)
- Fixed a terrain template issue where rocks could appear in glaciers.
- Fixed solar stills replacing tiles underneath them incorrectly. (Thanks Al Huma!)
- Fixed being able to use cooked fish kebabs for pemmican. (Thanks lilzoark!)
- Fixed creature tooltips for non-aberrant creatures including the text that the creature is abnormally aggressive. Only affected old saves.
- Fixed equipped items rendering beneath the player while standing over open doors or growing trees with a cloak equipped.
- Fixed some items not burning properly.
- Fixed paddling with a raft while in a backpack not always reducing your weight. (Thanks riftborn!)
- Fixed beach sand not changing its quality as you gathered resources from it (it can now change to gravel rarely).
- Fixed player hair rendering under open gates.
- Name-based sorting will now sort by A-Z and reversed as Z-A instead of the opposite. (Thanks riftborn!)
- Fixed sorting by worth not producing any message.
- Fixed the container weight magical property not having any effect in some instances.
- Fixed sorting by weight not calculating weight of items inside containers.
- Burning items will no longer potentially create unlimited tiles of ash underneath them. (Thanks AI Player 2!)
- Fixed igniting torches from fire devices (via item menu) requiring kindling (they should only require tinder). (Thanks riftborn!)
- Fixed renamed doodads still showing magical property names.
- Fixed creatures being able to become tamed while out of sight in singleplayer games. (Thanks Matthew Cline!)
- Fixed inconsistencies when toggling fog of war on the host in a multiplayer game. (Thanks neurodaemon!)
- Fixed instance of an incorrect flooring graphic showing on outside walls.
- Fixed slimes merging not updating hitching post status. (Thanks num ca nem vi!)
- Fixed attempting to equip an item into the wrong slot passing a turn. (Thanks riftborn!)
- Fixed player not animating when paddling from land and other paddle related issues.
- Fixed multiple hoe graphics to remove erroneous coloring.
- Fixed not being able to ignite torches with a fire starting device directly in some instances.
- Fixed failing to harvest anything granting full skill gains.
- Fixed version and build mismatch multiplayer error messages having swapped arguments.
- Fixed unlocking crafting recipes through developer mode not working while in-game.
- Fixed offering not updating player weight. (Thanks DragonOvLeaves!)
Balance
- Buried treasure will now have more loot than found treasure chests.
- Pouring seawater over small fresh water sources can now pollute them.
- The success rate of starting and spreading fires is now also based on temperature slightly.
- Increased impact of item tiers on consumed items when crafting quality or magical items.
- Starting vegetables and fruits can now be harvestable/gatherable (can appear as flowering/ripening on occasion).
- Increased amount of maximum talc gathered from rocks and sandstone with talc.
- Improved game rendering performance.
- Solar stills will no longer function in the ice cap or lower temperatures without an external heat source around it.
- You can no longer start fires over snow/ice without fuel as well as tinder/kindling (in the case of starting fires with fire devices).
- Taming creatures will now continuously add minimum/maximum health to the creature instead of subtracting it each time.
- Reduced time required to produce wisp dust from wisps.
- Enhance (previously transmogrify) will now only alter magical properties and not the quality of an item. Reduced difficulty of enhancing as a result.
- The "Pulchritudinous" milestone modifier now provides specifically an equippable magical item.
- Increased the bonus durability given by the "Crafter" milestone modifier.
- Increased the chances of crafting or finding increased quality items slightly.
- Copper tools (and weapons that can be used as tools) are now less efficient than their wrought iron counterpart when used for their "sharpness" qualities (like when carving, lumberjacking, etc.). Blunt-based activities (like mining) remain unchanged.
- Limestone can now appear under rocks with snow.
- Iron is slightly more common in coastal caves.
- Decreased rarity of metals and sandstone resources in arid caves.
- Copper can no longer randomly spawn in caves or under snowy rocks in the ice cap biome.
- Tool/item quality and tier will now impact amount of reputation gained/lost on some actions.
- "You see" messages will no longer appear if the event occurred while the player was resting.
- Interacting with a hitch, door, chest (either through opening or lockpicking) that is on fire will now burn the player.
- Removed limestone requirement for producing copper ingots.
- Increased chance at damaging plants when harvesting/gathering slightly.
- Reduced effectiveness of skill level for reducing stamina usage, success chance, and amount of items gained when gathering resources. The new tool properties and quality will now play a role as well.
- The chance of gaining skills will now somewhat depend on the item used in actions that support it. The higher the tool's tier and quality, the higher chance of gaining skill points.
- Cave entrances will now never spawn as a single tile; however, higher rarity cave chests will be a bit more rare to compensate ease of access to main cave areas.
- Sandstone can now contain limestone and can be found in the arid biome.
- Merchant NPCs now scale their overall strength with negative reputation.
- Increased base amount of the worth property for magical items.
- Removed blunt vulnerabilities from copper equipment.
Modding
- Language pluralization rules pluralRules and singularRules are now arrays, making it possible to change the precedence of rules.
- The Wayward Schemas VSCode extension now adds syntax highlighting to interpolations in language files.
- Tile events now have the ability to render under doodads through the renderBelowDoodads property.
- Mods can now create registrations in bulk via @Register.bulk, which has support for all existing registration types.
- Special language utilities (segments) now use capital letters to better differentiate them from translatable language for translators.
- Languages can now provide contextRules for how title casing works.
- Modding new walls, doors and fences is now possible (they are no longer hardcoded).
- Item recipes can require multiple doodads now.
- You can now link your mod's GitHub repository in your mod.json and it will be displayed in the mod's menu.
- Simplified the "actions" system so that action instances now have an execute method rather than requiring a new ActionExecutor instance. This change also should improve typechecking performance for modders.
Mods
TARS
- No longer makes more food than required when idle.
- Added a dialog that displays current goal and enabled/disabled status that can be opened with Shift + T (by default).
- Updated README with more information about how it works.
- Fixed issues with gathering water in some instances.
- Fixed infinite loop when trying to dismantle an item if the required item is protected.
- Now idles to recover from low stamina when sailing.
- Fixed two TARS players getting stuck after running into each other.
- Fixed the layer dropdown not updating which layer you're on if you travel into a cave entrance with another panel visible.
Technical
- Improved translation performance.
- Improved the performance of water contamination/conversion.
- The "An error has occurred!" message now has a tooltip with more information, and you can right click to copy it and share it with us for debugging purposes.
- Wayward has been updated to TypeScript 4.2.
- Wayward has been update to Electron 11.2.3.
- Added trace recording button to developer options section.
- Improved performance on all scrollable dialogs in the game.
- Improved performance of hovering over items/crafts.
- Improved performance of item quality/highlight outlines (and they are no longer disabled in "Disable UI Effects" mode as a result).
- Improved performance of dropping/moving many items at a time.
- Crafts will no longer update when the crafting dialog is closed, an option for improving performance when needed.
- Improved sprite loading speed.
- All knives now have a higher "Sharpened" tier than axes of the same type.
Hey all, While we are still working away on beta 2.10, "Seafarer+", our next major release, I thought I would share a bit of what we are working on while new players enjoy the deal going on right now of -25% off Wayward on Steam for the next few days. Enjoy!
Item Qualities, Magical Properties, and Mastercrafted items
There is a new item quality system implemented which reduces some of the confusion in the previous system in terms of colors and naming, which have both been redone. This new system decouples the old legendary item system that only allowed for a single magical property to be included on legendary quality items. Now, any item can have magical properties, and sometimes even multiple properties. The amount is still tied to the item's quality, but no longer specifically tied to legendary items, which have now been renamed to "exceptional".
There is, however; a new maximum tier quality, called "Mastercrafted"; only possible to obtain through high efficacy crafting with decent skills. These items are super durable, have a huge impact on skills/actions used by them, and can feature up to four magical properties per item.
Treasure Hunting & Maps
Treasure hunting and maps have had a complete overhaul. The mapping system now looks a lot more thematic and hand-drawn, improving the aesthetic substantially. The treasure maps can also be reversed and rotated, increasing their difficulty and improving the gameplay portion of finding the locations. We plan to improve this new gameplay feature by expanding the treasure hunting system to include riddles and hints as well. Oh ya, and there's even a chance a map can feature more than one treasure now! Preview this new system in the video below. [previewyoutube=5IWwO7uDvHk;full][/previewyoutube] Maps will now fade and deteriorate like before, but now look a whole lot spiffier when doing so.
Action Tiers & Item Inspection
As hinted at above, items will now vary in effectiveness when used in certain actions or skills. For example, a fishing net will be better at catching fish than a fishing pole (among other benefits). This effect is furthered by the item quality as well. Here's a look at this system including a sneak peek at the new item inspection mode which will reveal even more information on each item.
Animations & Notifiers
We have teased the new attack animations a bit, but there is also a bunch of new notifiers available; those icons that pop-up over your character, that now show over creatures in certain instances as well. Every attack damage type has a unique animation, including traps that animate over the creature or player. Ranged items like throwing, slings, and bows will now animate the ammunition along its trajectory. There are new pop-up notifiers showing creatures becoming tame or untamed, status effects to your player (like getting poisoned or burned), items close to breaking or destroyed when crafting or on use, water ready to drink on water stills, and more! The purpose of all this is to provide more visual feedback to the player without the need for reading through your messages with each action. This video showcases most of these new additions. [previewyoutube=k1-A-fQ5B2w;full][/previewyoutube]
Tin and Bronze
What's the point of copper without bronze? Well, with the addition of tin, bronze is now obtainable! This new maximum tier metal is better than iron in most ways; however, has less durability and is a lower tier in some specific cases; so both materials still have their individual uses. Tin will now take all the hate from copper going forward!
Melting & Temperature
We already talked a bit about the new temperature system in our last newsletter, but we are furthering this system by allowing things to melt or decay faster or slower depending on the temperature. For example, snow tiles too close to raging fires, or raw meat in a hot backpack. This example video is a sped up a bit just so you can see tiles melting and turning into puddles. If there is enough water on a tile, it will convert itself to a pool of shallow water. We also see at the beginning that apples decay slower while in the colder climate of the ice cap, and even slower while in a chest. [previewyoutube=dQv7SfjxYOc;full][/previewyoutube]
New Timeline
We bite off a bit more than we could chew here with everything, and as a result, we will be delaying this release a bit until we get everything polished. It will be no doubt one of our biggest single releases to date. That being said, if you are interested in any of the above, all of it is playable and more in the development branch and we are already gathering feedback from players as we make the changes. Stay tuned for more!
So, with a bit of delay, this should be in fact be the last minor patch in the 2.9.x series of releases. On to bigger (and better) things! As previously mentioned, we are taking another stab at this whole Seafaring thing and improving multiple aspects of it for the next major release. You can read more about it in our latest newsletter: https://store.steampowered.com/newshub/app/379210/view/2874942454047808303 Stay tuned for more news! Bonus Promo Struggling to get started in Wayward? Check out SirKenithan's new guide, aptly named "SirKenithan's guide to starting out in Wayward." here: https://steamcommunity.com/sharedfiles/filedetails/?id=2245916645 Still struggling? Check out Puffletops' collection of guides complete with plenty of pictures available from this post on our subreddit: https://www.reddit.com/r/Wayward/comments/j3if1a/wayward_guide_collection/ Bonus Tip If a weapon has multiple damage types, it will use both of them on each hit. Each value in a resistance will reduce the damage by one, and each vulnerability will increase it by one. As an example: You hit a scorpion with a wooden sword that deals 3 blunt/piercing damage. Scorpions have a resistance of 1 against piercing and a vulnerability of 2 against blunt with a base defense of 2. The scorpion would take 2 damage (3 - 2 - 1 + 2) in this scenario when other factors like skills are not applied. You can read more about attacking and damage in the new help article available in-game.
New
- Added an attacking & damage help article, explaining how to attack and how the damage system works.
- Added a launch option to force the use of a discrete GPU and defaulted it to on (may only effect macOS currently).
Improvements
- Protected items are now protected from disassembling, throwing, and dropping in destructive ways.
- Solar stills will now automatically refill their water source when built on top of shallow water.
- Map decoding messages will now reveal if the treasure is below ground when close.
- Enchanting no longer re-rolls skills or stat types.
- The "Best for Crafting..." sort options are now combined into one, making it a good default active sort to use along with the new "Protect" item feature when crafting.
- There are now two new difficulties when going past the normal limits.
- Going under the -64,000 reputation limit will now cause only aberrant creatures to spawn.
- Reputation logging messages are now color-coded and easier to understand.
- The illumination legendary type number will now be tied more accurately to its base value and will provide a bigger bonus. (Thanks inquisitiveToast!)
- The multitasker milestone now checks for previously gained skills (for older save games, milestone resets, imported save games, etc.).
Bug Fixes
- Fixed saved custom game options on high-scores including effects applied by milestone modifiers, causing the replay button to double-up milestone modifier effects. (Thanks Zalpha!)
- Fixed a smother fire exploit that lead to allowing players to plant fertile soil under already grown plants. (Thanks Vardis!)
- Fixed the highscore "replay" button not auto-selecting the same milestone modifiers.
- Fixed attacks causing delay in real-time mode (in singleplayer games). (Thanks Vardis!)
- Fixed giant spiders, chickens, and some other creatures accepting all bait types (including raw chopped fish) instead of just insects.
- Fixed rare multiplayer packet processing errors when traveling to other islands.
- Fixed being able to jump in a boat... really? (Thanks SirKenithan!)
- Fixed milestone modifier effects from the initial playthrough of a game not being deterministic against replaying the game (via highscores.)
- Fixed tooltips sometimes not returning after a screen hides.
- Fixed the "See More" message in tooltips and more information not showing in certain instances. (Thanks riftborn!)
- Fixed cooked fish kebabs having incorrect weight values in some instances.
- Fixed hotkeys not working in the actions menu after changing directions. (Thanks Kenithan!)
- Removed the ability for items that can't be sold to have the "Worth" legendary type.
- Fixed the hoarding legendary value being shown in the wrong area on torches and candles.
- Fixed lit tallow torches having the "Lit Candle" grouping instead of lit tallow candles.
- Fixed the "pour" action missing on some containers of medicinal water. (Thanks DragonOvLeaves!)
- Fixed dismantle actions working on protected items when using quickslots/item menu. (Thanks Amax!)
- Removed medicinal item tiers as they were not used. (Thanks riftborn!)
- Fixed winterberries changing into rotting vegetation without decay. (Thanks DragonOvLeaves!)
- Fixed a slight memory leak due to help article menus.
- Fixed dialogs not losing focus when interacting with the game screen.
Balance
- You will no longer parry blows without having both hands equipped. (Thanks riftborn!)
- Black powder is no longer reinforcable.
Mods
TARS
- Fixed attempting to gather/harvest plants when tamed creatures were on top of them.
- Fixed errors when attempting to reinforce armor in multiplayer.
- Fixed a sequence that caused TARS to gather water from a well and pour it out repeatedly.
- Disabled writing TARS logs to log files.
- Fixed getting stuck staring at traders.
- Fixed being unable to certain repair items if the anvil was not placed next to a kiln.
- Now knows that rocks exist under snowy rocks/mountains.
- Fixed TARS dropping boats after sailing on occasion due to weight.
- Fixed not being able to pick-up walls when stuck behind them.
- Fixed TARS being able to walk into caves (without knowing how to get back up).
Hey everybody! No patch this weekend, but we have a newsletter for you instead while we finish up the next patch. More on that below.
Week Long Deal
There's still a day or so to get Wayward for -10% off on Steam! The offer (and week) ends September 21st.
Beta 2.9.x
While our latest update (beta 2.9.5) wasn't too crazy exciting relatively speaking; it was a culmination of a couple of weeks of work while I was moving houses, and mostly done by the other team members. The next update (beta 2.9.6) we have in the queue is much of the same while I get settled in. Expect to see more bug fixes, balance tweaks, and general improvements including the advancement of the crafting sorting features: The "Best for Crafting..." sort options are now combined into one, making it a good default active sort to use along with the new "Protect" item feature when crafting for the best results. This special sort takes into account quality, tiers, weight (lower the better), and durability of items and attempts to weigh them against each other to find the very best items for crafting. [url=https://clan.cloudflare.steamstatic.com/images/11320048/bee0cb17b517802295eac4d46835862402032d6e.png]
Item protection will also be getting an upgrade: Protected items are now protected from disassembling, throwing, and dropping in destructive ways. Expect to see these and more coming up in the next week or so. Much more exciting is the work we are doing on beta 2.10.0, our next major release which we entitled, "Seafarer+".
Seafarer+
Our next update, as previously revealed will focus on the advancement of the traveling and island biome systems. This major update will be a collection of everything we couldn't fit in for the last update. More content and unique scenarios for the different biomes, temperature, and world mapping are some things on the docket this time around. Here's a preview of some island art that will be showcased on the world mapping screen:
There's still a lot up in the air with temperature (haha), but here's a preview that may or may not be at all accurate in the released version:
Temperature will be introduced as at least two new status effects, "Overheating" and "Freezing", leading to negative consequences and longer-lasting status effects ("Heatstroke", "Frostbite") if left unchecked. Many things will affect your body temperature including equipment, the tile you are standing on (or around), the biome type, fires/doodads, creatures, day/night, and more! There will be many ways to control being too hot and too cold with items as well such as with eating and drinking hot/cold things. Oh ya, and take a gander at some upcoming modding changes, allowing you to create a mod page right in the game: Mod `README.md` files can now be viewed in-game. [url=https://clan.cloudflare.steamstatic.com/images/11320048/f72484eb7e45ab91cf3578451650e59887ea5fd4.png]
Video Showcase
If you didn't already watch it, Splattercat made another video on Wayward for this new update and new year: [previewyoutube=vhS_W3FEZng;full][/previewyoutube] We're always super appreciative when he does a new video as it has become a huge source of new players discovering or rediscovering the game!
Mod Showcase
Special shoutout to slayerjerman who has been working a lot on graphical and music mods for Wayward, replacing our art and music with likes of that from Dragon Quest, Final Fantasy, and The Legend of Zelda. Here's the full list of all mods released so far by slayerjerman: https://steamcommunity.com/id/slayerjerman/myworkshopfiles/?appid=379210 A few screenshots from these: [url=https://clan.cloudflare.steamstatic.com/images/11320048/ee121bebb7bb4ba7c1aac9a91a36b887bdbbb18a.png]
[url=https://clan.cloudflare.steamstatic.com/images/11320048/74e152beded78b31c1820a387a651309c246cdcc.png]
[url=https://clan.cloudflare.steamstatic.com/images/11320048/b101ed8b6a4ecf2ede34c4fa037237c0e061cfbb.png]
While they don't replace everything at the moment (that's a monumental task), it's quite interesting to see how other art styles and game art look in a Wayward context.
Modding Update Guide
Speaking of modding, check out the recently released modding update guide video I produced for those of you that need some help updating a mod. It doesn't even need to be your own mod! https://www.youtube.com/watch?v=KT2VLY7isiY
Feature Voting
Although our feature set is fairly predetermined for the next major, we'll always refer to our voting results for new upcoming features. We've recently updated and added some new options for upcoming releases. Make sure to get your voice heard here: http://www.waywardgame.com/vote
Frequently Answered Questions
As much as I like answering all the questions we get on the forums and our Discord, a lot of the times these answers are found on our FAQ page. Check it out and let me know if I am missing anything. It's also a great way to learn more about the game and its development. https://steamcommunity.com/app/379210/discussions/0/350532795327884498/ Stay tuned!
We're back this weekend with another minor patch! Apologies on the delay for this one. Things are finally settling down for me again after a recent move. This week we have a bunch of bug fixes as per normal as well as some general improvements, many of which are community-submitted from our Discord and on the Steam forums. Bonus Tip Not all resources can be found on the starting coastal island. Many resources, creatures, and plants are unique to each island type or are more commonly found in certain biomes. For example, although clay can be found near swamps and in caves near water on the starting coastal islands, it's much easier to be found all over the arid island type including under all desert sand. Iron is most abundant in ice cap islands as another example. Bonus Promotion SplatterCatGaming once again graces our community's presence with a brand new Wayward video! https://www.youtube.com/watch?v=vhS_W3FEZng
Improvements
- The server browser now shows current island details (biome type and x/y).
- Added full support for loading dedicated server saves and backups as a non-dedicated server or game and vice versa.
- Lower decay items will now be sorted at the front or back instead of in the middle when sorting by decay.
- Sorts are no longer sorted by their inverse when switching to a new type of sort.
- Increased tick time limit to 2333ms max.
- The /commands command will now only show commands you can perform. Command.
- Added a confirmation for when attempting to drop a container with item(s) into deep water or the void.
- You can no longer dig entrances into the void.
- Improved the display of the about menu when using an interface scale less than 1.
- Improved the display of the highscore menu when using an interface scale less than 1.
Bug Fixes
- Fixed challenge quest creatures spawning in inappropriate scenarios (like fishing them up). (Thanks riftborn!)
- Fixed a message bug when boarding a second boat while already on a boat. (Thanks Amax!)
- Fixed not being able to protect items in chests. (Thanks Luxodjen!)
- Fixed refining being able to reduce featherweight items past 0.1 weight. (Thanks num ca nem vi!)
- Fixed tree bark and tail feathers being able to be dismantled into items with more minimum weight. (Thanks riftborn!)
- Fixed refining, enchanting, and transmogrifying certain items not using the proper skills. (Thanks riftborn!)
- Fixed a few issues related to UI input and events when saving and re-loading a game, such as one which caused screenshot mode to only work for some of the UI. (Hotfixed)
- Fixed creatures being able to walk on the void. (Thanks [SOA] Slade Wilson!)
- Fixed attempting to paddle on top of creatures, doodads, and more allowing you to use a boat on land. (Thanks num ca nem vi!)
- Fixed spending a turn when attempting to use a boat outside of water.
- Fixed equipping the torch twice in challenge mode with eternal night challenge enabled. (Thanks Amax!)
- Fixed MORE instances of players in multiplayer games rejoining as new characters if the game was ever closed without a save (due to crashes or incorrect server shutdowns).
- Fixed dropping containers into water moving contained items into player's inventories.
- Fixed performing commands that you did not have access to not showing any message/output.
- Fixed challenge modifiers changing in Challenge Mode when traveling to a new island. (Thanks cloudcover!)
- Fixed milestone modifiers that added percentages to all skills producing a blank skill type. (Thanks bored_o_mir!)
- Fixed not being able to travel to another island if all other players left and you had a vote timeout. (Thanks Ardy!)
- Fixed loading really old saves causing fog of war to be reset.
- Fixed item notifications no longer showing after sailing to civilization and returning to the island.
- Fixed some trypos. (Thanks Ursa!) (Thanks riftborn!)
- Fixed some language being cached incorrectly, causing some values to keep displaying the same, even as they are changing internally. (Hotfixed)
Balance
- Tamed monsters no longer break doodads (walls, chests, etc.).
- Crafted items can now be reinforced higher than found/looted items (if they can be crafted).
- You can no longer disassemble candles.
Modding
- Internal texture sizes are now automatically expanded to support mods with a large number of sprites. (Thanks slayerjerman!)
- Fixed typing for global renderer variable.
- You can now use @Mod.instance(), @Mod.log(), @Mod.saveData(), and @Mod.globalData() without a name argument on mod classes.
Technical
- When loading Wayward using a custom resource directory, the game will now show the version appended with "(Custom)".
Mods
TARS
- Learned how to use boats.
- Will no longer run away from creatures only to end up drowning.
- No longer kills itself by drinking unpurified water while at low health.
- Fixed sometimes sleeping to death when trying to traverse large bodies of water.
- Will now keep additional food in its inventory instead of moving them into chests.
- Fixed TARS not pathing past NPCs.
- Will now look for better tools after obtaining better weapons and armor.
- Learned how to live on Arid islands.
- Learned how to live on Ice Cap islands.
- Now travels to other islands after expending the current island's resources.
- Fixed tall doodads not rendering correctly. (Thanks ______!)
- Fixed sail to civilization not working.
- Fixed the "Tamed" checkbox not updating when viewing subsequent creatures.
A new weekend, a new set of changes! This time around we have a pretty substantial set of changes for balance as well as a brand new item protection feature ready for everybody to check out.
You can hover over items and use "P" or right-click them and select the "Protect" option to protect items. Protected items will not be used in crafting, dismantling, or auto-carving (from the action menu), so you never have to worry about crafts breaking your prized axe anymore!
Bonus Tip
There are more differences between resting and sleeping than just being able to cancel out of rest. While you rest or sleep, your hunger and thirst rate is reduced and your stamina and health are regenerated. But these effects are stronger when sleeping. You can only ever rest until you have full stamina, whereas with sleeping, you will sleep for as long as you aren't interrupted among many other factors including your camping skill and whether you are around a fire source.
There's a lot more to this and is explained in full detail within the help menu located in-game by pressing the "?" icon in the top menu bar or by pressing "/" by default.
Bonus Promotion
Check out our newly updated voting page for helping us prioritize upcoming features. Not everything is listed here of course, but most of the major things are.
Let me know if something is missing!
New
- Added a new selectable "Protected" item feature instead of only being able to apply it to equipped/quickslotted items. You can hover over items and use "P" or right-click them and select the "Protect" option to protect items.
Improvements
- Reduced the amount of delay after swapping positions or being blocked by creatures.
- "Carve with Tool" action will no longer use "Protected" items.
- Item tooltips are now updated as changes are made to the item.
- The sort menu for crafting/inventory dialogs is now ordered based on frequently used selections and shows which is the default in each case.
- Quality is no longer included when sorting by name (except in the cases of legendary types).
- Spruce cones can now be used for stoking fires.
- Removed delay from some actions that did not require it and added it for those that required it to fix quickslot usage issues.
- Removed "Protected Crafting Items" and "Protect Crafting Items for Containers" in favor of the new individual item protection system.
Bug Fixes
- Fixed sorting by name doing a reverse sort and the reverse sort doing a normal sort.
- Fixed multiple multiplayer desyncs related to owners of tamed creatures disconnecting.
- Fixed a glitched item highlighting feature when hovering over boosted skills (from legendary effects) in your skills dialog. (Thanks num ca nem vi!)
- Fixed a multiplayer desync that occurred when players attempted to rejoin the server if they previously left while sleeping/resting.
- Fixed an error when updating the mod.json file of a mod after publishing, and added a new, more correct & useful warning for if a situation like this happens again.
- Fixed being able to join the server as a local game if in the process of connecting the server shut down.
- Fixed "Navigator" milestone triggering incorrectly. (Thanks Lardi!)
- Fixed an oversight that made it so tiered treasure chests did not have ever-increasing item quality chances. (Thanks Franck!)
Balance
- Increased the health and damage of many mid-tier creatures.
- Reduced damage blocked by parrying slightly.
- Low tier treasure chests will now only provide copper-based tools, armor, and weapons. High tier treasure chests will provide wrought-iron drops instead of iron.
- Treasure chests that are lockpicked will now be damaged, reducing usability when disassembling.
Modding
- Added support for mods that are bigger than 100MB.
- Improved performance of uploading/downloading workshop files.
- Modded status effect renderers can now cancel base-game layer rendering. (Thanks Saervok!)
- Added support for skipping walk to tile's blocked tile check.
- Leftover Steam Cloud files are now cleaned up after publishing mods.
Technical
- Crafts are now defaulted to sort by discovered time due to performance concerns.
- Improved the performance of sorting, filtering, and updates to the inventory and crafting dialogs.
- Upgraded Wayward to TypeScript 4.
Mods
TARS
- No longer gets stuck when attempting to travel past open fire.
- Fixed TARS sometimes getting stuck when trying to carve a corpse if it doesn't have an item that can carve.
- Will prefer rocks over rock ground when looking for a sharp rock.
- Protects swords from being used when dismantling.
- No longer thinks the world is round.
- Won't try to dig under chests anymore.
- Will now reinforce good equipment when its durability gets low.
- Fixed getting stuck if an NPC walked in its way.
- Fixed loop of taking and removing items from chests when near max weight.
Some more bugs bite the dust in beta 2.9.3. We have also refined the modding workflow and improved a few areas of the game including performance. Take a gander at what we tweaked and fixed this week with the changelog below. Also, for any TARS fans out there, check out that beefy list of changes! Bonus Tip What's better than getting headbutted by a goat? Well, a lot of things, including taming them and letting them produce milk for you. Goats can easily be tamed with leaves (by offering them, or by leaving them on the ground). You can attempt to "Gather Milk" with any liquid container when facing the goat. Make sure to keep taming it so it can produce more and more milk over time. Petting goats will also help them produce milk faster. Bonus Promotion Wondering where most of these bugs are being uncovered at? Our Discord of course! We have a great Discord community full of theory-crafting, bug hunting, and general fawning over upcoming features. Have an old mod you need to update? Not sure where to start? I did a modding update guide video with an example mod to perhaps help you out with that: https://www.youtube.com/watch?v=KT2VLY7isiY
New
- Added a /backup chat command for dedicated servers.
Improvements
- Improved the accuracy of the anatomy-based "mostly uninjured" message by adding a case for full health creatures/players/NPCs. (Thanks Ursa!)
- The save game button is now hidden for clients in multiplayer games.
- Removed "Reputation" messages from the "Chat" message filter by default.
- Removed vagueness in wording for enchant/transmogrify actions. (Thanks Ursa!)
- Player "turns" now start as 1 instead of 0.
- Added a new "Events" message filter type and added several messages that were not categorized/miscategorized before.
Bug Fixes
- Fixed traveling to the west and east always producing the same island.
- Fixed errors and desyncs related to fish and other creatures moving at the edge of the world.
- Fixed auto save options only appearing in quick settings (and removed it from there as well). (Thanks Amax!)
- Fixed clients in multiplayer games not receiving credit for Navigator and Helmsman milestones.
- Fixed dedicated servers not saving fog of war of players when running in console mode.
- Fixed creatures being forced to spawn over tiles they shouldn't when gathering treasure. (Thanks riftborn!)
- Fixed updating binds not showing on quickslots until a restart.
- Prevented new players that join non-pvp dedicated servers that switched islands from spawning at the edge of the map.
- Fixed renamed items reverting when canceling a rename action. (Thanks Azhukar!)
- Fixed weight not being updated when attempting to paddle when a boat was placed within a container.
- Fixed penguins providing an incorrect reputation amount when killing them. (Thanks Ursa!)
- Fixed instances of players in multiplayer games rejoining as new characters if the game was ever closed without a save (due to crashes or incorrect server shutdowns).
- Fixed walk to tile failing if a tamed creature is in the way but cannot be swapped.
- Fixed containers staying open when they were dropped into the void or deep water.
- Fixed mods breaking with "!" in the game's path. (Thanks Cth!)
- Removed the "You see a fire spread uncontrollably." message from the "Reputation" message filter. (Thanks Amax!)
- Fixed sailboats not warning about breakage on use.
- Fixed eating aloe vera leaves also "applying" them, curing the burned status effect. (Thanks Ursa!)
- Fixed saved opened containers not showing their name or calculating their weight.
- Fixed some tiepos. (Thanks Ursa!)
Balance
- Increased the amount of glue/resin required to fully reinforce normal quality items, while reducing the amount required as quality increases (was previously the reverse of these rules).
Modding
- Fixed mod publishing erroring when publishing a mod with comments in its mod.json file.
- Fixed the wayward +mod update command not updating the waywardVersion property in the mod.json file.
- Fixed JSON comments not being supported with wayward +mod command.
Technical
- Improved performance when dismantling, disassembling, and many other item interactions. (Thanks Arnkh!)
- The launch_options.json file can now have comments.
Mods
TARS
- Fixed getting stuck by a tree if there was a corpse on top of it.
- Will no longer try to repair kindling items.
- Will now disable right hand when it's a shield. The left hand equip will try to be the appropriate damage type against the nearest creature.
- Fixed failing to run away from creatures when at low health.
- Will destroy trees more often if they are in the way of quicker pathing.
- Fixed harvestable trees being ignored when searching for items.
- Added the ability to create and use multiple water containers.
- Will attempt to carry multiple kindling items in the inventory to start fires easier.
- TARS will maintain a tidy base by moving items that are on the ground into chests after it obtains a leather armor set.
- Will carry food, water, and a bandage with it before attempting to upgrade weapons and armor past leather.
- Will no longer get stuck attempting to move to the same targets over and over.
- Now always uses a knife when a recipe requires a sharpened to stop ruining swords!
- Will no longer be scared of sharks when wearing decent equipment.
- Will leave extra items at the base before moving far away.
- No longer attempts to run away from targets that do not move, getting stuck.
- Fixed TARS sometimes trying to dig/carve when it can't.
- Will prioritize crafting items when all the requirements are within inventory (stops filling inventory up before crafting).
- Will craft items that require a furnace/anvil more reliably (hopefully).
- Will now return to drop off items at base once it's carrying too much.
- Added the ability to create and use multiple water stills.
Another weekend, another release! So, it turns out there was more issues to fix up. Quite a bit more in fact. Thanks for all the reports! Keep them coming if you find any new issues. There's a few new feature and improvements thrown in for good measure too. Enjoy! Bonus Tip For an alternative water source, you can build wells. These wells produce water based on where they are built. The rate of water corresponds directly with where they are built in relation to the cave system below them. Build them over impassable terrain like rocks in the caves and they will slowly trickle in groundwater. Build them over underground lakes and water sources and you will get an unlimited source of water. Build them over dirt, gravel, or other passable terrain and they will not produce any water. If you have a cave entrance nearby, you can count the steps or tiles to judge where to build it above ground. Bonus Promotion Check out our Twitter for keeping up-to-date on everything Wayward. We tend to post smaller updates and news pieces there that are too small for a Steam news post.
New
- Added a new "Drop on Dismantle" option.
- Added a new note for hunger/starvation.
Improvements
- Containers now re-open when reloading a game or traveling.
- Items crafted now properly checks your inventory and containers within your inventory in order, instead of checking sub-containers last. (Thanks riftborn!)
- Clicking the clear/exit button in filters now removes focus from the filter.
Bug Fixes
- Fixed a crash involving the skills dialog. (Thanks Levvy!)
- Fixed cases where extinguished lit doodads (like furnaces, campfires, etc.) could decay and become destroyed. (Thanks Ursa!)
- Fixed an issue where inputs could become "stuck" on after typing in the crafting/inventory filters. (Thanks Jiamil!)
- Fixed creatures being able to walk over NPCs.
- Fixed treasure being able to spawn in void in cave layers. (Thanks Vardis!)
- Fixed macro bindings being lost on reload.
- Fixed the wrong terrain type being set when placing down tiles in the "Ice Cap" region. (Thanks Vardis!)
- Fixed world tooltips not working after dragging and dropping an item to the game screen. (Thanks Vardis!)
- Fixed duplicate messages showing up when rejoining multiplayer games.
- Fixed needing to use the "Show More Information" bind once after changing the "Always Show More Information" option. (Thanks Amax!)
- Fixed render depth/order not working correctly at certain positions on the map. (Thanks Amax!)
- Fixed macro input being doubled up and reset at the wrong times, causing double click to sometimes not work on items. (Thanks riftborn!)
- Fixed join server retry button not always working correctly.
- Fixed multiplayer clients sometimes displaying messages for other players.
- Fixed save interrupts not always showing.
- Fixed permanently burning not reducing player health in the challenge mode at certain health/strength values.
- Fixed some status effects not properly affecting regeneration/reduction of stats.
- Fixed "Worth" item value dropping unexpectedly due to reinforcement/durability calculations. (Thanks Vardis!)
- Fixed damage notifiers moving sporadically after killing creatures while moving.
- Fixed ash appearing over rock/impassible terrain. (Thanks riftborn!)
- Fixed the permanently poisoned challenge modifier reducing player strength/health to very low values.
- Fixed the "Operator" milestone not being obtainable. (Thanks Caerold!)
- Display the correct message when gathering/harvesting if the "Drop on Gather/Harvest" option was enabled but the tile beneath you was full.
- Fixed stats not showing properly after loading a save game that uses milestone modifiers until one turn has passed.
- Fixed dedicated servers timing out (and not reconnecting to matchmaking server) after traveling on lower-end hardware.
- Fixed milestone modifiers not applying after travel. (Thanks num ca nem vi!)
- Fixed the "Explorer" milestone being unobtainable. (Thanks Oragepoilu!)
- Fixed closing the action menu with a click off of the menu not showing tooltips afterward in certain instances. (Thanks AxelDominatoR!)
- Fixed quickslots changing item types when using items that turned into others.
- Fixed solar stills being referred to as water stills in some cases. (Thanks Vardis!)
- Fixed several cases of capitalization issues in notes. (Thanks Ursa!)
- Fixeded some typos. (Thanks riftborn!) (Thanks Vardis!)
- Fixed incorrect upgrade check on saves, leading to very large saves after repeated loads. (Thanks Amax!) (Hotfixed)
- Fixed multiple multiplayer desyncs related to merchants, wells, and creature movement/offering. (Hotfixed)
- Fixed the backup command not backing up if backups weren't enabled. (Hotfixed)
Balance
- Permanent status effect challenges will no longer modify player strength/health or give additional healing items. They are balanced through their effect rates now.
- Made stoke values for items consistent. (Thanks !)
Modding
- Comments are now supported in mod JSON files (mod.json, language files, etc), using Microsoft's jsonc-parser module. (Thanks Amax!)
- Fixed modded items with undefined weight causing your weight to show as NaN.
- Fixed status effect icon paths not being relative to mod directory.
Technical
- In-game messages are now once again logged to the console & log files.
- Fixed source map warnings showing in developer console.
Mods
Reincarnate
- Lava will no longer count as a valid tile to spawn on. (Thanks Amax!)
- Added a new item group to all troposphere items and added additional groups to all items that matched ones from the base game.
- Snowflakes can now be used as "liquid" items or used for drinking and can be found via storm stones or boulders rarely.
- Added /DebugToolsPermission chat command. This lets dedicated servers enable debug tools for players.
- Will no longer kill itself while resting repeatedly in multiplayer or real-time games when hungry.
- Will no longer eat grass seeds.
- Fixed TARS not always functioning correctly after respawning if permadeath was disabled.
- Fixed more water still issues.
- Fixed issues with gathering water.
- Fixed TARS sometimes getting stuck in infinite loops when trying to acquire items.
- Will now attempt to only move items TARS needs into its inventory when gathering and dismantling items.
- Fixed being unable to repair copper items.
Hey all, First off, I want to thank you all for the great turn-out for this major release so far. I've had tons of fun checking out all the new changes/content and traveling with everybody in multiplayer. This patch will hopefully fix most lingering, serious issues to the game while we get started on the next major patch. As mentioned previously in the major update patch notes, we want to get started right away on a bigger update instead of supplying a bunch of smaller patches. In theory, this is the last smaller one, but we'll continue to fix any issues as they are encountered and reported. As always, you can stay up-to-date with our nightly changes on the development branch in the middle of bigger releases where we aren't patching as often. If you were unfortunate enough to have the seed corruption issue, please send me your save along with the seed that you set an I can restore the issue for you. It looks like this issue was pretty rare, but we have fixed any future issues concerning it. Bonus Tip Did you know that planting seeds and growing plants in fertile soil will not only make them grow faster but also spread to adjacent tiles once they reach the "ripening" stage? Each plant has their own unique growth rate and spread amount. Bonus Promotion Check out our Subreddit that has recently just got a bunch of new activity: https://www.reddit.com/r/Wayward/
New
- Added a custom game options to disable traveling effects for all players or just offline players.
Improvements
- New islands are now deterministic and based on the original seed.
- Turns now pass normally when players are ghosts.
- Changed order of custom game options based on perceived frequent/important usage.
- Removed the ability to trade with merchants after they had already moved away from your facing position (while in multiplayer).
- Void tiles will now be placed on the edges of all cave layers for compatibility with old saves.
- Links in the changelog menu now appear the same way as other links.
Bug Fixes
- Fixed seeds with large numbers not being saved properly. (Thanks ODevil!)
- Seeds are now sanitized, preventing potential strange terrain generation with unorthodox values.
- Fixed performing actions from item menus moving the menu position instead of closing it after performing an action that caused the player to update their direction. (Thanks riftborn!)
- Fixed container dialogs changing their position/size when traveling. (Thanks num ca nem vi!)
- Fixed other items being used swapped as your boat after traveling in rare instances. (Thanks Caerold!)
- Fixed being able to move items into merchant's inventories (without trading). (Thanks Oragepoilu!)
- Fixed fish (and some other items) returning bones both when being cooked and when eaten. (Thanks Abs!)
- Fixed quickslotting containers not toggling open/close properly on hotkey press. (Thanks Caerold!)
- Fixed torches spawned in caves not having proper decay values set.
- Fixed game options not being correctly initialized for old save games. Fixes the new respawning system not being available in old save games that were set to "Casual". (Thanks AxelDominatoR!)
- Fixed moving not causing item menus to close (like action menus do).
- Fixed the export and counterclockwise buttons not working on the character selection screen at low resolutions. (Thanks Aurum!)
- Fixed a problem that could cause the selected mod language to not be loaded on startup. (Thanks Lovefield!)
- Improved reliability of traveling in multiplayer.
- Fixed players that log in over water not swimming by default.
- Fixed many multiplayer desyncs.
- Fixed line of sight still being applied as a ghost in multiplayer.
- Fixed being able to still be on your boat after traveling with PVP enabled and spawning on land.
- Fixed paddling facing deep water tiles extinguishing held lit torches/candles.
- Fixed excessive recent packet logging in multiplayer.
- Fixed errors when mods try to get bindings for unregistered bindables.
- Fixed the Helmsman milestone needing to travel to four islands instead of three. (Thanks Caerold!)
- Fixed fog of war resetting when rejoining dedicated servers.
- Fixed Steam and Discord Rich Presence showing the wrong player counts for multiplayer games.
- Improved the grammar in the failed to cook message. (Thanks !)
- Fixed an oversight when players could attempt to travel in caves. (Thanks Arnkh!)
- Fixed an error when exporting save games that have not yet been loaded/saved in the latest version. (Thanks Arnkh!)
- Fixed joining games from Discord not initializing Steam integration correctly.
- Fixed an issue where clients could not move on dedicated servers. (Hotfixed)
Balance
- Reduced the chances of traveled to islands being "Coastal" types.
- Reduced obscuring effect on tattered maps slightly.
- Slimes will no longer combine into Jelly Cubes at reputation levels where they couldn't spawn normally.
- All mushrooms will no longer increase thirst/dehydration and will spawn more commonly frequently in the coastal island.
- Added more difficult creature spawns to "Arid" caves.
Modding
- Fixed invalid argument segments disappearing from output strings.
- Fixed the list segment not working correctly for some values.
- The list segment now supports {...}, formatting a list of all arguments.
- Fixed the escape segment not removing its own curly braces.
- Fixed status effect registration. (Thanks Noita!)
- Fixed modded status effect handlers not re-initializing on loading saved games. (Thanks Noita!)
- Increased reliability of publishing/updating mods. (Hotfixed)
- Publishing Workshop mods that contain symlinks will no longer throw errors. (Hotfixed)
Technical
- Various logging events will no longer be logged without "Developer Mode" enabled.
- Added support for enabling/disabling sync checks from commands.
- Reduced the amount of logging to log files.
Mods
TARS
- Improved logic when waiting for water from a water still in multiplayer.
- Removed "leave desert" functionality that no longer applies for coastal islands.
- Will now ensure the base is built near a suitable water source.
- Fixed sometimes not being able to build an anvil.
- Fixed being unable to repair items that require an anvil and fire.
- Fixed rare infinite loop when trying to move items to chests.
- Fixed TARS switching hands constantly after dying in some instances in casual mode.
- Will now respawn when dying in casual games.
- Fixed memory errors/issues after running for extended periods of time through multiple games.
Hey all!
Introducing, "Seafarer", the 9th major release of Wayward on Steam, and the end of limited exploration in the game. You can now sail the seas and explore new worlds and sets of islands. A few stand-out features in this release also include:
- Added infinite persistent travel to up to three different types of islands, "Coastal", "Arid" and "Ice Cap".
- Players in multiplayer can now travel together to new islands using a new voting system.
- Encumbrance, dehydration, starvation, and exhaustion are all now status effects that appear in the UI. Their tooltips provide additional information and are more accurate with increased anatomy skill.
- Added new locked forms of all chests with varied/tiered loot and quality for both generated chests and unearthed treasure chests.
- The "Traverse the Seas" action and functionality have been removed in exchange for the new traveling system. The bull boat/sail boat can now be used to "paddle" like the raft.
- Water now has a depletable but slowly regenerative amount of fish and items. You will need to move to other areas to successfully fish when depleted.
- Dying in casual mode or with the "respawn" option enabled now causes players to become a ghost with a "respawn" button available. The ghost can travel around to any revealed location in the world.
- Gary 'Spacetech' Wilber (Programming)
- Dusty 'Goaticide' Melling (Art/Design)
- Mackenzie 'Chiri' McClane (Programming/UX)
[strike]Wall of text[/strike] changelog below:
New
- Added infinite persistent travel to up to three different types of islands, "Coastal", "Arid" and "Ice Cap".
- Added 6 new creatures, 3 new plants, 6 new terrain types and 12 new items, all to exist exclusively in the new "Ice Cap" island type.
- There is a new "void" tile in the cave layer that acts as an impassable terrain type that can be used to remove items.
- Players in multiplayer can now travel together to new islands using a new voting system.
- At high cartography skill levels, you will now begin to reveal fog/unexplored tiles when decoding maps. Drawing maps will reveal all fog/unexplored tiles in the area at medium skill levels.
- Inspecting a tile now opens a dialog containing all the information, rather than putting it into messages. The dialog automatically updates as the tile contents change.
- Encumbrance, dehydration, starvation, and exhaustion are all now status effects that appear in the UI. Their tooltips provide additional information and are more accurate with increased anatomy skill.
- You can now import and export your list of milestone modifiers.
- You can now add "macro" bindings, a sequence of inputs such as double/triple click. Double click has been added as a default bind for showing context menus, to improve touch support.
- Added new locked forms of all chests with varied/tiered loot and quality for both generated chests and unearthed treasure chests.
- Dying in casual mode or with the "respawn" option enabled now causes players to become a ghost with a "respawn" button available. The ghost can travel around to any revealed location in the world.
- Added a "shark tooth" item, a new brittle, but higher tiered sharpened item.
- Added a saveDirectory launch option that will allow you to modify the save directory for the game.
- Added the "Helmsman" milestone, for traveling to all the different island types.
- Added a "aloe vera bandage" item, a new type of bandage that can heal health as well as cure both bleeding and burned status effects.
- Added the milestone, "Multitasker", for using each skill at least once.
- Added a note for sailing to civilization.
- Added a borderless launch option that will open the game without a frame (when not running in fullscreen).
- Added two new books.
Improvements
- The "Traverse the Seas" action and functionality have been removed in exchange for the new traveling system. The bull boat/sail boat can now be used to "paddle" like the raft.
- You will now see a secondary preview of your path when holding down control (by default) when already moving along the path.
- The "bleeding", "poisoned", and "burned" status effects now show additional information based on your anatomy skill.
- Improved player path-finding when traversing over water.
- You can now select multiple saves at once in the load game menu with right click or S for deletion.
- You can now see the game's averaged reputation between all players in the reputation tooltip.
- You can now use ctrl+drag (by default) to move all of an item type.
- The sextant will now show which island/area coordinates you are in as well as the normal x/y.
- Crafts will only be updated after movement has stopped to avoid lag caused from adjacent containers/items.
- Using drop, move or grab all actions while filtering items will now only apply those actions to the matching filtered items.
- The game's displayed difficulty now takes into account all players reputations.
- The "skip splash screen" option now completely skips the splash screen.
- Merchants will now wear and gather stock/inventory suitable to the island type they are in.
- Dialogs no longer change their min/max sizes as the UI scale is changed.
- Newly imported slots in the load game menu now appear with a yellow border.
- When moving the mouse from a mini-button to the button it's on, that button's tooltip will now be shown.
- Worlds no longer wrap in on themselves from the edges.
- The new dialogs can now be moved and resized with touch.
- Added "input", "enable", and "disable" sound effects, to improve audio cues on UI interactions.
- Navigating between UI components with the keyboard now shows any tooltips for the focused component.
- The skills dialog's skill tooltips no longer show legendary items that are not equipped.
- Tooltips now have slightly lighter backgrounds and a subtle border to more clearly separate them from other UI components.
- You can now pet creatures that are tamed by other players.
- Improved the order of rendering items and tile events over/above creatures and players.
- Increased the maximum size of the player stats when viewed in a tooltip to allow space for larger values.
- Redesigned context menus, as seen on newer UI components, to improve usability and increase consistency.
- The "food" group has been removed/replaced by other groupings.
- Certain terrain templates (houses, oases, etc.) will have individually set chances for items/doodads/skeletons to appear.
- World tooltips are now event-based changes will be reflected in the tooltip without it having to disappear and regenerate.
- There are now two levels of height when creatures (or players) are flying over either short or tall objects/terrain.
- Improved accuracy of sorting by craft requirements/consumables.
- You can now reset the position of a dialog by right clicking on the dialog's name.
- Improved death animation so fog of war is not revealed first before fade-in.
- Legendary featherweight items now also show their total weight instead of just their reduced weight.
- The search bar in the help menu now sticks to the top of the menu rather than scrolling away. Filtered-out help articles that share rows with filtered-in help articles are now shown as transparent.
- Switched the default positions of the "notes" and "quests" dialog in order to improve usability for new players.
- Redesigned menu tabs. The active menu tabs are now highlighted as you scroll and navigate.
- The default "drop all" bind has been changed to Ctrl+Q to match other "all item" binds.
- Introduced many items that will now spawn on certain terrain types on world generation.
- You now have to be in a sailboat to sail to civilization.
- Certain terrain types will now reduce in durability and eventually be burned when there is an uncontained fire on them.
- Items and item groups that are used in recipes are now searchable in the crafting dialog when filtering.
- Improved the readability of disabled mods in save tooltips.
- Tattered maps will no longer reset when traveling (and store which set of island(s) they belong to).
- Sorting by name now takes legendary types into account.
- Tweaked the background color of non-interactable UI elements in menus in order to make it more obvious that they're non-interactable.
- Slider inputs in menus can now be adjusted with the left and right arrow keys.
- The skills dialog now shows more clearly when & which legendary items are applying bonuses to a skill.
- Closing containers will now close any sub containers.
- You can now cancel move-to-tile pathing with right click, by default.
- The milestones dialog now updates after resetting milestone progress.
Bug Fixes
- Fixed winning screen not showing to host in challenge mode.
- Fixed water contamination spread not working or saving properly.
- Fixed tilling removing tile qualities.
- Fixed instances of burn damage occurring twice or protection not being used properly.
- Fixed an oversight that resulted in items having higher decay values than intended.
- Fixed an issue where hoarding legendary bonuses were not applied when crafting them.
- Fixed fire being able to propagate over and be fueled from germinating plants.
- Fixed being able to start fires in the caves with a lens. (Thanks fils.delaroche!)
- Corrected an oversight so that auto save can now occur (depending on settings) in games with respawning, while host player is a ghost, and in dedicated servers.
- Fixed creatures clipping into the top of tall doodads like trees.
- Fixed gaining reputation when attempting to fish in areas with no fish (like, for example: LAND).
- Fixed a bug where salvaging no items from disassembling an item could still lead to a salvaged message. (Thanks zuoanqh!)
- Fixed the tooltips of multiple challenge modifiers not being accurate when playing multiple challenge games.
- Fixed decay level not transferring to dismantled items. (Thanks riftborn!)
- Fixed the dismantle warning not providing the item name that may break on use. (Thanks Matthew Cline!)
- Fixed tall doodads clipping into player graphics while wearing a helmet.
- Fixed differences between moveComplete and noInput events in multiplayer versus singleplayer. (Thanks DJAntonBruckner!)
- Fixed inaccuracies in describing fire source bonuses in relation to sleeping/resting in the help menu. (Thanks zuoanqh!)
- Fixed items clipping into trees and other tall doodads and obscuring players too much.
- Square dialogs (IE, the map dialog) now can only be resized by the corners, they snap to other dialogs, and no matter how you resize them, will always remain square.
- Fixed some sprite batches being out of sync on movement. (Thanks num ca nem vi!)
- Fixed pathing through hitched and tamed creatures causing infinite movement. (Thanks num ca nem vi!)
- Fixed players always spawning randomly on PVP-enabled multiplayer games when rejoining.
- Fixed several server arguments not applying when loading an existing dedicated server game. (Thanks aikainnet!)
- Fixed resting or sleeping on placed doodad bedding items being offset incorrectly.
- Fixed an error when exporting the message history.
- Fixed needing treasure in your main inventory to sail. (Thanks Azated!)
- Fixed dropdowns not playing "select" and "activate" sounds when using keyboard support.
- Fixed some actions from spamming messages when used in certain ways from quickslot hotkeys.
- Fixed attributes cutting off when using alternate font style and interface scaling.
- Fixed a bug where unlit torches/candles would automatically be destroyed when being lit from torches or have really low starting values when being lit through fire-making devices.
- Fixed a rare bug in multiplayer games connected using the Steam Relay Network which could cause an "Unable to join game" dialog to appear while playing
- Fixed instances where flying creatures did not "float" over certain tall/blocked objects.
- Fixed carpet not being flammable.
- Fixed an instance where the water still graphic could become corrupted or inaccurate to the amount of fuel it had.
- Fixed a tattered map exploit where you could gather treasure in a guaranteed location in the world on maps that spawned on world generation.
- Fixed the scrollbar being hidden in the message dialog when many messages were shown and scrolled to the bottom.
- Possibly fixed some uncommon client-side mod loading issues in multiplayer games. (Thanks Amax!)
- Fixed legendary featherweight containers not showing the weight of items contained inside within the item's tooltip.
- Fixed up/down arrows to re-send previous chat messages not working anymore.
- Fixed the tile inspection tooltip not always showing when you first loaded a world or when you closed an interrupt in specific cases.
- Fixed multiplayer settings being reset when loading a multiplayer save without hosting. (Thanks Amax!)
- Fixed mods showing in red when viewing which mods are enabled while hosting a server. (Thanks Amax!)
- Fixed choosing a new game from the multiplayer menu not appending "Untitled Save" with a number. (Thanks Amax!)
- Fixed items that are renamed not being filtered properly.
- Fixed no issues being reported when trying to join a multiplayer game with mods that could not be loaded.
- Fixed container errors on older save games.
- Fixed "killed by" messages appearing for save slots that were in casual mode/had re-spawning enabled.
- Fixed crafting and consuming fish kebab not damaging the wooden pole. (Thanks riftborn!)
- Fixed keyboard support for dropdowns.
- Fixed multiple multiplayer desyncs.
- Fixed some errors grammatical.
- Fixed some fires going out instantly when being started from a lit torch.
- Fixed performing actions on the tile you are facing counting as "under" you in some cases. (Thanks DJAntonBruckner!)
- Fixed some graphical issues with clay water stills.
- Fixed an exploit regarding moving a raft to a chest or selling it to a merchant while paddling. (Thanks AI Player 2!)
- Fixed being able to "rest on ground" inside boats while on shallow water or while facing a placed bedding item.
- Fixed wooden shields not burning properly. (Thanks Caerold!)
- Fixed being able to use the keyboard to select and edit the seed input when "Daily Challenge" mode is enabled.
- Fixed a rare instance where creatures could not be tamed from offerings on ground if two or more players were around and the closest player was not in line of sight to the creature.
- Fixed static in-game UI elements overlapping status effects.
Balance
- Water now has a depletable but slowly regenerative amount of fish and items. You will need to move to other areas to successfully fish when depleted.
- Reduced slime splitting and combining chances heavily.
- The Starter Quest has been reduced in complexity due to the removal of sandstone/desert accessibility features.
- Attaching a container to stills is now only blocked by items if they fill the tile completely.
- Desalinating water from water/solar stills now takes 250 turns instead of 300.
- Tattered maps can now point to treasure in the cave layer uncommonly with negative reputation.
- Decreased the chance of burning pain passing on its own.
- Logs will now dismantle into 4 wooden poles (down from 5). Logs (and all crafts that use them) have been reduced in weight slightly.
- Iron deposits have been reduced within the starting "Coastal" island type, but increased heavily in the other island types.
- Quality will now have a much stronger impact on an item's decay value.
- Clay is now very rare within the "Coastal" island type (appearing in caves/swamps), but appears much more commonly in "Arid" island types.
- Traveling and sailing to civilization will now no longer damage you based on food/water during the traveling sequence.
- You can no longer use sundials to gain skills (or stats) after 40% camping skill.
- You will now be able to tell the exact hour when using a sundial (instead of an estimate) when over 40% camping skill now instead of 50%.
- You will now receive malignancy when overflowing fire by stoking the fire too much.
- You will now receive malignancy when witnessing fire spreading uncontrollably.
- Deeper water will now spawn more commonly in the caves.
- Snow and lava is now rare on the starting "Coastal" island type.
- You are now required to decode maps before they can be gathered or dug/fished up.
- Item decay is now partially transferred to cooked/crafted results.
- The "Navigator" milestone is no longer "hidden", and the modifier now reduces your hunger/thirst less.
- Increased drop rate of grass seeds when tilling/digging grass tiles, but increased gathering difficulty slightly and increased growth time of grass slightly.
- Aberrant slimes/jelly cubes now have a chance to split into non-aberrant forms.
- Unlocking locked chests will now have a chance to summon guardians. The "Locksmith" milestone modifier will now just increase this chance instead of adding that feature.
Modding
- The Wayward Documentation and Modding Guide has been separated.
- Added canMoveItem & canMoveItem events.
- All UI colors are now set as variables, allowing for easier customization/modding and better consistency.
- Improved translation support for item menu actions.
- Items and doodads now have a spawnOnWorldGen property which allows you to control which biome, depth, and terrain they can spawn on world generation.
- Doodad descriptions can now have custom variation calculations to choose which sprites to use based on the current doodad state.
- You can now register new world layers, allowing multiple mods to add new world layers and coexist.
- The "target" property in a mod's tsconfig.json is now updated automatically with the +mod update command.
- You can now use the arguments after +language and +stylesheet in the +mod create command in order to specify the paths to the language JSON and CSS files.
- Added a +mod help command.
- Fixed mod event handlers and injections being registered on init instead of load, causing mods that were not loaded in multiplayer games to still receive events.
Technical
- Updated Wayward to Electron 8.3.1.
- Input/simulation has been separated from the rendering loop, leading to more responsive/accurate inputs.
- Game rendering no longer happens while no changes are taking place, reducing CPU and GPU usage.
- You can now reload all stylesheets with F6.
- The game's input system was rewritten to be more performant and easier to work with.
- Wayward has been upgraded to TypeScript 3.9.
- Improved performance of pinned messages.
- Added a new UI experiment "HQ font rendering" accessible in the developer options which uses workarounds to sharpen up the text in the pixel font (may cause performance issues).
- Added more logging for rare save corruption instances to narrow down the issue.
Mods
Debug Tools
- Fixed "add item to inventory" adding more items based on how many times the dialog was closed and opened again.
- Fixed teleporting an entity between world layers not working.
- Added an option to teleport between world layers.
- Fixed plants not showing the proper growth cycle when generated with spawned templates.
- Added a "refresh tile" button to the terrain inspection dialog.
- Added the ability to disable individual layers from rendering.
- Fixed fog not being updated properly as a ghost when reloading the game.
- Improved the usability of the selection panel, adding an effectless "select" action and a label counting how many targets there are. The list is now logged to the console.
- Fixed noclip speed and animations while over water.
- Players can now be set with invulnerable and noclip statuses at the same time.
Hey all, Thanks for taking a look at our 7th newsletter. Oh ya, and also happy Wayward anniversary! We have some news to share on beta 2.9 as well as information on how you can help support the project going forward as we approach some really big game-changing milestones for Wayward development. Steam Broadcast & Live Q&A As this post goes live, I'll be testing the Steam broadcasting waters so to speak with a live Q&A while playing some Wayward instead of the normal Twitch streaming I do. Tune in now (for the next couple of hours)!
Beta 2.9 Teasers & Information
Traveling Coming up in beta 2.9, we will see the ability to travel to new sets of islands without losing your current save and world, essentially, leading to infinite world generation and exploration. https://www.youtube.com/watch?v=Z13Ep4hKJPo Ice Cap Here's a sneak-peek at the new snowy biome. It's one of three themes for new island types. Each island type will feature new content, resources, and many things unique only to that island type. Beta 2.9 will feature arid, ice cap, and coastal island types for starters. We'll be working on more as we go as well.
Arid Although the desert biome has always been present in every set of islands, it will now be much more fully featured with its own unique resources and cave system. Something worth traveling for!
Usually we have everything we are working on available on our development branch. With this one, we are going to wait a bit before pushing it out for everybody to test and play with as there will likely be some game breaking bugs that we want to iron out first. Stay tuned for that!
Supporting Wayward
Wishlist & Follow First of all, if you haven't already purchased Wayward, make sure to wishlist it for the future, especially if you are one of those waiting for a non-early access release (or just waiting for a big discount) before taking the plunge. If you already have bought it, make sure to give us a follow so you can keep up with all the news and releases we announce on Steam (like this newsletter).
Tagging Steam recently added a bunch of new tags in order to label games more accurately. Due to the tumultuous history of the "roguelike" genre, we now have a "traditional roguelike" tag that properly describes games like Wayward. You can help us categorize Wayward (and any other game) with the proper tags by editing them on the store page here:
Here's all the tags that I found (arguably) fit Wayward when looking through them all:
Reviews If you haven't had a chance to leave us feedback, make sure you write a review on the game. We use review feedback as one of the ways to improve the game and add more to our ever-growing to-do list. If youve already reviewed the game, make sure to upvote any reviews you find helpful as this helps show more useful reviews to those deciding on purchasing the game or not.
Community Features
Save Games Ever since beta 2.0 when we first released on Steam, we have had support for Steam Workshop-based saves. You can see everybody's uploads here. Explore somebody else's world, or upload your own via the in-game export featured in the load game menu:
And choose the "Steam Workshop" option to share your creation or world. It's always fun snooping through other player's giant walls of wooden chests. Screenshots Taking a screenshot of your in-game creations is probably the easiest way to create community content for Wayward, not including all the time you spent building those floors and walls Heres a few of my recent favorites from the community. AI Player 2 finishes their base:
eXp reaches the iron age:
Mr. Rogers cries in slime tears:
GhettoVan shows off their island moat:
Discord The largest gathering place for our small community. If you havent joined already, make sure to do so here. Steam Chat If you are looking to chat with the Wayward community on a much smaller scale and without a separate application, then your best bet is the Wayward Steam chat. Join the chat here. Feature Voting If you haven't already checked it out, make sure to visit the feature voting page on our website to vote on upcoming features. It's looking like the next, next release is going to be dungeons, but it's a bit too early to say for sure. Dungeons are one of those really big game-changing milestones I was talking about. I hope everybody is doing good, well, as good as they can be at the moment. Stay safe! Stay tuned and thanks for the support over the years!
We have a bit of an unusual release ready for everybody. A new release that is looking pretty chunky for being a minor update. This is a collection of things we have been improving while working on the next major update. Something like a midway point release. Enjoy! Let us know if you run into any issues. In other news, we have transitioned the Wayward soundtracks over to the new "Soundtrack" category on Steam. This means you can purchase them independently of the game (they no longer count as DLC).
- https://store.steampowered.com/app/988620/Wayward_Soundtrack_Volume_Alpha/
- https://store.steampowered.com/app/988621/Wayward_Soundtrack_Volume_Beta/
New
- Added a new custom game option to limit (or increase) the amount of creature spawns.
- Added more special events and petting rewards for creatures.
- Implemented a multiplayer game/server description that players can use to describe their game in more detail.
- Added a new legendary type for fire stoking effectiveness.
Improvements
- The item break warning when crafting will now mention exactly which items may be destroyed.
- The "Grab All" and "Move All" action will now adhere to item ordering.
- Players will now receive a warning when using items that are in or on fire when crafting with no gloves/hand protection.
- You can now split slimes without causing damage; however, the more damage caused, the higher the chance of splitting with a bonus chance applied for slashing damage. Slime ranchers rejoice!
- Players, doodads, items, and creatures are now offset to more accurately match the tile they are on (instead of aligning everything to the bottom of each tile).
- Movement delay caused by low stamina will now be smoothed out like when moving while overburdened. These effects will also be combined, reducing the overall impact if both are present.
- Added a new "thriving" stage to fire for more accurate messaging on the strength of fires.
- Action delay caused by low stamina will now only be triggered from actions that use stamina.
- Rafts and spyglasses will now consume one durability when using/equipping them (but also now warn you attempting to use/equip them with 1 durability).
- Fire and tumbleweeds will now appear over items, players and creatures.
- When interrupts happen, the game no longer treats it as though you released your mouse button while dragging items (causing you drop items on the ground for example).
- Opening containers no longer causes delay. (Thanks Ratha Wynter!)
- Water stills can now be stoked (and may need to be depending on fuel/tinder/kindling used when lighting it).
- Fire that spreads will now transfer some of its intensity.
- The stoke value shown on items now equates to the exact amount of turns of fire decay you can expect from stoking.
- Improved performance when filtering crafts, especially when moving and especially when "Use Adjacent Containers/Items" was enabled. (Thanks Dodging Rain!)
- You can now pick up a water still that contains water (with a warning), emptying the liquid.
- Attempting to pour liquid on a lit water still that already has water inside will now provide a warning to let you know you are putting out the fire.
- You can no longer refine items if their maximum durability is too low.
- Blades of grass are now edible/offerable for some creatures.
- Jelly cubes can now also split into slimes with reduced chance compared to slimes.
Bug Fixes
- Fixed the first attempt to drag or move an item failing after an interrupt happened (or at the start of a game).
- Fixed certain cases of aberrant creatures spawning even when disabling aberrant creature spawning. (Thanks Gonzo!)
- Fixed creatures not animating when attacking. Whoa, how long has it been like that?
- Fixed an oversight where doodad resources had reversed chances to drop.
- Fixed an issue where trees could produce less resources when using higher tiered tools or with high skill levels. (Thanks Arnkh!)
- Fixed the first click after filtering crafting items not working. (Thanks Ratha Wynter!)
- Fixed a desync related to tilled ground not matching on client side when using pre-generated fertile soil to plant seeds. (Thanks Sad Blueberry!)
- Fixed taming creatures resulting in errors.
- Fixed the random name button not working.
- Fixed the golden sextant not being required for certain actions. (Thanks Amax!)
- Fixed some chat messages being repeated when reloading a game.
- Fixed an issue where certain items could not be refined. (Thanks Dodging Rain!)
- Fixed rejoining a previously joined dedicated server not allowing you to choose a new character (when a new game was started).
- Fixed sorting by crafting category showing duplicate items at the top/bottom of the list and causing performance issues.
- Fixed disabled items in quickslots not able to be removed after traded to merchants and other some other rare instances. (Thanks mrco.gllrdo!)
- Fixed not being able to navigate between text inputs with the keyboard.
- Fixed an error when loading saved games from the Steam Workshop (again).
- Fixed a few outdated item/doodad/equipment sprites.
- Fixed an error when trying to drag disabled quickslot items into your equipment menu.
- Fixed several broken instances where UI elements were not highlighted properly.
- Fixed the set of quests sometimes changing when attempting multiple playthroughs of the challenge mode in a single session.
- Fixed mods not loading if you started a game too quickly after launch.
- Fixed items with modified durability rates not receiving item breaking warnings. (Thanks Dodging Rain!)
- Fixed creature timers passing when player(s) are dead.
- Fixed "initial time" custom game option not taking the "day length" option into account.
Balance
- Fishing skill can now be gained on failed attempts at bringing up fish without bait.
- Decreased difficulty of crafting clay jugs, increased difficulty of crafting clay blowpipes.
- The starting level of fires are now based on what fuel/kindling/tinder were used when lighting it. Stoking and fueling after starting fires may be necessary now.
- Reduced reinforcing effectiveness slightly.
- Reduced chances of slimes combining into a jelly cube.
- Increased the stoke values of all flammable items slightly.
- Reduced chance to stir up fish and item catching when fishing slightly.
- Decreased chance to discover cave entrance when gathering.
- Items with modified durability rates now have proper/balanced damage modifiers.
- Reduced the maximum increased hunger and thirst rates for challenge modifiers.
- Increased "Learn total skills" quest requirement for challenge mode slightly.
- Additional stamina restoring items are now provided for no stamina regeneration challenge modifiers.
- Revised some difficulty levels and chances for certain challenge modifiers for improved balance.
Modding
- Added missing stat and statusEffect registration types.
- The mod publishing tooltip now specifies when it will publish a new mod and when it will publish an update.
- Fixed binds not showing up properly when hovering over button bar icons.
- Fixed certain special items not getting the proper item damage modifier when using the OnItemDamage hook.
- Added canCreate event for tile events.
- Added canFaceDirections, canPerformSpecialAbilities, and canDespawn events for creatures.
Technical
- Updated Wayward to TypeScript 3.8.2.
Mods
Debug Tools
- Changes to whether a tile is tilled is now detected by terrain inspection.
- Fixed the zoom level being overrided for players without Debug Tools permission. (Thanks Amax!)
- Fixed the zoom slider not updating as the zoom level is changed with binds. Now supports zooming in to 16x.
We have a small patch ready to mostly fix up that auto saving issue. We were also able to squeeze in a few other things we were working on. More to come soon! Let us know about any other issues you spot!
Improvements
- Where possible, the scheduled autosaves will now be combined with rest/sleep in order to be less disruptive.
- Skeletal remains will now animate based on proximity instead of when facing them.
- Improved client disconnection logic when a multiplayer game has closed.
Bug Fixes
- Fixed auto saving happening during resting/sleeping, causing delays that sometimes lasted after the rest/sleep.
- Fixed the "Close Container" action not working when using it from a quickslot hotkey.
- Fixed the "inedible" and "poisoned" notes describing you drinking from a waterskin when drinking from water directly. (Thanks jettix!)
- Fixed scrollbars appearing next to status effect icons when pixel font was disabled. (Thanks Sneed!)
- Fixed an outdated wooden flooring item graphic.
Balance
- Ash cement is no longer made with clay, but will require more ash and consume water fully.
- All items now have a higher variety of weights, allowing slightly lower weight on all items. A very select few items have been raised in weight to compensate for this change.
- Piles of ash can now weight up to 0.2.
Hey all,
Just a smaller release this time around. Even though it's smaller, it still has some great new features packed in. Here's a few important-ish things:
Pass Trough Creatures
You can now pass through weaker or flying creatures by disabling auto attack; however, they may attack you as you pass, leading to some more strategic escapes.
Improved Building Visuals
The contrast was lacking between flooring, walls, and structures. We've boosted this a bit to make your abode a bit nicer looking.
Crafting Efficacy
Introducing crafting efficacy. Starting at 20% crafting skill, you will begin to get a rating on each craft, letting you now how effective you are (using your combination of item and doodad qualities/tiers). The higher this value, the better chance at a higher quality and durability for your craft. You can read more about this in the help menu. The underlying system for this was already in place, it was just invisible to the player.
Auto-save Options
Due to popular demand, you can now set the auto save interval based on turns or time. Auto saving will also no longer stop you in your tracks, disabling movement after, and should be much more painless.
Multiplayer Improvements
The server browser will show all games except for private games. Friends-only games and games running in different versions will now be shown so you can switch versions or shoot over a friend request if you spot a game you want to join.
Additionally, we have fixed an issue with multiplayer games and how player's are identified. You may run into issues with pre-existing multiplayer games because of this. The player data is not lost and we can help you out if you send us over the save and the Steam IDs (or Steam profiles) of the players in the game. We will correct the saves for you. Apologies for the issues!
Oh ya, and Happy New Year!
New
- You can now pass/walk through smaller or flying creatures by disabling auto attack; however, they may attack you as you pass.
- Crafts will now give a rating of how effective you are when crafting the item (for maximal quality/durability results) based on item/doodad qualities and item/doodad tiers.
- Added an option to configure the autosave timer, and toggle between turns and time elapsed.
- Added status warnings to stat tooltips (when hovering over stats).
Improvements
- All multiplayer games will show now in the server browser, regardless of friend status or version differences except for private games.
- Improved contrast of flooring versus walls (and all built structures) for all resource types for improved clarity.
- Liquid containers can now drop or be crafted with the "potency" legendary type.
- Autosave no longer stops movement.
- Reduced the size of the non-pixel font slightly.
- Fixed a few instances where item qualities were not specified in messages.
- The last save time and save size are now viewable in the save button tooltip.
Bug Fixes
- Fixed incorrect player identifiers being set when joining multiplayer games.
- Fixed an incorrect warning message appearing for destroying plants from gathering. (Thanks Davadin!)
- Fixed an issue where only the first consumed item in a craft would be used for tier bonus calculations.
- Fixed terrain qualities not appearing until reloading the save game again.
- Fixed a scrollbar appearing beside stats and attributes in several cases. (Thanks Sneed!)
- Fixed containers changing legendary types when being consumed. (Thanks Dodging Rain!)
- Fixed a bug where some doodads would count for double the bonus when using them in a craft.
- Fixed flashing occurring when opening the Steam overlay while in-game.
- Fixed the consumable message not highlighting bad versus good stat changes.
- Fixed animal fat still counting as fuel, leading to 0 added decay when added to torches. (Thanks EatAtSardis!)
- Corrected numerous pluralization issues.
- Fixed health always being set to maximum if any other health stat option is applied.
- Fixed there not being a way to configure your starting max health in custom game mode.
- Fixed mod issues interrupt not listing which mods were required when joining a multiplayer game.
- Fixed tile mapping issues with ash cement flooring.
Technical
- Defaulted more cards to use DirectX9 that had graphic issues.
Following the theme of big minor patches, we present beta 2.8.2, another big minor patch. In this release you'll see a lot of fixes and improvements, but also something a lot of people have been waiting for. Better networking!
Hopefully the days are gone where you would need to do some router wizardry to host a Wayward game. We have implemented Steam networking support. This is all automatic, so you shouldn't have to worry about anything besides staying alive in-game.
And how about all that ash that has been building up from the campfires and water stills? Well, now with a bit of effort, you can turn it into ash cement to build walls and flooring. Reduce, reuse, and recycle!
This holiday season you can also stay cool with a new feature that warns you when attempting to sleep with a lit torch/candle, a long requested feature for the "Warn on Dangerous Actions" option.
Some other related changes to resting/sleeping include:
- Increased effectiveness of resting or sleeping by fire sources or when using bedding items/doodads.
- Sleeping will now mitigate hunger and thirst more effectively than just resting.
New
- Added support for Steam networking, allowing players to connect to and host multiplayer games where they were not able to before due to networking issues.
- Added ash cement, crafted from all that leftover ash, to be used for walls and flooring.
- Added a help article explaining the differences between resting and sleeping and other regenerative bonuses.
Improvements
- If "Warn on Dangerous Actions" is enabled, players will now be warned when attempting to sleep with a lit fire source equipped.
- Terrain can now spawn with differing qualities (like plants, trees, and other doodads do).
- Consumption stat messages are now condensed into a single message.
- Messages produced by dismantling and disassembling are now condensed/combined.
- Improved performance of receiving items from actions, especially for any that returned multiple items (such as from dismantling, disassembling, gathering, decaying items, etc.).
- Large numbers in the game are now broken up by locale-supported separators (such as commas or periods).
- Added detail on how score is calculated in the "Challenge Mode" section within the "Game Modes" help article.
- Drawn maps can now be dismantled.
- Improved skill descriptions and help to include the fact that skill does impact quality of items gathered or harvested.
- Sorting items by quality now sorts legendary types as well.
- Blood is no longer spawned when the damage type is not piercing or slashing.
- Added more information on the "Milestone Modifier" system within the "Milestones" help article.
Bug Fixes
- Fixed quests not looking into containers for required items. (Thanks EatAtSardis!)
- Fixed an error when loading saved games from the Steam Workshop.
- Fixed an oversight that did not allow you to fish up aberrant mudskippers. (Thanks num ca nem vi!)
- Fixed the "Seafaring" milestone not unlocking until rejoining a saved game. (Thanks Caerold!)
- Fixed drawn maps having negative and/or too low durability. (Thanks Zalpha!)
- Fixed animal dung not counting as compost. (Thanks Davadin!)
- Fixed creature tooltips returning an incorrect happiness level. (Thanks sol!)
- Fixed custom game options initial strength applying more strength than intended.
- Fixed stat modifiers applying more to health than intended. (Thanks bored_o_mir!)
- Fixed multiple stats display issues on smaller resolutions & ui scales.
- Fixed a brief screen flash when loading into the game. (Thanks Zalpha!)
- Fixed servers sometimes showing incorrect regions in the server browser.
- Fixed the message filter name input not being correct when viewing subsequent filters.
- Fixed attempting to soothe burn injury messages appearing on permanent burning pain.
- Fixed an issue where not moving your cursor when crafting/dismantling would not always re-highlight required items in the craft/dismantle. (Thanks blay.paul!)
- Potentially fixed issues with music switching randomly.
- Fixed a bug where creatures that turned aberrant would not regenerate their loot to match. (Thanks num ca nem vi!)
- Fixed dismantling and disassembling saying all items were destroyed when some in fact were returned.
- Fixed the "Corpse" note not displaying the creature's name.
- Fixed the protected "P" visual not updating on quickslots when enabling/disabling protected options.
- Fixed performance issues on certain distributions of Linux.
- Fixed a grammar issue where you "cooked cooked" food items. (Thanks Arnkh!)
- Fixed the messages dialog toggle not working correctly if the messages component was hidden.
Balance
- Increased effectiveness of resting or sleeping by fire sources or when using bedding items/doodads.
- Sleeping will now mitigate hunger and thirst more effectively than just resting.
- You can now perform actions on rafts that normally would have counted as "in water" or "swimming", disabling you from performing them.
- You can no longer pet a creature indefinitely. It will reject your advances after a certain happiness and petting threshold is met.
- Increased the durability of the raft and decreased items required to craft it (also reducing its weight slightly).
- Reduced reputation gain from petting.
- Reduced raw clay (and non-clay brick items) weights significantly.
- Raw clay bricks now require two raw clay to craft.
Modding
- Fixed `Input.setMaxLength`. (Thanks Amax!)
- Removed named variables present in language files to make it easier for translators.
Technical
- Added a `disableGpuDriverBugWorkarounds` launch option for debugging purposes.
- Full conversion/version history is now saved in each game save.
Luckily, in the last major release, we didn't have many major issues to sort out, allowing us to focus on adding more content and smoothing out some important areas of the game for this release. We focused on performance for sure, but we made sure to improve on plenty of lacking areas as well including fishing, reinforcing, and other UI/UX improvements. I encourage you to check all the new things out! While this is a sizable release, we still have more to work on in the 2.8.x series of patches. There's still a few more things to smooth out. Continue to give us feedback on the game! Make sure to check out our Discord if you haven't yet, or shoot me a friend request on Steam
New
- You can now craft items through the item menu (or assign it as the default action of a quickslot).
- Added chopped fish which can be cooked or used as fishing bait.
- Added a tooltip for your own character with your stats as additional information.
Improvements
- Improved the visibility of selected items versus non-selected items in the inventory and crafting windows on hover states.
- Running the Starter Quest mod will now always spawn the player in the northern part of the map (outside of the desert).
- Using bait now has a higher chance of stirring up creatures when casting into empty water.
- You can now gather badderlocks (among other items) from seawater regardless of skill level (was previously disabled over 100% skill).
- Items can now decay into multiple items (in the case of larger meat, fruits or vegetables).
- Consuming most raw or cooked fish now return bone fragments.
- You can now cancel when attempting to sync/download a multiplayer world.
- Fixed performance issues to do with stats on creatures and player movement.
- Improved performance and reduced latency of game rendering.
- Improved performance of saving games, speeding up the saving process.
- Improved idle CPU usage and general performance of the game.
- Improved relative performance when sleeping/resting mostly by staggering growth cycles (so they don't all happen together, causing slow turns/long sleeps).
- The "Disable UI Animations" option has been renamed to "Disable UI Effects" and will feature even more optimizations for lower-end hardware and devices.
- You can no longer attempt to open disabled dialogs.
- Pressing escape in an input now clears the input to the previous text rather than blurring the input.
- Moving in shallow water and snow will now attempt to soothe burn injuries, but at a reduced chance and will notify the player on attempts.
- New UI static components (stats, messages, the menu bar) can now be hidden individually. Added subtle buttons for putting them back or moving them.
- Fruit containing seeds and fish/meat containing bone fragments will now also decay with its seeds/bones. Some items have had modified weights due to this change.
- Fish can now be dismantled into chopped fish and bone fragments.
- Multiplayer games are now set to "Open to Anyone" by default.
- Added an "x" button to clear filter inputs in the new UI.
- The taming and storage quests within the Starter Quest have been moved to the very end.
Bug Fixes
- Fixed merchants not receiving new stock after reloading a saved game. (Thanks num ca nem vi!)
- Fixed dismantling requirements not being protectable. (Thanks Arnkh!)
- Fixed a bug that did not allow new merchants to spawn if you had killed all of them previously. (Thanks Arnkh!)
- Fixed a bug where bare trees could have unlimited resources (yikes). (Thanks Grub!)
- Fixed multiple multiplayer desyncs relating to merchant NPCs.
- Fixed a memory leak in challenge mode causing extreme lag.
- Fixed the map dialog remaining open even when the tattered map was far away from the player.
- Fixed game failing to launch on Debian due to permission issues.
- Fixed the message log not appearing the same when set to appear on the top of the screen.
- Fixed being able to stir up non-cave creatures within cave water.
- Fixed lava tiles being a suitable spawn point.
- Fixed dedicated servers starting as friends-only even though open to anyone was checked by default.
- Fixed releasing creatures not preserving their happiness so that they could be tamed and released repeatedly.
- Fixed music playlist being incorrect when in-game with the menu open. (Thanks Amax!)
- Fixed custom image paths for mod registrations not working. (Thanks Amax!)
- Fixed the "Abnormalizer" milestone modifier not applying its rules to other milestones that edited creatures in some way. (Thanks lovesthesoundof!)
- Fixed treasure being blocked in cases where it shouldn't be. (Thanks Zillvr!)
- Fixed not being able to clear blood in water. (Thanks Tkenny123!)
- Fixed impassable tiles being able to be covered with ash. (Thanks Stelyar!)
Balance
- Reinforcement limits now take into account weight and quality bonuses (more accurately) and will increase in durability the lower the item's durability is (instead of only 10-20 durability per reinforcement).
- The maximum reinforcement value is now a percentage value based on the item's maximum durability instead of a static value for all items (+125), increasing maximum reinforcement on most items.
- Increased plant growth time across most plants, but more significantly on trees.
- You are no longer able to trade back items to merchants that they traded you.
- Reduced fishing net durability slightly.
- Bait is now destroyed when using it to catch a fish.
- Reeling up fish (and other items) now costs stamina based on the item or fish weight.
- Reduced the amount of stamina needed when rafting while overburdened, making it much more efficient than walking with heavy loads.
- Reduced the amount of stamina needed to jump.
- Reduced difficulty of crafting wooden doors and wooden chests.
- Sundials will now have much more durability for normal use.
Modding
- returnOnUse is now returnOnUseAndDecay which is used for decaying items and can now return exact items used to create the item with the new returnFromDisassembly property.
- decaysInto now accepts multiple items as an array.
- The wayward +mod command now supports initializing the mod with a different Typescript file name using +classFile.
Technical
- Some older GPUs are now forced to DirectX9 rendering by default. This will fix some players issues with not being able to see their character and other rendering bugs due to hardware/driver compatibility and age.
- Wayward has been upgraded to TypeScript 3.7.2.
Hey all, Last week, I missed the normal release stream due to a pretty bad cold. I'm mostly healed up now and ready to do some release celebrations! Check out the stream here: https://www.twitch.tv/drathy The stream will be a bit different this time. We'll be working on a custom map, hopefully with some helpful hands of anybody that wants to join in. If you just want to hang out for the giveaways, that's cool too! Yes, we will be doing the normal game giveaways during the stream. Wayward is still on sale for a bit, so snag it for cheap while you can. Stay tuned for more updates this weekend on beta 2.8.1.
Sorry about that wait! The next major Wayward update is finally upon us! To help celebrate the release, Wayward is -25% off for the next 7 days.
This release we focused on many improvements and a new unlockable system for added replayability. There's not really a theme here to speak of, hence the naming of "odds & ends". Some of the stand-out additions include:
- Introducing "Milestone Modifiers", a new form of unlockables. Toggle-able modifiers are granted upon the completion of milestones (in-game achievements).
- Added a new "refinement" mechanic to reduce item weight at the cost of durability using special refinement tools.
- Three new creatures added, one with a unique mechanic and use in the late-game. SECRETS!
- Stills will no longer require containers when crafting. You will now be able to attach/detach the container (with added visuals) to the still and gather water or drink from directly.
- Added scale armor, crafted from reptile skin using the leatherworking skill.
- Over 30 new items and crafts added with three new legendary properties.
New
- Added a "Milestone Modifier" system for a new form of unlockables. Toggle-able modifiers are granted upon the completion of milestones.
- Added the rest of the environmental variations to all tiles, including animated lava variations.
- New flat ground terrain has been added for rocks and sandstone.
- Added animal waste to be used as compost. Animal waste production is increased as animals are fed.
- Added a new magical creature that only spawns at positive reputation that unlocks a new way to improve and enhance items.
- Added the golden sextant, a new common treasure that will help you reveal your coordinates.
- There are now two new fish types for added variety and to offset shark spawning.
- Added a new "refinement" mechanic to reduce item weight at the cost of durability using new metal refinement tools.
- Added scale armor, crafted from reptile skin using the leatherworking skill.
- Added new legendary properties for increased decay amounts (hoarding), increased preservation rates (preservation), and item damage reduction (endurance).
- Added new blades of grass resource, reducing the prominence of grass seeds when digging grass.
- You can now pet tamed creatures to increase their happiness and provide bonus effects to certain creatures.
- Added a new "Melee" action which can be used from a quickslot or from the item/action menu to be used in conjunction with the new "Auto Attack" option or for specific item use.
- Added support for colored lights (doodads, creatures, corpses, and tile events).
- Added Steam Rich Presence to Wayward which will share your current game status to your Steam friends.
- Added doodad tiers so certain doodads will provide better crafting results, making certain categories better including some clay and metal-based doodads.
- Added a connection testing feature to check if players are able to connect to your server or game.
- Added tallow and tallow candles, a new cooking and illumination resource.
- Added two new milestones for completing tasks in the challenge mode.
- Added a wooden shield, an upgraded form of the bark shield.
- Added an option to disable UI animations for less GPU/CPU usage and better performance on older hardware and devices without discrete GPUs.
- Added dried saguaro cactus ribs, used for kindling and fuel.
- Reputation logging messages have been added, but are filtered off by default.
- Added a cooked form of Joshua tree flowers, a new cooking recipe.
- Added a help article explaining reputation.
- Added a help article on game modes and difficulty.
- Added ability to change timeouts through networking options.
- Added message of the day functionality for dedicated servers.
- Added ability to send commands to dedicated servers via SSH.
- You can now use a rope to test the depth and water type of a well.
- Added a couple new books.
- Added a developer button for unlocking all milestones.
- Added a new "Save Game" mod category.
Improvements
- All previous milestone benefits (increased starting stats) have been removed in favor of the new "Milestone Modifier" system, enabling a truer roguelike experience if desired, or unique bonuses if not.
- Stills will no longer require containers when crafting. You will now be able to attach/detach the container (with added visuals) to the still and gather water or drink from directly.
- Only the milestones available to be unlocked in the current game mode are now displayed in the milestones dialog. Script mods now disable milestones by default. Warnings are shown when milestones can't currently be unlocked.
- "Dead" trees are now referred to as "bare" trees and may regrow over long periods of time.
- The desert now spawns a different set of desert-y items on map generation.
- The maximum height of messages (in non-windowed mode) now scales based on your resolution.
- Shields now have an attack value and damage type.
- Piles of ash produced by burning doodads will now be limited to smaller stacks and can spread to adjacent tiles. (Thanks BangkokPost!)
- Fire can now spread to some corpses and will decay (be destroyed) faster when on fire.
- Fixed up some confusing wording in item descriptions regarding cordage.
- The Starter Quest time commitment and complexity has been reduced due to water still changes.
- You will now receive a message when parrying an attack, mitigating extra damage on top of the parrying defense bonus.
- Replaced the default "A save game" description when uploading save files to the Workshop with game and player stats.
- Walk to tile now allows paths through tamed creatures.
- Added an "Eternal Day" button to the custom game options to prevent future misunderstandings about how it should be configured. (Thanks 0d1!)
- The Starter Quest is now disabled in challenge mode.
- Mudskippers will now be fishable and have a unique corpse item for cooking and eating.
- Added turn and score counters to rich presence (Steam and Discord).
- Allowed players to ignite torches when facing another player with a lit torch equipped.
- Igniting a torch with a torch will no longer require kindling or fuel.
- Provided more help/information on the "Unable to Join Game" message when failing to connect to multiplayer games.
- Plants will no longer grow when players, creatures or NPCs are on top of them or if they are on fire. (Thanks Cryomantic Cultist!)
- Doodad containers (chests) can now receive the legendary weight capacity property.
- Acid will now damage items and corpses that are in it.
- Reduced possible confusion regarding tame status of creatures.
- The fuel amount on lit doodads and desalination status on water stills will now show without "see more" enabled for tooltips.
- Added more visual feedback when hovering over disabled inputs and selections within the UI.
- Added a custom game option to choose between using global recipe unlocks for a save, having all recipes unlocked, or none.
- Added open and close container actions for chests placed on the ground.
- Improved handling of pouring seawater into a well so that the well is no longer permanently seawater afterwards in certain instances.
- Tumbling tumbleweeds will now move on top of tiles with other tile events like fire.
- Added an option for changing the world tooltip delay, for less flickering and better performance.
- Fires will now properly burn other tile events like tumbling tumbleweeds, waste, and blood.
- Blood carving has been replaced with blood clearing via pouring, digging, tilling, and more.
- Equipping held items with the keybind now cycles which hand to equip to, rather than always equipping to the right hand.
- Acid is now a colored light source and flammable.
- Added descriptions to skill tooltips that mention the effectiveness of the skill on repair, reinforce, transmogrify, refine, and preserve actions.
- Updated the inaccurate wording of many action descriptions.
- Added bonus durability to items based on weight (so heavier things are generally a bit more durable). This can intentionally be done through crafting for maximizing bonuses.
- Fire elementals no longer trample plants.
- Fixed an oversight that didn't account for doodad quality when crafting using fire sources such as campfires, kilns, etc.
- Protected items now have a visual "P" beside their graphic.
- Scorpion and spider meat are now considered "meat" for grouping.
- Improved dropdown filtering. It will now match individual words in addition to exact string matching.
- Pond and garden templates will no longer spawn close to shorelines.
- Added a way to filter mods in the mods menu, switched to use a single sort row for all mod types.
Bug Fixes
- Fixed all UI elements leaking memory. (Thanks Arnkh!)
- Fixed an incorrect defense bonus applied from parrying that resulting in more damage in some instances. (Thanks jettix!)
- Fixed large creatures appearing under players and tall doodads in WebGL 1 mode and other inconsistencies in WebGL 2 mode.
- Fixed torches still gaining skill and damaging fuel when attempting to add fuel when not possible among other issues. (Thanks num ca nem vi!)
- Fixed incorrect max weight conversion on older saves. (Thanks Scapestoat!)
- Fixed many skill checks regarding the chemistry skill including improper crafting reputation displays. (Thanks sechsauge!)
- Corrected some issues regarding placing flammable items over lit doodad (campfires) producing much more fuel than they should have. (Thanks BangkokPost!)
- Fixed friend games not displaying as friend games in the server browser.
- Fixed lighting from creatures lagging behind them when players moved.
- Fixed the message dialog showing inapplicable context menu options.
- Fixed the throwing skill not providing bonus range for slings. (Thanks Grub!)
- Fixed some items not getting the proper randomized durability when crafted or found.
- Fixed a reduction in weapon durability when not meeting all the requirements to fire (like bow and arrows). (Thanks sechsauge!)
- Fixed instances where WebGL would fallback to version 1 unexpectedly.
- Fixed light sources "flickering" during certain times of day.
- Fixed the message dialog appearing differently based on which quadrant it was in when opened.
- Fixed edit filter checkboxes not working when first clicking each filter.
- Fixed carried torches not illuminating when first joining a multiplayer game.
- Fixed the game not loading in rare instances with old items requiring an update. (Thanks Shiranai!)
- Fixed the messages window appearing wonky when using smaller resolutions.
- Fixed modded doodad requirements not showing up properly within crafting tooltips. (Thanks Lovefield!)
- Fixed a bug where hitched creatures could despawn and leave hitching posts unusable. (Thanks Zillvr!)
- Fixed missing functionality when doodads could cause status effects, but your equipment protected you from it.
- Fixed scores having decimal places based on custom game settings.
- Fixed a bug where built doodads did not retain their disassembly information when picking them back up into item form.
- Fixed some cases where it was possible to unselect all options from a choice list.
- Fixed iron spears and hammers not returning the pole item used in crafting when disassembling them.
- Fixed older saves not upgrading max weight limits. (Thanks MadMarcAgain!)
- Fixed Starter Quest (and any other unpublished mods) appearing as "undefined" in the pause menu mods list.
- Fixed the "Protect Crafting Items for Containers" only working when both it and "Protect Crafting Items" was checked. (Thanks terribleperson!)
- Fixed an error appearing when hovering over certain tiles that had been modified through digging in rare cases. (Thanks Tarin!)
- Fixed incorrect weight calculation after travelling to a new island. (Thanks Tkenny123!)
- Fixed wells not updating their water status when underground conditions had changed. (Thanks Demasis!)
- Fixed smother fire replacing impassable terrain. (Thanks num ca nem vi!)
- Fixed legendary inheritance on consumables producing items that should have not been possible (like negative weight seeds). (Thanks Obbe C!)
- Fixed carried torches not de-illuminating when leaving a multiplayer game.
- Fixed ranged weapons not showing an "item may break" confirmation on use.
- Fixed merchants stocking items that shouldn't have been tradable. (Thanks Cryomantic Cultist!)
- Fixed eating aloe vera leaves functioning the same as "applying" them to soothe burn injuries.
- Fixed quality not affecting decay levels of items properly.
- Fixed tile variations showing up over tilled visuals.
- Fixed starting a new game from the multiplayer menu not selecting proper defaults. (Thanks Amax!)
- Fixed the messages window having no spacing between the edge of screen when positioned on the right.
- Fixed naturally generated plants and doodads not receiving a durability bonus from their quality or weight.
- Fixed transparency on sprites not working correctly while flying things are around.
- Fixed item groups not displaying the proper grammar or "item" article in messages/requirements.
- Fixed lowered stamina movement affecting ghost speed.
- Fixed an exploit that allowed players to gather multiple treasures under certain circumstances. (Thanks num ca nem vi!)
- Fixed Creation Time & Turn Count save sorts not working in the Load Game Menu.
- Fixed serverside mods installed off of dedicated-server mode being enabled internally by default.
- Fixed not being able to scroll in the requirements section within the Quests dialog.
- Fixed Discord integration not working for 32-bit windows clients.
- Fixed protected items now showing they were protected while in container and not updating when equipment/quickslots were changed.
- Fixed the private multiplayer option not functioning correctly when re-opening a previous game or server. (Thanks 0d1!)
- Fixed a memory leak when playing a game after a previous game was loaded.
- Fixed visual glitches when tilling near lava.
- Fixed the mod list in the pause menu not displaying mod states correctly.
- Fixed initial time not being imported when loading custom game options. (Thanks 0d1!)
- Fixed the flintlock pistol saying you didn't have ammunition to fire it when missing black powder.
- Fixed being able to select and use some disabled buttons with keyboard controls.
- Removed the ability for status effects to deal 0 damage to you based on custom game settings.
Balance
- Most items that previously required liquid but did not consume it will now consume a full container of water.
- Aberrant creatures now have a higher chance of dropping non-guaranteed items and will drop double the amount of certain grouped items.
- Items in fire will now be damaged much faster.
- Increased possible amount of clay from each tile slightly.
- Reduced Acid Spitters resistance to blunt damage slightly.
- Reduced aberrant base defense scaling and maximum (capped) values.
- Item decay time has been quadrupled in challenge mode so more item quests are realistic and fun.
- Increased the chances at returning quality items from dismantling based on skill.
- Removed some items that were too tedious to gather for challenge mode.
- Players will no longer share crafting recipes in multiplayer games.
- Trees and plants now have more durability, making them slower to burn in some cases, especially when matured.
- Reduced transmogrification difficulty slightly.
- Transmogrification no longer keeps exact maximum durability amount, but reduces it slightly based on how much it is over the expected amount and no longer fully repairs items.
- Wells built in the caves will no longer be an infinite water source (they will refill overtime similar to building them above ground).
- Decreased the difficulty of repairing items slightly.
- Increased the difficulty of crafting advanced and expert recipes slightly.
- Increased weight capacity (storage) legendaries will now scale higher based on their default capacity.
- Increased the preservation effect slightly across all containers, but copper is now the highest tier due its antimicrobial and thermal properties.
- Cod are no longer considered for killing quests for the challenge mode.
- Increased time required to desalinate water in stills slightly to promote usage for wells/solar stills and alternate water gathering methods.
- Reduced default amount of plant-life in the desert slightly on map generation.
- Reduced plant growth time slightly.
- Decreased plant regeneration chances slightly.
- All types of trees can now start as seedling or bare on world generation.
Technical
- Improved performance significantly on integrated GPU configurations and other low-end GPUs.
- Updated Wayward to use Electron 6.
- Updated Wayward to use TypeScript 3.6.3.
- Multiplayer games started on development branch will no longer keep sync checks enabled when moving to a stable branch.
- You will now be able to save and quit the game if the GL context does not recover.
- Blood and acid are now tile events instead of corpses and doodads respectively.
- Removed the required UiApi/IGameScreenApi parameters from NewUi classes.
- Iterator chaining has been replaced with a new @wayward/goodstream module & API for increased speed.
- Converted interrupts to use an interrupt ID system, with its own dictionary. Mods can register their own interrupts.
Modding
- Added Wayward.exe commands for creating and updating mods, for examples see the updated Modding Guide.
- The Wayward TypeScript declaration files, or "types", have been moved to a new repository and a node module @wayward/types.
- Mods that have scripts can no longer provide a list of compatible minor versions, and will instead only work with a single version declared in the waywardVersion property of the mod.json file.
- Fixed uncountables incorrectly schema'd as uncountableRules.
- Removed the blockDig doodad property and replaced its functionality with the LitStructure doodad group.
- Added TileUpdateType argument to the onTileUpdate hook.
- Mods that don't provide scripts (only JSON additions) no longer need to provide a list of compatible versions.
- Added a new @Inject decorator for injecting code into and manipulating any method across the codebase.
- multiplayerClientside and multiplayerCompatible have been combined into multiplayer, accepting clientside, compatible, and serverside.
- Added modding support for doodad groups.
Mods
TARS
- Fixed errors when running with the Troposphere mod enabled.
- Fixed attempting to dismantle/craft items while in water.
- Notes are now disabled when running TARS.
- It will only eat food that could cause poison if it's an emergency.
- Pathfinding calculation time has been reduced.
- Fixed looking for build tile freezing the game completely in some cases.
- Prioritize building items when possible; it will no longer walk around with heavy items in the inventory while trying to complete other objectives.
- Add a visual overlay over tiles to show how it sees the world.
- Fixed it taking long paths through oceans only to die by running out of stamina while swimming. It will now rest before taking a long swim.
- It will now drink from water sources on the ground when it's thirsty, has high health, and it's far away from the water still in the base.
- Improved water still logic. It will refill and light water stills after drinking water from it.
- Ensures the base is not built that far away from rocks.
- Improved the use of chests and inventory space. It knows how to use chests when crafting items.
- It now runs away from creatures when its health or stamina is low.
- It now acquires and equips a shield.
- It now chooses the best weapon when attacking/defending against creatures, taking damage types into account.
- It now knows how to acquire items by dismantling others.
- It now gathers from the "easiest" doodad/terrain when acquiring items. The easiest resource to gather from might not be the closest. It depends on what's in the path between the player and the resource.
- Improved the objective planner. It's now smarter when executing objectives.
Balancing Tools
- You can now freeze NPCs.
Troposphere
- Fixed glass bottles no longer having the gather rainbow action.
- Added descriptions for creatures, doodads, and improved other descriptions.
Debug Tools
- Improved performance when teleporting or inspecting tiles while zoomed out.
- Added a keybind for toggling full visibility (both fog & lighting).
- Added the ability to change the brush size for Tile Paint.
- Item & doodad dropdowns can now be filtered by item & doodad groups. A list of valid, clickable groups will be displayed to the side.
- Added support for Doodads, Corpses, and Players in the Selection panel.
- Added a way to filter selections by specific type.
- Added the ability to teleport a player to the nearest selection match.
Hey all, So, whats the status on beta 2.8? We have been working on it, although admittedly a bit slower than normal. According to our FAQ statement on releases, we should have dropped a new major release around this time. Unfortunately, some of the things we planned on (redesigned crafting) have proved to take much longer than anticipated. So, instead of making this major take even longer, we switched tracks and instead focused on other areas. This delay has been compounded a bit due to the birth of my daughter. Im having a lot less free time than normal as you would expect. Wayward is a part-time endeavor for all of us, so the timing of major releases can be a bit variable. That being said, we are still making changes and additions on a day to day basis, and our work is always available for review and play via the development branch. We are now up to 141 changes, improvements, additions, and fixes. If thats something you are interested in, make sure to check out the details on how to play it by checking out the Changing Betas/Branches for Wayward guide. I would expect us to take another 1-2 months to get beta 2.8 released and tested. Thank you all for the testing you have done so far, and to the few that were affected, RIP those save games in that last major bug. Apologies! On to the new reveals for beta 2.8:
Milestone Modifiers
We have replaced all previous meta-progression from milestones with a brand new system. Previously, milestones would provide bonus items and stats when starting new games. While some liked this, many wanted the game to remain the same difficulty when starting. Enter milestone modifiers! With each milestone you unlock, you can tailor your game with unique scenarios and bonuses. This of course is now optional instead of bonuses being forced on subsequent playthroughs. It also adds a little bit more reason for grinding out those tough milestones.
Colored Lighting
Youll find a few new sources of colored lighting in 2.8, including a quite unique creature.
Sandstone and Rock Ground
A perfect accompaniment to the mountain ranges in the game, providing more visual appeal and resources.
If you missed the last reveals we did on beta 2.8, make sure to check them out on the Happy (Late) Wayward Day! post. Stay tuned!
Happy Wayward Day! Okay, well, not quite. Due to some scheduling conflicts, we are a "few" days from April 22nd. For the 3rd year of Wayward on Steam, we are offering our best sale yet at -30% off for the next 24 hours on Steam or through the widget on our website. https://store.steampowered.com/app/379210/Wayward/ We are still hard at work on beta 2.8, but we thought we would spoil a few upcoming features and announce a new feature voting page on our website.
Feature Voting
In the past, we have shared interactive polls (using thepoll.ly service) for players to share what they would like to see next in version of Wayward. Unfortunately using this service resulted in some vote manipulation, dodgy submission, and less than ideal ordering and sorting features. Check out the new feature voting page here: http://www.waywardgame.com/
We ensured the most popular features are available for voting since submissions are no longer available through our new feature voting page. We aren't removing the ability suggest new features of course, rather just "approving" them on our end before listing them. Please share your suggestions via our forums, social media, or chat as per usual. Please also check out or Trello to see a full listing of submitted ideas and future plans:https://trello.com/b/PWX1Hpjn/
Water Still Changes
Stills will no longer require containers to craft them, meaning, if you want, you can use a single container for desalinating water. You can now spot visually exactly what container is attached to each and their fullness state (in the case of glass bottles and waterskins).
You can now attach and detach containers as you want as well as drink directly from the still.
Item Refinement and Weight Bonuses
A large part of the mid-to-late game of Wayward is managing item weight and starting to think about crafting items using the lowest weight components. While this is an intentional system for players to min/max, we wanted to introduce another strategy. Crafted items with higher weights will now provide bonus max durability. Additionally, a new system called "refinement" has been implemented through the use of new metal "refinement tools", which will allow you refine most items, reducing their overall weight at the cost of some maximum durability (which can still be increased through reinforcement). With all these new systems, players can strategize which they want to focus on: weight or durability, or even somewhere in the middle. This image shows weight and durability before/after refining and how many refines were used (not all are maxed out in the example). The maximum refinement depends on the item and at what weight it started at.
And of course, you can still reinforce the item's durability back to optimal values with a lot of glue!
Here's a showcase of how weight can now affect maximum durability:
Scale Armor
Leatherworkers rejoice! You can now work with more than hides and look extra stylish while maintaining quite competent defense values - comparable to copper or wrought iron, but a lot less heavy and durable.
These features and more are of course available to test and try out on the development branch. You can find more information on how to do this here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 Stay tuned for more reveals and updates!
The following is an April Fools' announcement.
Hello all,
Coming at you today with some great news for certain players. The recent state of our reviews makes it clear to us that Wayward is attracting far too many players that are not familiar with traditional challenging, turn-based roguelike games with grid-based movement. We never anticipated more casual players finding the game. No, Wayward is not like Stardew Valley! It has led to a lot of frustration and confusion on both our parts and the players who subsequently refund the game, after leaving a negative review of course.
Because of this, we are taking a step back and re-focusing our efforts to make a game that tailors only to true hardcore gamers. Gamers that dont need fancy graphics or free movement to be satisfied.
Wayward is moving to ASCII! Heres a preview of what is to come.
One of our developers has also been investing a large amount of time into a VR port, all done in ASCII of course. This will be one way we can combat all the UI issues the game has.
Stay tuned for more (real) updates!
With this update, the beta 2.7.x series should be concluded.
Much like our last update, we focused on squashing bugs, but also balancing, refining some systems and improving the mechanical depth of the game.
This time around, we took a look at crafting and deepened the impact of several factors including required doodad quality (which was largely unimportant previously) as well as adding "tiers" to required tools, making it so better tools could produce better quality items. New sorting options will also help to maximize crafting benefits. Get those legendary furnaces and iron hammers out!
Some other stand-out changes include:
- Added custom game modifiers for individually disabling certain creatures and/or aberrant spawns.
- Different types of chests and containers now have different preservation levels for decaying items inside.
- Player movement and actions will begin to slow as stamina decreases past 15 stamina for visual feedback before exhaustion damage occurs.
- You can now sort items by "best for crafting requirements" or "best for crafting consumables".
- Item pick-ups no longer delay movement based on the amount of items picked up. Item notifications are now sped up to match the amount.
- Improved scared creature AI so they will attempt to move away from attacking players on occasion and pathfind more intelligently.
New
- Higher tiered tools and items now produce better quality results when crafting (for example, an iron hammer versus a stone hammer).
- Added custom game modifiers for individually disabling certain creatures and/or aberrant spawns.
- Different types of chests and containers now have different preservation levels for decaying items inside.
- The quality of required doodads (furnaces, kilns, etc.) will now provide bonuses to crafted item quality.
- Games won or lost after this update will be replayable (same seed, same options) via their highscores.
- Introduced a new terrain variety system for a select few tiles to start with for increased visual differentiation.
- You can now configure your starting skills and skill gain multipliers globally in the custom game options.
- Fire elementals now spawn when causing fire to overflow through stoking or other means at lower reputation levels.
Improvements
- Player movement and actions will begin to slow as stamina decreases past 15 stamina for visual feedback before exhaustion damage occurs.
- You can now sort items by "best for crafting requirements" or "best for crafting consumables" instead of the previous best sorting merging the two, giving poor results.
- Open fires will now visually match their burning stage and fuel level.
- Certain skills will now provide consumable bonuses for edible items such as the cooking skill for cooked foods much like the previous bonuses for botany for fruit/vegetables.
- Adjacent items will now fully unlock crafting recipes instead of just allowing them to be crafted.
- Added difficulty, mods, PVP, and friends icons to the pause menu.
- Pressing the "enter" bind in dropdown components will now select the first entry in the list.
- Hitting creatures or other players with torches in water will now extinguish them.
- Item and stat notifications now follow the players and creatures.
- You can now use the up & down arrow keys to navigate through your sent chat messages, in order to resend text or commands.
- Improved scared creature AI so they will attempt to move away from attacking players on occasion and pathfind more intelligently.
- Slimes can now on occasion combine into a jelly cube.
- You can now import and export "Custom Mode" game options.
- When you are not able to cause any damage to a creature, an immune notifier will now show on each hit.
- Item pick-ups no longer delay movement based on the amount of items picked up. Item notifications are now sped up to match the amount.
- You can now set the seed for challenge games (not daily).
- Milestones will now only unlock within hardcore and challenge modes.
- You can now stoke fire elementals to heal them.
- You will now be able to catch fish adjacent to tiles from where your line was cast to.
- Increased difference in color between miss messages/notifiers versus exceptional items and stat message/notifiers versus legendary items.
- You can now blacklist types of messages in a message filter.
Bug Fixes
- Fixed swapping equipment in hands not working properly. (Thanks rifticles!)
- Fixed the "enter" bind unfocusing the selected button.
- Fixed the left & right arrow keys not working in text inputs.
- Fixed being able to repair trees with hammers.
- Fixed being able to transmogrify magical essence with itself. (Thanks Rofldong!)
- Fixed tentacles not being considered raw meat and worm meat not being considered meat.
- Fixed sleeping/resting removing hooded equipment on your character.
- Fixed the appearance of a few UI components in Screenshot Mode: tooltips, the pause button (in multiplayer), and the menu bar.
- Fixed keyboard support not working on dropdown components in menus.
- Fixed notifier sometimes not fading out items and numbers properly.
- Fixed container dialog titles not being updated when removing a rename.
- Fixed an error when loading a game that had a disabled mod's quest requirement pinned.
- Fixed a bug where players would gain extra stat values when equipped with legendary stat-increasing equipment. (Thanks sechsauge!)
- Fixed log files getting very large when joining multiplayer servers.
- Fixed black screen and out of memory issues when joining large servers.
- Fixed an issue that caused the global save data to import incorrectly. (Thanks Amax!)
- Fixed an issue that could cause the game to only partially load due to corrupt global save data. (Thanks Nandalee!)
- Fixed blurring the chat input sometimes sending the message.
- Fixed previously tamed creatures not attacking the player while being hitched if they previously were attempting to attack another creature. (Thanks sechsauge!)
- Fixed language setting being reset when closing from in-game.
- Fixed a issue that did not update the name of a container when transmogrifying it. (Thanks sechsauge!)
- Fixed modded images not displaying on UI elements on macOS.
- Fixed item notifiers not fading out properly or showing all items that were picked up.
- NPCs will no longer hurt themselves by walking into dangerous things.
- Prevented hangs due to Steam Workshop issues when starting the game. (Thanks Matthew Cline!)
Balance
- Missing in combat will now have less of a chance to gain skill.
- Some creatures are now harder to hit based on what tile they are on including fish in water.
- Slightly reduced the benefit of using increased quality items affecting crafted item quality (due to other changes that benefit crafts).
- Decreased the effectiveness of stoking fire and reduced fire starting fuel levels slightly.
- Decreased odds of increasing metabolism through skill use.
- As aberrant creatures scale with players, the quality of their loot and carved resources are now increased as well.
- Decreased the weight of coal and increased its fuel potential and trading worth.
- Trampling plants now has a rare chance to spawn claw worms (this includes both players and other creatures).
- Reduced base aberrant defense and increased effectiveness of individual resistances and vulnerabilities.
- You will no longer take double damage and "work yourself into exhausting" when taking damage from starving/dehydration at low stamina values.
- Increased the damage produced by stepping in lava.
- Decreased the amount of ash dropped from lit torches.
- Pineapples will no longer provide any health benefits when consuming them.
- Slightly decreased effectiveness of botany/mycology skills affecting consumable items.
Modding
- Added the hook ShouldCraft for cancelling crafts.
- Added the hook OnInspectionSection for tweaking tile inspections in tooltips.
- Allowed providesLight to function without providesFire.
Mods
Debug Tools
- Fixed desyncs when using the kill action on players.
Technical
- Performance improvements when loading games.
Hey all, Instead of our normal process of beginning work on the next major update, along with the last update (beta 2.7.3), and the upcoming beta 2.7.4, we wanted to try to push out more substantial changes, much quicker than normal. So, along with the last "minor" update, this one will also be quite large for a "minor" release, if you can even call it that. The following is a preview of what to expect so far. You can try all of these changes for yourself by using the development branch. More on how to do that here:https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 As always, please let us know if you have any suggestions or issues with the upcoming changes. If you want to suggest future additions and improvements, please check out our beta 2.8 wishlist here:https://steamcommunity.com/app/379210/discussions/0/3300476731146746052/ Beta 2.7.4 should be releasing sometime in the next couple weeks!
Added Crafting Depth
- Higher tiered tools and items now produce better quality results when crafting (for example, an iron hammer versus a stone hammer).
- The quality of required doodads (furnaces, kilns, etc.) will now provide bonuses to crafted item quality.
- Slightly reduced the benefit of using increased quality items affecting crafted item quality (due to other changes that benefit crafts).
Improved Creature AI
- Improved scared creature AI so they will attempt to move away from attacking players on occasion and pathfind more intelligently.
Improved Stamina Feedback
- Player movement and actions will begin to slow as stamina decreases past 15 stamina for visual feedback before exhaustion damage occurs.
Export/Import Custom Game Options
- You can now import and export "Custom Mode" game options.
Improved Pause Screen
- Added difficulty, mods, PVP, and friends icons to the pause menu.
Aberrant Balancing
- Reduced base aberrant defense and increased effectiveness of individual resistances and vulnerabilities.
- As aberrant creatures scale with players, the quality of their loot and carved resources are now increased as well.
This is kind of an extreme example, but in this case, the player was doing negative 2-4 damage to the creature (shown as simply 0). New damage:
Creature Modification
- Added custom game modifiers for individually disabling certain creatures and/or aberrant spawns.
Improved Item Pick-ups
- Item pick-ups no longer delay movement based on the amount of items picked up. Item notifications are now sped up to match the amount.
New delay:
Here's a work in progress version of the rest of the normal changelog:
New
- Games won or lost after this update will be replayable (same seed, same options) via their highscores.
- You can now configure your starting skills and skill gain multipliers globally in the custom game options.
- Fire elementals now spawn when causing fire to overflow through stoking or other means at lower reputation levels.
Improvements
- Adjacent items will now fully unlock crafting recipes instead of just allowing them to be crafted.
- Certain skills will now provide consumable bonuses for edible items such as the cooking skill for cooked foods much like the previous bonuses for botany for fruit/vegetables.
- Pressing the "enter" bind in dropdown components will now select the first entry in the list.
- Slimes can now on occasion combine into a jelly cube.
- You can now set the seed for challenge games (not daily).
- Milestones will now only unlock within hardcore and challenge modes.
- You can now stoke fire elementals to heal them.
- You will now be able to catch fish adjacent to tiles from where your line was cast to.
- Increased difference in color between miss messages/notifiers versus exceptional items and stat message/notifiers versus legendary items.
- You can now blacklist types of messages in a message filter.
Bug Fixes
- Fixed swapping equipment in hands not working properly. (Thanks rifticles!)
- Fixed the "enter" bind unfocusing the selected button.
- Fixed notifier sometimes not fading out items and numbers properly.
- Fixed tentacles not being considered raw meat and worm meat not being considered meat.
- Fixed keyboard support not working on dropdown components in menus.
- Fixed container dialog titles not being updated when removing a rename.
- Fixed an error when loading a game that had a disabled mod's quest requirement pinned.
- Fixed a bug where players would gain extra stat values when equipped with legendary stat-increasing equipment. (Thanks sechsauge!)
- Fixed log files getting very large when joining multiplayer servers.
- Fixed black screen and out of memory issues when joining large servers.
- Fixed an issue that caused the global save data to import incorrectly. (Thanks Amax!)
- Fixed an issue that could cause the game to only partially load due to corrupt global save data. (Thanks Nandalee!)
- Fixed blurring the chat input sometimes sending the message.
- Fixed previously tamed creatures not attacking the player while being hitched if they previously were attempting to attack another creature. (Thanks sechsauge!)
- Fixed language setting being reset when closing from in-game.
- Fixed a issue that did not update the name of a container when transmogrifying it. (Thanks sechsauge!)
- Fixed modded images not displaying on UI elements on macOS.
- Fixed item notifiers not fading out properly or showing all items that were picked up.
- NPCs will no longer hurt themselves by walking into dangerous things.
- Prevented hangs due to Steam Workshop issues when starting the game. (Thanks Matthew Cline!)
Balance
- Missing in combat will now have less of a chance to gain skill.
- Some creatures are now harder to hit based on what tile they are on including fish in water.
- Decreased the effectiveness of stoking fire and reduced fire starting fuel levels slightly.
- Decreased the weight of coal and increased its fuel potential and trading worth.
- Trampling plants now has a rare chance to spawn claw worms (this includes both players and other creatures).
- You will no longer take double damage and "work yourself into exhausting" when taking damage from starving/dehydration at low stamina values.
- Increased the damage produced by stepping in lava.
- Decreased the amount of ash dropped from lit torches.
- Pineapples will no longer provide any health benefits when consuming them.
- Slightly decreased effectiveness of botany/mycology skills affecting consumable items.
Modding
- Added the hook ShouldCraft for cancelling crafts.
- Added the hook OnInspectionSection for tweaking tile inspections in tooltips.
- Allowed providesLight to function without providesFire.
Mods
Debug Tools
- Fixed desyncs when using the kill action on players.
Technical
- Performance improvements when loading games.
Greetings all, While we are in this downturn of Wayward patch releases, we have another, different type of release for you. Coming to you by popular demand are the downloadable soundtracks to the game, available through Steam and in support of Austin Dhillon, the composer of the music for Wayward. The soundtracks are split up into two eras of Wayward. The Alpha and the Beta. A very long time ago, I posted on Reddit asking for some music help on a very early version of Wayward. I had a few people interested, with some even producing tracks that made their way into an earlier version of the game. But, I eventually reached out to another responder that had a very down-tempo, moody 8-bit synth song available on their Soundcloud. It fit very closely to what I had always wanted in the game. I originally shared the "Cave Theme" to the NES Willow game as an example to what I was kind of looking for. What Austin first shared (which turned out to be a rough cut of Darker World) gave me goosebumps. I knew right there that I wanted him to produce all the music for the game. The haunting qualities and atmosphere perfectlyaligned with what I had envisioned. The subtle hip-hop influences also made it a very unique amalgamation of different interests and tastes; playing off of my vision and Austin's strengths.
Wayward Soundtrack: Volume Alpha
https://store.steampowered.com/app/988620/Wayward_Soundtrack_Volume_Alpha/ Wayward Soundtrack: Volume Alpha contains all the original tracks from the game, composed and produced by Austin Dhillon in September of 2011 and released as part of Wayward Alpha 1.5 on September 15, 2012.Since then, many people have remarked at the haunting beauty and sometimes chilling atmosphere showcased in the songs; a perfect fit for the survival aspect of Wayward.
Wayward Soundtrack: Volume Beta
https://store.steampowered.com/app/988621/Wayward_Soundtrack_Volume_Beta/ Wayward Soundtrack: Volume Beta is the long awaited follow-up to the original 9 tracks, composed and produced by Austin Dhillon throughout 2018. Released as part of Beta 2.7, these hip-hop inspired tracks range from dreamlike to dark and provide a mysterious backdrop to Wayward's survival experience. Purchasing these DLC soundtracks directly supports Austin Dhillon and do not provide any in-game content. I thought I would try to make that clear in case anybody gets the wrong idea about this DLC. Hopefully this is just the beginning of our journey with Austin. Special shout-out toDusty "Goaticide" Melling for the album art! Stay tuned for beta 2.7.4!
Welcome to beta 2.7.3! The not so minor, minor release! We have hopefully wrapped up the majority of the bugs and issues brought forward with 2.7. But more important may be the balance changes and UI improvements in this release. Our intention with the plant and gardening changes was to create a bit of risk and with the reward of producing large crops, but also to further the watering mechanic which was tedious with little benefit previously. We have had a lot of feedback on that as soon as you produced crops, there was no worry about food. This should adjust that sentiment, at least slightly for now. It was important to introduce something for this that was completely optional. You can plant and gather from your crops just like before, but if you want to continue to sustain life in the same crops, you must tend to them a bit more. Another common complaint was the usefulness of copper. While the original intention was to create a resource that wasn't necessarily as good iron for the sake of variety and training your skills, it fell short as many players simply skipped the resource entirely in favor of iron. So, now with the previous changes of repairing copper items not requiring fire, differing resistances/vulnerabilities, combined with the changes in this patch (reduced weight and reduced crafting resources), we hope that it can now fill some more niches. We possibly need to stagger the release of beta 2.8 a bit, so there will likely be another large-ish patch for the 2.7.x series to look forward to. Please read below for all the details on the other changes.
New
- Added new options for messages, allowing you to configure the log length, whether buttons are visible in the chat row, and whether timestamps should be rendered.
- Added ability for dedicated servers to be private.
- Added an option to disable note pinning to the notes dialog.
- Added an invite game button within the "Multiplayer" menu that will open the Steam friends overlay.
- Added five additional dedicated server command line arguments: +pvp, +private, +maxPlayers, +turnMode, and +new.
Improvements
- Traps will now notify all nearby players of trap misses and reward skill points to the trap owners if they are in view.
- Watering plants will now increase their health/durability.
- The gardening skill now provides a bonus reduction of plant and mushroom growth time when watering them.
- The game's bindings have been moved to a new "Bindings Menu" accessible from the options menu.
- The "World" menu and button has been split up into "Modes" and "Multiplayer".
- Creatures will now only de-spawn on your current Z level (preventing cave creatures from de-spawning before making your way down there).
- The focus will no longer be removed from the chat on "enter", and "cancel" (esc) no longer pauses the game when the chat is focused.
- The terrain quality is now shown in tooltips.
- The "Diagonal Movement" option is now named "Alternating Direction Movement".
- Item tooltips will now match world tooltip styles in regards to item quality.
- Renamed legendary items will no longer include their flavorful suffixes.
- Improved the appearance of icons and many other components in small UI scales.
- You can now rename games in challenge mode for multiplayer servers.
- Improved the readability and UX of stat multipliers.
- Increased difference in color between skill increases and remarkable items.
Balance
- Copper ore now weighs less (on average) than iron ore, reducing the weight of all copper-crafted items.
- Copper smelting no longer requires carbon powder.
- Metal chests now require 15 ingots (down from 20).
- Tweaked the nighttime creature spawning in between -4000 to 4000 reputation so that only easier hostile creatures will spawn.
- Decreased reputation gain when planting seeds, but increased reputation when watering.
- Increased chance of digging up resources/items for most types of terrain/flooring.
- Removed the ability for smaller fruits to produce seeds after eating them (like for raspberries, cucumbers, etc.). They can still be dismantled to produce seeds.
- Reduced the effectiveness of resting (over sleeping) for stamina regeneration.
- Resting will no longer provide increased healing benefits (only sleeping will produce such effects).
- Growing plants on fertile soil will no longer add their full fertility potential on each growth stage.
- Watering plants with seawater will now harm plants.
- Harvesting and gathering will now damage plants rarely based on skill.
- Regenerative effects of plants has been reduced.
- Decreased lock picking success chance slightly.
- Dough will now decay. (Thanks Arnkh!)
Bug Fixes
- Fixed the "Welcome" quest not showing up as pinned on a new game start.
- Fixed hitched tamed creatures moving positions when moved into. (Thanks Lovefield!)
- Fixed the Operator and Hunter milestones not being achievable. (Thanks Oragepoilu!)
- Fixed merchants not starting with any inventory when travelling to new islands.
- Fixed tooltips not updating when turns pass.
- Fixed an issue where sharks could still spawn within fresh water. (Thanks Arnkh!)
- Fixed hitched creatures not dropping items or consuming offered items on the ground among other issues. (Thanks Ygdrad!)
- Fixed thrown items erroneously taking 2 points of damage.
- Fixed movement not stopping when cancelling out of walk to tile. (Thanks Arnkh!)
- Fixed difficulty icons overlapping on small UI scales. (Thanks Amax!)
- Fixed bind translations not updating when switching languages.
- Fixed the messages dialog not closing when moving it to a quadrant.
- Fixed the join by game code menu not remembering the last game code joined.
- Fixed some in-game things only being translated after changing the language in-game.
- Fixed mouse moving causing "janky" movement when pointing at certain angles when diagonal movement was disabled.
- Fixed tooltips sometimes not working after a loading interrupt.
- Fixed disabled character slots from unhiding when loading the game.
- Fixed a hard lock in the death menu when killed while resting, sleeping, renaming, or confirming.
- The save slots no longer re-order visibly upon opening the load game menu.
- Fixed menu tooltips appearing in the corner for a split second.
- Fixed a broken install date showing for local mods.
- Fixed changing your workshop mod subscriptions while on the mods menu not refreshing the list.
- Fixed interrupts not being dismissed when disconnecting from a server.
- Fixed some issues with wording and requirements within the Starter Quest. (Thanks Azazel!)
- Fixed an oversight that didn't produce item durability warnings when using ranged weapons. (Thanks GauHelldragon!)
- Fixed several grammar issues. (Thanks Arnkh!)
- Fixed milestones messages being displayed incorrectly on occasion.
- Fixed English rules being included in other languages (Thanks fenymak!).
- Fixed the item qualities note failing to be translated. (Thanks Lovefield!)
- Fixed disabling a mod that provides the currently selected language not deselecting the language.
Modding
- Fixed changing the mod list between saves causing Registry().get() properties to reference the wrong registrations.
- Fixed mods with registrations that require each other freezing the game (Thanks Lovefield!).
- Custom stylesheets are now loaded by path, allowing the sheet to reference resources from within the mod directory more easily.
- Creatures, doodads, and tile events are no longer required to have descriptions.
- Added the OnGetTranslation hook for mods to manipulate translations post-interpolation.
- Command names are now translateable.
Mods
OwO Whats This
- A silly new language mod.
Challenge Server
- A new mod for those hosting dedicated servers which automatically runs challenge mode games.
Debug Tools
- Fixed the dialog not toggling the tab drawer correctly on open.
Hello all, Here's another patch to continue improving the beta 2.7.x series. We've identified some issues with multiplayer over the last few days and have corrected some connection bugs as well as done some balancing.More to come soon! Hope everybody enjoyed/is enjoying their holidays!
Improvements
- Players will no longer connect to games fully when connecting without the proper mods enabled.
- Plants that have its main resource as a gatherable will now mention that when revealing that it is ready to harvest.
- Plants that can not be harvested will now reveal which stage is the most ideal to gather.
Bug Fixes
- Corrected an issue server side that prevented users from joining games using WebRTC (default mode).
- Fixed mod save data not actually saving & sometimes persisting to the next loaded world.
- Fixed walk to tile failing in high latency situations.
- Prevented double clicking the continue game button corrupting the game. (Thanks Lovefield!)
- Fixed being unable to use actions in rare cases during multiplayer games.
- Fixed the Steam overlay rendering fully white in windowed mode until a window resize happened.
- Fixed the player's head being offset when sleeping in a bedroll.
- Fixed an issue where players with no reputation would cause creature spawning issues and display incorrectly when viewed within Discord.
- Dying by drinking water directly from the ground will no longer log that you drank from a waterskin.
- Fixed field of view changes to transition properly when turns were passed by other players.
- Fixed a translation issue that caused errors with links to not display properly.
New
- Added a new note for treasure maps/hunting.
Balance
- Reduced weight range of lightening legendaries.
- Creature spawn rate will now be increased based on connected players and quest requirements in challenge mode.
Modding
- Tags are now updated when publishing new versions of mods.
- game.updateView and game.updateRender now require a source argument. Mods should pass in RenderSource.Mod for it.
- Fixed inspection type registration when the handler function was passed directly.
Mods
TARS
- Improved well building logic.
- Fixed not idling to pass turns in simulated turn mode.
Here's a quick follow-up patch to our release yesterday. While there's several more issues and improvements we are working on, these should serve as a start of what is to come over the next few weeks.
We wanted to get this out as soon as possible due to the strength bug. It seems like most of you are "enjoying" this bug a little too much! If you want to change your strength back to a reasonable value, please try out Debug Tools where you can open a player inspect panel (by default ALT+P) and set a strength value at the bottom of the dialog. As mentioned in the release notes below, this bug caused players to gain 25 extra points of strength on each strength increase. Knowing this, you should be able to figure out how much to deduct from your total if you want to.
Alternatively, you can modify this stat directly using our console guide and modifying: localPlayer.stats.Strength.value
Improvements
- Improved performance across several aspects of the game including adjacent container crafting.
- Servers with a different build than the client in the server list will no longer be displayed (servers running development branch shouldn't show up for everyone).
- Character heads no longer incorrectly shift in position when facing south or north.
Bug Fixes
- Fixed strength increasing by 26 each time "you felt your strength increasing". (Thanks Arnkh!)
- Fixed the screen from being black for a couple seconds after joining a multiplayer game.
- Fixed a rare desync in challenge mode when a creature is spawned after a player has completed a tame/kill creature requirement.
- Fixed the "Health Issues" note not always showing the correct items in multiplayer games.
- Fixed the tops of heads clipping through doors and trees.
- Fixed the stranded note sometimes showing up for everyone when another player joins the game.
- Fixed bald hair styles from clipping over tall doodads. (Thanks Amax!)
- Fixed a desync caused by trying to plant seeds into tilled ground that spawned in abandoned gardens.
- Fixed "return to title" confirmation text in multiplayer, challenge mode, and when the player is a ghost. Also fixed text on death & win in the same cases.
- Fixed player death messages not appearing to everyone in multiplayer.
- Removed a rogue "A" prefix in the repair/reinforce/transmogrify item menu actions. (Thanks Tkenny123!)
- Fixed the UI being shifted down when the game isn't paused.
Mods
TARS
- Added the ability to craft and build wells.
- Fixed trying to plant seeds on the wrong type of terrain.
- Fixed trying to gather from a water still while it was full of ash.
While most of the world is "enjoying" the cold, Wayward is about to get hot, especially with its revamped desert biome, two new modes of play, and a new set of songs, composed by Austin Dhillon.
After a long year of work on Wayward and releasing two of the most requested features by the players (that being multiplayer and NPCs), we decided to take a step back and work on something less requested, but just as important: replayability.
https://youtu.be/7ZgjkHXiWEM
We are introducing two new modes of play:
Custom Mode
Pick and choose modifiers to customize your Wayward experience. You can significantly change the difficulty and feel of the game using different combinations of options.
Challenge Mode
Previously called Daily Challenge, this difficult mode now has randomly generated modifiers and quests intended for quick playthroughs and races with friends. With these new modes, the breadth of options at your disposal should allow you to play Wayward the way you see fit. Another part of that replayability aspect is multiplayer. It was hard and tedious to get a group together to play. We have introduced a brand-new server browser that will allow you to not only find your friend's games easier but will also allow you to find new friends by joining their public games. Additionally, you can now simply copy a code within the "World" menu and share it with anybody you want to join your game. You no longer must rely on Steam to facilitate multiplayer. Speaking of which, we have implemented Discord rich presence allowing Discord to share what you are doing within Wayward but also enables you to invite others to your game. Other Discord members can even ask to join your game as well. Along with the replayability theme, we also added a ton of new content including three new creatures, three new plants, and tons of items featured primarily in the desert biome. A few other stand-out additions include:
- Added hitching posts, an item and doodad that will allow players to tether creatures, a contest winning idea submitted by Xechorizo.
- Added wells that can be built to collect and store fresh, unpurified water. This idea was a contest winner, submitted by Adrien S. Enzo.
- Added metal cookware, flour, dough and hardtack as an intro into baking. Hardtack itself was a contest winner, submitted by RatElemental.
New
- Added a "Custom" game mode that allows setting different game options and modifiers.
- Challenge mode has been redesigned with unique sets of quests and custom difficulty modifiers for quick play sessions.
- You can now see a list of all open multiplayer servers via a server browser in the Multiplayer menu.
- 9 new music tracks, composed and produced by Austin Dhillon have been added to the game.
- Added hitching posts, an item and doodad that will allow players to tether creatures, a contest winning idea submitted by Xechorizo.
- Added wells that can be built to collect and store fresh, unpurified water. This idea was a contest winner, submitted by Adrien S. Enzo.
- Added metal cookware, flour, dough and hardtack as an intro into baking. Hardtack itself was a contest winner, submitted by RatElemental.
- Introducing the "Aloe Vera" plant. Useful for its antiseptic qualities and application to the skin to sooth burning pain.
- Added the quick and nimble "Antelope Jackrabbit" to the reworked desert biome.
- There are now multiple types of sand, "beach sand" and "desert sand" with unique properties in regard to plant life and creature spawning.
- Added a new type of desert tree. Introducing the "Joshua Tree" that produces fruit and leaves suitable for cordage.
- Added a new type of cactus for the desert. Introducing the tall and girthy, "Saguaro Cactus".
- Added the dangerous "Rattlesnake", a new creature spotted in the desert biome.
- Added a shareable game code for multiplayer games (due to new Steam privacy settings not showing "Join Game" in some cases).
- Legendary items now have flavorful names based on what kind of legendary are.
- Added a few new books and added a randomized book to the player's starting inventory (based on milestone unlocks).
- Added support for LAN. You can now connect to multiplayer games using an internal IP address.
- Adding a new desert-dwelling creature. Introducing the "scorpion", the arachnid known for its ominous stinger.
- Some creatures, including the claw worm will now help grow and heal plants when moving over them and at a higher chance when tamed.
- Scrolls and maps will no longer be consumed on use and can be shared between players. They can also be dismantled into "shredded paper" along with books.
- Added Discord Rich Presence to Wayward, allowing players to view game details within Discord and join others in multiplayer games if they send an invite or are asked to join.
- Added a way to export/import global save data (for debug/testing) within the options menu.
- Implemented a GPU power preference option (to lower/raise power consumption for better battery life or performance).
- Added support for Challenge Mode in multiplayer.
- Added three new legendary properties.
- Added "Playtime" support for Steam Workshop modifications. This will allow users to search mods by playtime and display if they have used individual mods in the past.
- Added "Operator" and "Huntsman" milestones.
- Added a "best" item sort option (for highest quality/durability, lowest weight).
- Added a couple new garden templates that can spawn randomly on world generation.
- Added a new note and help article for explaining item qualities.
Improvements
- Redesigned the skill and milestone dialogs. They're easier to read, cause less lag, and you can now sort/filter them too.
- The quality of items and doodads are now shown in their names, and in all cases they are now colored, giving additional context to messages.
- Item piles/stacks are now limited based on item weight (rather than a max of 12 across all items).
- The Starter Quest has been redesigned with the new questing system.
- Players will now be notified overhead of missed attacks and zero damage hits.
- Tooltips for tiles have been redesigned. They are now broken into "sections" for each thing on the tile, and important information is highlighted in the description.
- Character selection is now skipped when joining a dedicated server you've joined before.
- Smaller creatures will no longer trample plants.
- NPCs will no longer become hostile from taking damage from non-player sources.
- Players will now receive reputation loss/gain when damaging and killing other players based on their opponent's reputation.
- Merchants will now always keep a minimum stock of four items (excluding those taken by players).
- Items that have no defined durability will now produce damaged item sounds and warning messages (this includes most crafting resources).
- Tooltips for NPCs, players, high quality items, and aberrant creatures now have borders in their tooltips matching their respective colors.
- Players will now receive reputation loss/gain from their tamed creatures attacking and/or killing other players based on the target opponent's reputation.
- Items that are not repairable will no longer mention they are "in need of repair".
- Cartography now reveals which direction the map is in with varying degrees of accuracy (based on cartography skill).
- Added in a resting delay between each turn to allow the "Cancel" button to function more consistently.
- Named or tamed creatures no longer "inexplicably" die.
- There is now a separate mouse turn delay option, allowing you to set a unique value for keyboard and mouse movement delays for turning.
- Books will now be renamed after reading them based on what they are.
- Water creatures will no longer spawn in bodies of water that are too small when fished or baited with food items. Sea creatures will also no longer spawn in fresh water through these means.
- The appearance of tattered maps has been tweaked and positional information will now display in the map dialog.
- You can no longer set down flooring over top of fires and other tile events.
- Improved the screen animation when dying with respawning enabled.
- Slither suckers will now adapt to the tiles they are placed down on instead of being dropped as an item or not at all if they could not naturally move on the tiles surrounding the player.
- Added a new untradable item grouping for some items that will no longer be bought/sold by merchants.
- Black powder use with weapons will no longer require a full item each use, but rather use its durability as "charges".
- You can no longer fish up badderlocks (seaweed) from fresh water sources.
- Multiplayer options are now saved with worlds. Loading a game that was last open to multiplayer will ask if you want to load it as multiplayer again.
- The "insect" item category is now referred to as "bait".
- Importing a save game now only displays JSON files (the file extension Wayward uses for saves) by default.
- Improved performance of dropping many items into deep water.
- Spiders no longer bleed red blood. Wat.
- Items and corpses in lists, such as those that would appear in messages or tooltips, are now sorted by item quantity.
- Sleeping or resting with a lit torch will extinguish it or cause fires around the player.
- Cooked insect meat is no longer considered an "insect".
- Stamina regenerated during sleep and rest is now scaled based on maximum dexterity/stamina.
- Increased the visually differences between wooden spears and wooden poles.
- Improved dialog scroll controls by increasing their width and reducing resizing anchor sizes (as they could expand over scrollbars previously).
- Tweaked the "exceptional" purple color to be more readable when used for text.
- Added in an option to enable/disable protected crafting items to apply to items inside protected containers. (Thanks Stungun!)
- Built legendary illumination torches will now produce their legendary effects.
- Music tracks are now dynamically chosen and weighted based on the player's current situation in-game. This feature can be disabled in the options.
- New UI dialogs now remember their locations/sizes the last time they were moved/resized, so that if the screen scale changes, when the screen scale returns they return to their saved positions.
Bug Fixes
- Fixed world tooltips from rapidly flashing on/off if hovering over an object while using an item/performing actions. (Thanks Monkeys!)
- Fixed facing directions not working in multiplayer games (for clients).
- Fixed a bug that did not save legendary properties on doodads when placed and picked back up.
- Prevented movement/scrolling speed from affecting creature movement speed.
- Fixed an issue joining servers with very large worlds (larger than 40MB).
- Fixed weapons using black powder even when you did not have any ammunition available.
- Fixed some walk to tile issues when near or on the world's edge. (Thanks Arnkh!)
- Disabled pausing the game during the death animation.
- Fixed a visual glitch when lava appeared near rock/mountain faces producing a colored border until the save was reloaded.
- Tweaked the rendering order of some in-game graphics so certain objects will not pop in/over the character any longer.
- Fixed legendary containers from being re-rolled on use. (Thanks DanekJovax!)
- Copal resin is now considered a "powder". (Thanks Arnkh!)
- Fixed bind names (bindPress) not being able to be translated.
- Fixed a bug where walking into a trap door spider with attacking (left/right hands) disabled would not reveal it.
- Fixed a bug where traps would not revert back to the correct item properties (leading to randomized weight, unmodified names, etc.) when being set off.
- Fixed an issue where anchor and control elements for new dialogs would be offset with small resolutions.
- Fixed errors when loading a save with an unknown note (from a disabled mod).
- Fixed a bug that passed a turn when attempting to decode a map that was not of the current world.
- Fixed a disassembly exploit where it would be possible to always return one item even if the recipe only used one item, allowing infinite repeated crafting/disassembly. (Thanks Dez!)
- Fixed being able to craft stone arrowheads and other stone tools with obsidian. (Thanks Arnkh!)
- Fixed the "Menu Cancel" bind not working to go back from some menus, like the Options menu.
- Fixed a rare issue where corpses could be displayed in the wrong graphic.
- Fixed hooks not registering correctly if another hook had been registered to the same priority but was deregistered.
- Fixed soil being duplicated and then dropped when digging up caves repeatedly. (Thanks Xech!)
- Legendary items that had a reduced weight will no longer update to new weights (when changed) that would lead to 0 or negative weight items.
- Fixed some mods staying partially enabled when connecting to a non-modded multiplayer server.
- Fixed an oversight that caused reduced effectiveness of offering items to creatures to increase the maximum happiness level.
- Ghost movement in simulated turns mode no longer passes turns for living players.
- Fixed a bug that caused NewUI save data to be synced to clients in multiplayer. The fix for this may require players to reorganize their dialog/UI positions. Apologies!
- Fixed the "Encumbered" note causing errors if you had less than 3 unique items in your inventory.
- Fixed some options appearing cropped when not using the pixel font. (Thanks Dolphin!)
- Fixed many spelling misteaks.
- Fixed the "New Game" menu showing an incorrect save name and not letting you play the Challenge mode when at the maximum amount of save slots.
- Fixed "enter" not causing a sound in interrupts when choosing "yes" or confirming.
- Fixed the "open server" check button in the world menu defaulting the server to real-time mode rather than simulated turns.
- The paused icon in real-time mode & multiplayer is now clickable, and the game no longer automatically unpauses when the host closes an interrupt.
Balance
- Some creatures will now have a chance to skip movement for a turn (with the chance being different for each creature) but all creatures will now have a lower chance to become uninterested. Affected creatures will generally have a higher attack now.
- Fishing rods no longer require bait when crafted but casting to catch fish will now use bait to attract them to your hook or net.
- Increased the stamina received from drinking and eating most types of food.
- Creatures that may spawn from dropping food into water, fishing, or gathering treasure will no longer move or attack after spawning.
- Aberrant corpses will now increase reputation if the creature was normally non-hostile.
- Added a spawning cap to merchant NPCs.
- The taming quest within the Starter Quest has been moved further down the line.
- Tactics will now raise when using throwing or marksmanship as a combat skill on successful hits.
- Books now have a higher chance to be a "special" book.
- Glass flasks are now less durable, require more ingredients and are harder to craft.
- Creatures will now trample plants when attacking from a tile that has a plant.
Modding
- All mod registrations are now done via a new suite of @Register decorators. Check out the modding guide or the Troposphere modification to learn how it's done!
- Mods can now add their own sections to tile tooltips/inspections, with @Register.inspectionType.
- Added support for adding Workshop tags for modifications via mod.json.
- Mods can now register custom ItemTypeGroups, for use in recipes or item sorting.
Mods
TARS
- Improved base building logic. Bases should now be built in better locations.
- Fixed attempting to gather from tiles with other players on it.
Debug Tools
- Fixed fog and lighting options being global instead of per-player.
- Fixed the FOV/FOW not returning after healing from death.
- Noclipping movement is no longer delayed when overweight.
- Fixed "walk to tile" path not being reset when teleporting.
- You can now teleport on top of impassable doodads and terrain when noclip is enabled.
- Added the ability to set plant growth stages.
Technical
- Added a new "questing" system; the system that is used for Challenge Mode quests. It comes with mod support, so mods can provide their own quests (modders: see Starter Quest to learn how it's done).
- Updated Wayward to use Electron 3.0.12.
- The actions system has been rewritten in order to more strongly type action execution and provide a more robust API. Modded actions will be different as a result. See the Debug Tools or Troposphere mods for examples.
- The language system has been rewritten to fix many longstanding issues. Pluralization rules are now handled by language-provided regular expression replacements, numbers are now translatable, and most hardcoded strings have been removed.
- The max save size has been doubled.
- System hardware (CPU, GPU, and memory) is now logged for easier troubleshooting.
- Added an openGpuInfoPage launch option to allow opening GPU info page (chrome://gpu) for debugging GPU issues.
- Updated Wayward to TypeScript 3.2.
Beta 2.6 Postmortem
Beta 2.6 turned out to be another long one in terms of bug fixes and improving the new additions we brought forth in the release. We got up to six patches before eventually moving on to the next major update. Some things of note within the beta 2.6 release and minor patches included:
- Added a "Simulated Turns" multiplayer mode, which allows time/turn passing as long as players are performing actions, otherwise the game will be paused.
- The Debug Tools mod has been completed redesigned and has a brand new feature set. Shout-out to Yuudaari for this!
- Added NPCs to the game that will spawn rarely and randomly in your world that you can barter and trade with. It was a bit too rare at the start, but we recently tweaked this a bit. Although, as it turned out, it may need some more tweaking for longer games.
- You can now pathfind/move automatically to a tile using ctrl + left click (or middle mouse click) by default.
- You can now use adjacent tiles with items or containers as a source for crafting ingredients and recipe discovery. This was later improved to also be used for dismantling/disassembling as well.
Beta 2.7 Plans
One of our main goals and focus for beta 2.7 will be replayability and variety. Although, we still want to prioritize what the community votes for in the game, it is important to keep an active playerbase as well. To this end, we are adding in some new features that weren't necessarily the most popular in terms of votes, but thought would help the game sustain a healthy following as we develop. Some of these ideas include: Server Browser Finding people to play with is hard and laborious. To help everybody (including those that graciously hosted dedicated servers in the past), we are replacing the "Friends" menu with a server browser that will show all public multiplayer games (or ones that your friends are in). Daily Challenge The daily challenge mode in Wayward has never been the most engaging. It's basically just a harder version of the game with no saving. We want to redesign this from the ground up to be a quick pick-up game with unique modifiers and goals/challenges. We envision these games to last around 30 minutes to 1 hour in length (from start to death or win). Custom Game Mode A great side effect of adding in custom modifiers for the daily challenge is we can add a custom game mode where players can pick and choose them for their own normal game. Things like decreasing hunger/thirst rates, disabling creature hostility, modifying reputation rates, and more.
Beta 2.7 Reveals
We don't have a great amount to show yet as everything is still kind of sitting in a state of "half-done", but there are a few things we can at least preview. Tooltip Improvements
Tooltips are getting a face-lift! World tooltips are much easier to read/scan and feature expanded information. Desert Improvements
The desert areas are about to look a lot better and feature some more unique content. We're adding three new plants, a new desert creature, and even a new tile into the mix. Wells
Wells are coming to beta 2.7 as part of the "Item Idea Contest" that we held over the last month or so. Find more information on the contest below.
Wishlist
As always, we are offering a streamlined way to get your suggestions and ideas in for beta 2.7 as well develop it. While there are tons of things we have already added, we still have a few months of development to go before the next release. Wishlist thread: https://steamcommunity.com/app/379210/discussions/0/3397295779072447621/ Wishlist poll: https://poll.ly/#/P0m1znKL
Item Contest Winners
We got a ton of item submissions. Thanks for all of your ideas! Sadly, we can't pick them all to win a place as some of the next new items to be featured in the game, but we made notes on everything submitted. So it's possible your idea may be a future addition. Take a look at the winners and winning items here: http://www.unlok.ca/wayward/item-idea-contest/
Steam Chat
In a weird turn of events, it looks as if Steam is getting to be a bit more like Discord, and Discord a bit more like Steam as of late. Wayward now has an official Steam Chat, although, we are unsure if this will actually take off the way our Discord did. Steam Chat Invite: https://s.team/chat/LKlicomi
Wayward on YouTube
In the last bit of news, it looks like Wayward finally has YouTube category. Sadly, it appears to be auto-generated with no way of updating or changing any of the information. But at least content creators can now use "Wayward" as the category instead of defaulting to Minecraft or something even less relevant which was the only option in the past. If you have created some content on Wayward on YouTube, we would appreciate it if you could update the category on your videos. Wayward category: https://www.youtube.com/channel/UCdN_GdZLMwmPKvE_sX2ab_w
We've finally reached the end of the beta 2.6 series of patches. On to greater things with the commencement of beta 2.7 development! While this is normally the time for us to go silent on the news front, please make sure to follow us on social media or join our Discord server to stay up to date on all the development previews and discussion while we work on our next major update. Much of this release improves on the mechanics of merchants and addresses some of the issues spotted from the modding changes found in the last patch with other improvements sprinkled in as per usual. Speaking of beta 2.7, don't forget to check out our "Item Idea Contest" here: http://www.unlok.ca/wayward/item-idea-contest/ - Three winners here will get their item idea added to the game in beta 2.7.
Improvements
- You can now cancel out of resting.
- More than one merchant NPC is now able to spawn per world.
- Healing merchants will now remove their hostility against you.
- "Carve With Tool" now provides an item break confirmation when the option is enabled.
- You can now pour out water on to other players to soothe their burn injuries.
- Merchants and other players (when PVP is enabled) can no longer spawn within a player's view.
- Merchants will now be burned when standing in fire (or lava).
- The game will now continue to fade in even when the game is paused.
- Messages are now displayed top-to-bottom when in an upper quadrant.
Balance
- There is now a reputation loss or gain (instead of a guaranteed loss) when tamed creatures fight other creatures (based on if their target is hostile or not) and is applied specifically to the owner.
- You can no longer jump over players and NPCs.
Bug Fixes
- Fixed save errors on some hardware by reducing the amount of memory required to save the game (this will also make saving the game faster).
- Fixed mods failing to load when joining a server, if a mod needed another mod as a dependency but the loading order was incorrect.
- Fixed the game not quitting if it had been reloaded.
- Fixed items not lighting on fire when dropped onto lava from a player's death or broken container.
- Fixed an error on opening the options menu after using the "Enable All" button in the mods menu.
- Fixed the "Enable All" button in the mods menu not updating the mod check buttons visually.
- Fixed a regression where the mod options button was not hiding/showing when a mod is enabled/disabled.
- Fixed a regression where mods were not able to use this.getPath() before image paths.
- Fixed tile changes not saving in modded world layers.
- Fixed a regression where mods were not able to import the Mod class by name.
- Fixed a regression where menu bar buttons registered using mod.addMenuBarButton loaded images from the wrong path.
- Fixed responding "no" to enable/disable "required mod" interrupts not cancelling enabling/disabling the first mod.
- Fixed errors caused by loading a save which had previously had a mod enabled with custom stats.
Modding
- Added "inter-mod registries", for mods to provide things to others (or not, if the target mod is not present).
Mods
Troposphere
- Fixed taking damage as a ghost when falling from the troposphere.
- Fixed emptying a water tile in the troposphere spawning a dirt tile in its place.
Balancing Tools
- Now compatible with Debug Tools 2.0.
Debug Tools
- Other players besides the host on a server now do not have permission to use Debug Tools by default (this can be changed by inspecting the player).
- Fixed a bug that caused panels registering as hook hosts if you disabled debug tools after loading a game with it.
- Fixed an error when closing the Debug Tools dialog.
- Now supports other mods adding custom panels, inspection panels, and entity inspection sections.
- Fixed adding items to inventory producing multiple items based on how many times you opened the inspect dialog.
- Fixed items from mods loaded after Debug Tools not appearing in "Add Item to Inventory" inspection dropdowns.
- Actions can now be used while moving.
We haven't quite yet started on the next major release, but instead have been plugging away on getting Wayward more stable, improving systems, and balancing the game. There has also been a lot of work and development put into new modding support. Something of note is that we released a new "Compatibility Branch" that should help anybody experiencing freezing, saving or graphical issues with the game. Please check this branch out if you are having one or more of these issues. More information on changing branches is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 Another thing to note is that we rebuilt the official Debug Tools mod from scratch using the new dialog and UI system. Among the ton of new features in it, it's now a great example case if you want to poke around in the code for your own modification. Shout-out to Yuudaari on that one! Check it out on the Steam Workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=474819610
Improvements
- In "Simulated Turns" mode, the game tick now occurs simultaneously with the player turn. The next game tick is still delayed by the same amount of time.
- Plant spreading will now no longer cross doodads that block movement (walls, fences, etc.).
- Multiple changes have been done to items produced when many items burn, including many fixes/consistency improvements.
- Piles of ash can now burn away with enough time.
- Doodads will provide more accurate and consistent items when burning, especially during different growth stages or stages of resource gathering for plants.
- Items in fire (that can be burned) will now reduce in durability until eventually burning instead of sometimes instantly producing burned items.
- Some items may now produce multiple items when burning (such as logs producing multiple charcoal). Crafted items will now also be more consistent with what they burn into based on what was used in the craft.
- You can now connect to a server with required mods disabled. The game will automatically enable them for you and disable them after disconnecting.
- Items that can spawn creatures on decay or break will now be able to spawn on a wider variety of tiles.
- A saving screen will now show when exiting the game by closing the window.
- You can now disable the custom cursor in the options menu.
- Added some information about crafting fertile soil within the gardening help article.
- Mods in the multiplayer menu now show their multiplayer compatibility in their tooltip. (Thanks black silence!)
- Ghosts can no longer write notes.
Bug Fixes
- Fixed difficulty appearing as a number instead of a message. (Thanks NB!)
- Fixed players being briefly invisible when they join a multiplayer game in simulated turn mode.
- Removed incorrect checks for under player when using an adjacent tile for sleeping.
- Fixed the help article filter matching formatting code within article text.
- Fixed a bug that would allow you to re-roll legendary item properties by crafting, then disassembling the item.
- Fixed walk to tile sometimes displaying the wrong path in multiplayer.
- Fixed being able to use the "/pause" command in single player/turn-based mode.
- Fixed container weight display not updating when using consumables within them.
- Fixed a rare issue where over repeated uses of the options menu the game may begin to become laggier (due to a UI leak).
- Fixed unpublished mods marked as unloadable: false warning the user every time they load the save. (Thanks CloneDeath!)
- Fixed imagePath loading mod resources from the game's root rather than the mod's root for stats, status effects, menu bar buttons, and more. (Thanks CloneDeath!)
- Fixed not being able to use class instances with methods as descriptions in some mod registration functions. (Thanks CloneDeath!)
- Fixed the "cannot be run on this system or browser" error screen fading in rapidly, and disappearing to loading screen.
- Fixed a bug where creatures could continue attacking dead players/ghosts.
- Prevented connected clients in multiplayer games from visually manipulating the state of game pausing (even though it had no impact).
- Possibly fixed an issue where saving never completed.
- Fixed an issue that caused worlds last used for multiplayer in simulated turns mode to stay as simulated turns mode in single player.
- Fixed incorrect weight set for coconut containers of goat milk.
- Removed ability to dismantle books as weight can be incorrect after opening books and revealing other/new items.
- Fixed possible desyncs when crafting and starting fires.
- Fixed the region that allowed idling from the mouse movement bind being sized incorrectly depending on the zoom level.
- Fixed an issue where some creatures could get stuck when spawning from treasure chests.
- Fixed each mod only being able to add one NewUi Dialog.
- Fixed walk to tile issues near world edge.
Balance
- Increased animal taming and bartering (trading) reputation gains.
- Reduced the weight of limestone and limestone powder.
- Reduced the stoke value of charcoal due to its new abundance with the other burning changes.
- Items are now damaged when dropping to the ground on player death in casual and when breaking chests.
Modding
- Updated the "Modding Guide" with a new tutorial for creating the "Hello World" example mod among other changes and fixes.
- Added the GetZoomLevel hook, for overriding the default zoom functionality.
- Added the PostFieldOfView hook, called when the field of view has been initialized.
- Added a GetTilePenalty hook, used for manipulating which tiles should be preferred using "walk to tile".
- @HookMethod now does type checking on the method it decorates. If the method is not a valid hook, it will error.
- Added the GetCameraPosition hook for implementing a custom camera.
- It is no longer necessary to mark mods with only customizations as "multiplayerCompatible", and it is no longer necessary to mark mods with no scripts or customizations as "multiplayerClientside".
- Added multiple decorators such as @Mod.instance, @Mod.log, or @Mod.saveData for injecting a mod's objects into fields.
- Added the GetMaxSpritesForLayer hook for changing the maximum number of sprites that can be rendered in a SpriteBatchLayer at once.
Mods
Debug Tools
- The Debug Tools mod has been completed redesigned and has a brand new feature set.
Troposphere
- You can now use "walk to tile" to walk directly into a hole in the troposphere, but in all other cases you will path around the hole.
- Increased the base durability of the nimbus.
- Fixed artifacting of the overworld during movement.
Ridiculous Hairdos
- Marked as compatible for multiplayer.
Technical
- Released a new "Compatibility Branch" that may resolve some compatibility issues on some hardware configurations.
- Updated Wayward to Electron 3.0.0-beta 6.
- Improved the performance of calling most hooks.
- Tiles can now have multiple overlays.
- Added new properties to IActionArgument.
We have been plugging away at another batch of bug fixes, modding goodies, performance upgrades, and other changes with a focus on quality of life improvements. Hopefully something for everybody to enjoy! Some stand-out features include:
- Replaced the multiplayer menu with the world menu, allowing you to change your turn mode and tick rate in an existing world.
- Added an item breaking warning for dismantle and disassemble requirements.
- You can now ignite torches with other torches or fire starting devices directly in your inventory.
- Doodads that cause status effects will now warn players when attempting to walk over them.
- You will now only lose half the stamina (based on item weight) when failing to craft items.
- Fixed extreme performance hits from static in-game UI, especially when old messages are removed and scrolled.
New
- Replaced the multiplayer menu with the world menu, allowing you to change your turn mode and tick rate in an existing world.
- You can now copy the message log, and export the entire message history in your current filter.
Improvements
- Added an item breaking warning for dismantle and disassemble requirements.
- Added filtering to the help menu for searching keywords.
- Creatures are now easier to tame and will be tamed for longer based on how many times they have been tamed previously.
- Added a "learn more" link to certain notes that open up relevant help articles.
- Added a confirmation for attempting to heal yourself or others when at full health and not bleeding.
- Replaced paused/resumed messages with a new pause/play icon.
- Improved the look and consistency of all wooden items.
- Official modifications shown in changelogs are now linked to their Workshop entry via their heading.
- Added message logging for moving items, revealing the name of the container you moved the item(s) into.
- You can now ignite torches with other torches or fire starting devices directly in your inventory.
- Renamed the "Extincteur" milestone to "Exterminator".
- Moving all items to a container will now no longer stop at the first instance of an item being too heavy to move, but instead will check if subsequent items are able to fit.
- Doodads that cause status effects will now warn players when attempting to walk over them.
- Dangerous movement confirmations (attempting to walk on fire/cacti/etc.) no longer show if they wouldn't actually hurt the player (via equipment protection).
- Doodads and fire requirements are now separated within item tooltips, showing a red label if you don't have either or.
- Added icons for all help articles.
- Walk to tile will now walk through wooden gates.
- Fire elementals and lava beetles can now be used as a fire source for crafting and lighting torches.
- The dedicated server IP or hostname field will now remember the last server you joined.
- Decreased how long the server pauses when players are connecting.
- Improved the loading screen messages when joining a server.
Bug Fixes
- Fixed a bug that would not let you remove anything from a container if "Use Adjacent Containers/Items" was disabled. (Thanks sechsauge!)
- Fixed disassembly "Additional Requirements" label showing for item tooltips that could not be disassembled.
- Fixed some instances where tick time could freeze by changing some options while the game is running.
- Fixed some instances where legendary item defense values were not getting applied (doodad and burn damage).
- Fixed the server welcome message counting the server as a player.
- Fixed copper disassembly requirements not showing that it requires a fire source.
- Fixed the message area shrinking in size over time while the developer tools were open and docked to the side of the game.
- Fixed some error messages showing HTML code.
- Fixed the translation for time only showing PM in the hours of noon and midnight.
- Fixed an oversight where healing other players did not stop bleeding or provide healing notifiers.
- Fixed a rare desync when new players join a server.
- Fixed a bug where item confirmations did not display if an item was used as the default use in a quickslot.
- Fixed directional facing binds not working (shift + W/A/S/D by default).
- Fixed a few tipos.
- Fixed the open crafting dialog bind and button not toggling crafting (if it was set to dismantle). (Thanks Junis!)
Balance
- Damage from stepping on doodads (such as cacti) will now take into account foot protection instead of the total of all armor. Parrying will no longer be factored into damage reduction.
- You will now only lose half the stamina (based on item weight) when failing to craft items.
Modding
- Mods can now add their own dialogs using the new UI system (no HTML/jQuery required).
- Mods can now add their own notes.
- Mods can now add their own help articles.
- The fog color is now moddable.
- Added an IsTileBlocked hook, used for "walk to tile" pathing.
Mods
Troposphere
- Fixed walk to tile pathing through holes in the clouds.
- The fog color in the troposphere is now white, instead of black.
- Fixed the nimbus not being damaged on use.
- Added a help article and note for flying.
Technical
- Fixed extreme performance hits from static in-game UI, especially when old messages are removed and scrolled.
- Updated Wayward to Electron 3.0.0 beta 4 (from beta 2).
- Update Wayward to use TypeScript 3.
As noted with our last release, we were working on some issues relating to performance. Now, some weeks later, we think we have something available that will help the majority of people that had issues previously (especially on lower end machines). This required much more extensive testing than normal for these minor releases, which is why it took a bit more time, and also why you'll find that this changelog may not seem very minor. This won't be the fix for all performance issues, and probably won't be the end of the beta 2.6.x series, as we still want to wrap up a few items before focusing on our next major release. If you are still dealing with performance issues and don't want to wait, there's a number of options and possible solutions available for you. We recently released a guide on this, "Wayward Performance Guide" available here: https://steamcommunity.com/sharedfiles/filedetails/?id=1438746684 As you'll see below, this release was hardly all about performance, and more about balancing, improving, and fixing bugs in the game. A common issue we have seen in multiplayer is new players struggling. This is due to the very fast paced nature of the game when not playing in turn-based mode. To combat this, we have introduced a brand-new mode which adds a simulated turn-based environment for more strategic and dynamic multiplayer gameplay, allowing turns to only pass if players are actively performing actions. We've also opened up adjacent containers/items to be used in disassembling/dismantling fully, further decreasing some tedium in inventory management. This is just a few of the highlights; take a peek down below for more goodies. Have fun and keep suggesting your ideas and reporting issues!
New
- Added a "Simulated Turns" multiplayer mode, which allows time/turn passing as long as players are performing actions, otherwise the game will be paused.
- Added adjacent container dismantling.
- Added a /save chat command.
- Added an option to disable auto saving.
- Added an option to toggle adjacent container crafting.
Improvements
- Added support for using multiple movement binds at the same time.
- Added support for adjacent containers for disassembling/dismantling requirements.
- Decreased saving and loading time, especially for dedicated servers. The file size of saves has increased due to this change (although exported saves will still be compressed).
- Added an extra check to see if you are already facing a crafting requirement before turning to face the first instance found.
- Added display of skill use reputation impact within crafting tooltips.
- Merchant NPCs will now spawn on game saves that do not have them (from previous versions).
- All hard-coded bind hints will now show what your actual binds are (instead of using the defaults) within the Starter Quest.
- Added more information to the stats help entry to explain how their maximum values work.
Bug Fixes
- Fixed dismantling ignoring the order of items if no turn was passed after sorting items. (Thanks CMDR Kargen Dracos [INR]!)
- Fixed an issue where some players were experiencing the game freezing/crashing while saving.
- Fixed occasional uncaught errors related to multiplayer connections (when hosting a dedicated server).
- Fixed the attack damage label values not updating.
- Fixed a bug where both the character selection and main menu would appear when joining a game from a player's Steam profile with Wayward closed.
- Fixed an issue with some integrated GPUs that caused incorrect colors and other rendering glitches/visual artifacts.
- Fixed an issue where disassembled items could result in items with higher minimum durability than their maximum. (Thanks CMDR Kargen Dracos [INR]!)
- Fixed a bug that would cause keyboard controls to become stuck after holding them down while pressing the chat focus bind. (Thanks AbstrXact_Data!)
- Fixed the chat bind working when an interrupt is visible.
- Fixed the "Menu Enter" bind not working on input interrupt menus.
- Tumbleweeds may now drop their resources on adjacent tiles as dropping on the same tile did not allow it to grow. (Thanks Arnkh!)
- Fixed an issue where some books could contain items that resulted in you weighing more after opening them. (Thanks CMDR Kargen Dracos [INR]!)
- Fixed a bug where weight did not update after learning from an old educational scroll.
- Fixed the "equip hovered item" bind still toggling the equipment dialog when you're hovering an item.
- Fixed an extra space appearing in Starter Quest completion messages.
- Fixed legendary strength items not effecting max weight when equipped. (Thanks Arnkh!)
- Fixed an issue that caused dialog filters to filter incorrect items in.
- Fixed an instance where hitting locked chests or creatures barehanded with hand protection provided no benefits.
- Fixed gathering with hands not damaging your equipment enough, leading to this method being better than gathering with an actual tool. (Thanks Arnkh!)
- Fixed swimming animations not resetting after travelling.
- Fixed an issue where legendary skill items could potentially result in percents with more than 1 decimal point. (Thanks Arnkh!)
- Fixed a bug where legendary attack damage was not applying to melee weaponry. (Thanks Arnkh!)
- Fixed a bug where loading saves without previously loaded mods would still attempt to add modded items, skills, etc. through normal means.
- Fixed move to tile not stopping movement while moving in front of an NPC. (Thanks Arnkh!)
- Fixed +load for dedicated servers not generating a new world if the save specified did not exist.
- Fixed the dismantle filter getting reset after passing a turn. (Thanks Arnkh!)
- Fixed renamed containers not displaying their new name until they are closed and re-opened. (Thanks CMDR Kargen Dracos [INR]!)
- Fixed the menu bar overlapping quickslots when there are enough menu bar buttons at certain resolutions.
- Fixed some text being removed when switching languages.
Balance
- Removed the ability to get hurt (or bleed) from gathering most plants with no tool/hand protection.
- Carving corpses will now provide positive reputation in cases where the creature was hostile. (Thanks Aaron!)
- Treasure guardians will now be more difficult at lower reputation levels.
- Attacking creatures or hitting locked chests barehanded (without hand protection) can now cause bleeding.
- Doubled spyglass durability.
- Only tamed chickens will now lay eggs. Clucks-be-gone!
- Added a larger lower range for exceptional/legendary item durability that are found or transmogrified (does not effect crafted items, which have a much larger cap).
- Using your hands will now use more stamina than using tools for gathering, harvesting, digging, and attacking.
- Decreased base aberrant spawning chances, and further decreased the chance as your reputation is raised.
Technical
- Upgraded to Electron 3.0.0 which should improve compatibility and performance, especially on lower-end machines.
A new batch of fixes is ready for you all! We are currently looking into some performance issues related to some integrated GPUs. If you are having performance issues and have a discrete graphics card, make sure the game is actually using it (there has been some reports of some cards/drivers defaulting to integrated). As for the performance issues - we will continue to look into them, which now appear to be caused upstream (which we are waiting on an update for). Two fixes we are shipping with this release are "possible" fixes. One is regarding the issue where containers dialogs would not show when opened and the other was keyboard movement getting "stuck" until a mouse click was made on the game screen. Please let us know if you are still getting these after beta 2.6.2. We appreciate your patience while we address the remaining issues with the beta 2.6 release.
Bug Fixes
- Possibly fixed a bug where sometimes keyboard movement and controls would become "stuck" until a mouse click was made on the screen.
- Possibly fixed containers showing behind the game screen rarely (making it so it appeared as nothing happened when you tried to open containers).
- Fixed an oversight where you could only rest on the ground with a bedroll placed under you. (Thanks CMDR Kargen Dracos [INR]!)
- Fixed sleeping on a bedroll you are facing not checking for fire adjacent to facing tile (but rather the tile you started on). (Thanks Theodis!)
- Fixed an issue where multiple tooltips would appear if the information updated while your mouse was still hovered over it. (Thanks sechsauge!)
- Fixed the possibility of players timing out while the server is saving. (Thanks Valdig!)
- Fixed a multiplayer desync caused by healing tamed creatures. (Thanks MrAmazing!)
- Fixed a rare chance that players were unable to join a multiplayer game that they previously disconnected from.
- Fixed a bug that made you bleed inappropriately when starving to death, drowning, taking poison damage, and many other things.
- Fixed the filter not working in container dialogs. (Thanks Banaman!)
- Fixed items getting held in cursor after dying while dragging an item.
- Fixed crafting tooltips reporting incorrect item amounts based adjacent containers/items. (Thanks Arnkh!)
- Fixed resting/sleeping screens closing when players join in multiplayer.
- Fixed treasure maps not having the tops of trees in the "drawing".
- Fixed sugar canes not producing resources to gather when budding and fixed some wording on their description. (Thanks Fangthane!)
- Fixed death in multiplayer games not triggering ghost vision or closing certain dialogs when in hardcore difficulty.
- Fixed the middle mouse button failing to move to tile in many situations.
- Fixed message sources (filter editing) not being translated for the Starter Quest.
- Fixed some notes missing spaces by italicized words.
- Fixed some wording issues within the Starter Quest completion messages. (Thanks CMDR Kargen Dracos [INR]!)
Improvements
- Move to tile will now stop when taking damage from stamina/encumbrance.
Balance
- Slightly increased the weight of coconuts (as sometimes dismantling them would produce items with unrealistic weights).
Modding
- Added PreSaveGame and PostSaveGame hooks
- Added a ShouldStopWalkToTileMovement hook.
Mods
TARS
- Fixed an issue where TARS would attempt to place items continuously within the same container.
- Fixed message sources (filter editing) not being translated.
- Fixed TARS randomly attempting to go into the water and end up killing itself tragically.
- Fixed an issue where TARS would keep trying to rest while at -1 stats, leading to eventual death.
Technical
- Added a backgroundThrottling option for reducing resources when Wayward is minimized/not in focus. This is only intended for use in single player games.
Hey all, we are just delivering a small patch tonight to address some of the beta 2.6 launch issues as well as a few improvements thrown in. We fixed up some major performance issues as well as corrected some pretty big multiplayer bugs. Thank you all for testing and delivering feedback while we correct the problems. There's still some work to do, so stay tuned for some more minor patches!
Bug Fixes
- Fixed some performance issues on lower end machines as well as many macOS machines (you wouldn't believe what the cause was).
- Fixed walk to tile not moving correctly in cases of high latency in multiplayer games. (Thanks Amax!)
- Fixed auto harvest still working when both hands are disabled. (Thanks Adrien S. Enzo!)
- Fixed an issue where multiplayer games could increase too large in size due to saved messages, causing players to no longer to be able to connect afterwards.
- Fixed dedicated servers not starting properly when single quotes were present in the name. (Thanks Theodis!)
- Fixed the player count command counting the server in dedicated servers. (Thanks Theodis!)
- Fixed an error that happened when trying to feed/tame previously tamed creatures (from an upgraded save). (Thanks Cort Gdard!)
- Fixed absent players on upgraded server saves receiving 0 in all stats. (Thanks Theodis!)
New
- Added viewing/sending message support to the dedicated server menu.
Improvements
- Merchants will now face you when trading with them.
- Increased the volume of creature movement/taming sound effects.
Balance
- Increased the chance for sharks to despawn when out of view and range from them.
- Feathers are now considered tinder and can be used to stoke fires.
- Decreased the odds of chickens and harpies dropping feathers.
Mods
TARS
- TARS will now use move to tile path previews for movement display (instead of particle effects).
Beta 2.6 "Mercantile" was built with late-game in mind. The addition of trading with wandering merchants (NPCs), new legendary items and old educational scrolls opens the door for a lot of possibilities and added progression. Metal items have also been reworked to be much more worth it and rewarding over early tiers of crafts. Especially in the case of copper, where it is now work hardened/cold worked, giving it a unique use case over iron which still needs to be forged with fire.
As always though, it's important to grow and help the new players out there getting into Wayward. Which is why we also spent a lot of time focusing on early balancing and making the game a bit easier to get into. Things like completely redoing the help and hint system (now notes), extending the Starter Quest to include more early game problem solving, disabling auto gather by default (no more bloody hands!), and nerfing some early game baddies should help address many of the complaints from new players.
Those newer players also having issues with low item durability (possibly before they figure out the item quality system) should also have a better time increasing durability with the addition of animal glue, making reinforcing much more accessible. And those weight/inventory comments? With the inclusion of being able to craft from adjacent chests, this should help reduce some of the tedium of item management and help new players unlock even more recipes early on.
What about multiplayer? Well, with the new "move to tile" feature, movement should be a lot smoother and more consistent, especially for players that are far apart geologically. We have also fixed up all those lost chat messages by adding in message filtering, allowing players to view just chat messages instead of game and chat messages mixed together. This can also be customized to filter all types of messages in the game.
We aren't done with the early or late game. As always, we constantly need to be tweaking and improving these things as new content and systems get added. Of course, this is just a small tease of some of the new things in the game. For more information, take a gander at the video and wall of text below!
https://www.youtube.com/watch?v=qC3AGkCN4n8
New
- Added NPCs to the game that will spawn rarely and randomly in your world that you can barter and trade with.
- You can now pathfind/move automatically to a tile using ctrl + left click (or middle mouse click) by default. You can preview the path by holding down ctrl. (Thanks Amax!)
- You can now use adjacent tiles with items or containers as a source for crafting ingredients and recipe discovery.
- Added tons of new legendary properties that are applied based on the item including damage, defense, stats, reduced item weight and many more.
- Added a new "Notes" system to replace the previous hint system, providing non-intrusive hints and flavor to discovering the mechanics of Wayward.
- Dying in hardcore mode will no longer instantly delete your save. You can now explore the world as a ghost, and retain worlds where you are a ghost.
- Added animal glue, crafted from boiling animal bones and tissue.
- Added coconut containers along with more coconut depth including dismantling to coconut husks, peeled coconuts and coconut meat.
- Added "bone meal", to be used for fertilizer with compost and soil to create fertile soil.
- Added a new set of obsidian tools and weaponry.
- Added preview thumbnails to save slots in the load game menu.
- Redesigned the help menu to feature a list-based layout to quickly find help articles with shortcut/navigation support.
- Added "old educational scrolls", a new item that can help train specific skills.
- Introduced the slippery "mudskipper" creature.
- You can now filter the controls in the options menu.
- Added two new skin tones, two new hair colors.
- "Dead bushes" have been replaced with tumbleweeds with unique functionality.
- Added three new milestones, "Pacifier", "Merchant", and "Notekeeper".
- Added a console mode for dedicated servers.
- Added the ability to pause multiplayer games (within the multiplayer menu).
- All items are now able to be legendary tiered (not only equipables).
- Added an option to disable visibility of helmets (will only effect your character).
- Added more books and writings.
- You can now make sand casts with clay, sandstone, and rock, instead of just wood with new types of sand casts added.
- Added "stripped leather", dismantled from leather hides and used as cordage for strings.
- You can now "build" bedding items, allowing you to use them directly on the ground instead of directly from your inventory.
- Added a new action, "smother fire" to piles of dirt, sand, etc. used to extinguish fires.
- Added a chat button that can send messages using mouse controls.
Improvements
- Trees will no longer be inexplicably randomized which often did not produce all resources from the tree, especially when gathering during the ripening stage. Rocks/mountains will also no longer be randomized fully.
- You can now change the positions of the static elements in-game (stats, messages, and the menu bar).
- Implemented better support for high DPI displays, reducing blurry graphics and other rendering artifacts.
- Resource gathering (as well as carving and harvesting) will now produce resources in steps on each action at a time instead of all items at once.
- "Auto Gather" is now "Auto Gather/Harvest" and has been disabled by default.
- Scared creatures will no longer flee from you outside of small radius, making it so they will no longer be found near shorelines most of the time.
- You can now randomize your character name separately from your customizations.
- When connecting to a multiplayer game, it will now reveal how many players are connected and what your ping is via messages.
- Special mountain resource types (limestone, talc, iron, etc.) will no longer switch to their normal forms when depleting the resource, instead, they will have a mix of all resources present at the same time.
- Aberrant creatures will now drop high quality items and provide higher quality resources on carving (including the legendary tier) instead of dropping purely random items.
- Messages are now retained between saving and loading the game.
- Reorganized the way highscores are displayed, added colorization and difficulty icons.
- Iron and wrought iron armor now look unique from each other.
- Added a "close container" action if a container is opened to add back in the functionality to close containers with the item menu.
- Clay now spawns as part of normal world generation.
- Hooded items will no longer show helmets underneath them.
- Added more multilingual and international keyboard bind support.
- You can now scroll through the message history when the messages dialog is closed.
- You can now filter messages based on their sources (for instance, chat, combat, skills, etc.).
- Mod options now have subtabs in the options menu. Clicking on their options button in the mods menu now scrolls to their own section instead of the mod options section.
- Wearing gloves/boots will now protect players from status effects caused by gathering/harvesting and stepping on certain plants/doodads.
- Added a quest for learning quickslot usage in the Starter Quest (due to auto gather/harvest changes).
- Botany and mycology will now be used for harvesting benefits instead of planting. Gardening will now be used for planting instead of harvesting.
- You can now create a passage of lava when digging down into lava.
- You can now consume glue (why though?).
- "Heal Creature" is now "Heal Other" and will work on other players and entities.
- There is now a maximum length when renaming items, creatures, etc.
- Rolling back to a previous version of Wayward will now warn about save corruption and provide a way to close the game.
- Improved the creature graphics of sandcats, imps, harpies, goats, and claw worms by adding outlines.
- Reduced walking sound volume slightly.
- "Carve with tool" is now shown when facing gathererable tile events and harvestable doodads and carving can now be used as a shortcut for gathering/harvesting them.
- "Fertile dirt" terrain has now been renamed to "fertile soil" to match the item counterpart.
- In-game iconography (for the menu bar and equipment slots) have been increased in pixel depth and now have increased readability.
- Added bind colorization to the menu bar button tooltips.
- Tile events (tumbleweeds and honey fungus) are set up to be gathered instead of harvested, as it is always a destructive process.
- Bones can now be dismantled into bone fragments with a hammer.
- You can no longer "Collect" (pick-up) doodads when there are players or corpses over them.
- Added a starter quest for building wooden chests and creature taming.
- "Drop on Gather" is now "Drop on Gather/Harvest" and will now log what item was harvest/gathered and dropped in messages.
- Improved the look and color of shadows under hair.
- Music is now stopped/restarted when muting/unmuting.
- Added a bit of variation/randomization in the amount of resources gathered from plants/mountains, especially during their final stages for plants.
- The difficulty and whether you've won or died in a save is now shown in the save slot tooltip.
- The harvest action will now be applied to all resources that do not destroy the plant. Using "Gather" on harvestable plants will automatically use "Harvest".
- Combined the effective/ineffective damage messages if the damage types matched multiple armor pieces with conflicting resistances/vulnerabilities.
- Category and skill sorting layouts in the crafting window will now display alphabetically and will reverse itself if selected again.
- Resource gathering skills will now provide bonuses to how many resources you gather/harvest/carve at one time.
- Clay terrain templates now appear more organic.
- Clay brick houses will now possibly spawn items and doodads (like other generated templates).
- Improved the visual communication with bad (left) and good (right) drink liquid icons appearing on container items.
- Added a keybind for saving the game.
- The "friends" menu now automatically refreshes every few seconds.
- Wrought iron no longer appears with "rust" on it visually and features a new color scheme.
- Gathering/harvesting messages will now reveal which hand was hurt during gathering if auto gathering/harvesting.
- "Amber" is now "copal" and requires to be ground to be melted for use in reinforcing items.
- Resting or sleeping when in real-time mode will no longer make reference to hours.
- Some rudimentary touch support has been re-enabled.
- Orb of influences will now reveal if the impact was negative or positive when rubbing.
- Renamed the "archery and firearms" skill to "marksmanship".
- Ornate capes are now repaired and reinforced with the tailoring skill. (Thanks ghostyTrollcrow!)
- Wooden spears and swords now use the woodworking skill to craft.
- Treasure guardians will now spawn more consistently, increasing the difficulty slightly.
- The bull boat now uses a leather hide instead of tanned leather. (Thanks Axxron, Scourge of the tts!)
- Added some missing skill types for dismantle items (which were defaulting to tinkering previously).
Bug Fixes
- Fixed an oversight that did not take into account repair requirements when repairing doodads. (Thanks blay.paul!)
- Fixed a rare case of a multiplayer server shutting down 3 minutes after a client connects. (Thanks Renzourin!)
- Corrected some instances where fire did not spread or overflow to certain tiles/item/doodad scenarios. (Thanks ghostyTrollcrow!)
- Added a workaround for the 'GL_EXT_frag_depth' extension not being supported on some hardware.
- Fixed an issue with the Explorer milestone that did not unlock tiles by gathering from them. (Thanks helixA!)
- Fixed client crashing not disconnecting players from server in some instances.
- Fixed multiple issues that would result in focusing on the search filter when clicking on a dialog. (Thanks ghostyTrollcrow, Svarog!)
- Fixed having hashtags in directory paths not being able to load modifications. (Thanks timestop1528!)
- The dedicated server identifier is now randomized, correcting connection issues when importing a client-sided save game and trying to connect to your own server. (Thanks Jaxic!)
- Fixed not being able to set more than one secondary bind.
- Fixed a bug that froze the game while trying to rest while a hint window was up. (Thanks PaladinQueen!)
- Fixed the default dialog opacity being 5000% instead of 50%. The default has been changed to 80%.
- Fixed a bug that would double terrain items when digging cave entrances back up after being covered. (Thanks WandNova!)
- Fixed a bug that always returned the bonus minus 1 when using consumable items with a skill/quality bonus. (Thanks ghostyTrollcrow!)
- Fixed changing the language not updating the translations in the current screen.
- Fixed the fullscreen option not being checked on first launch of the game (even though it is fullscreened by default).
- Fixed Steamworks not working on 32-bit Linux.
- Fixed the usableWhenPaused action option not working. (Thanks Amax!)
- Fixed a graphics issue that occurred on some hardware in WebGL 1 mode where half the screen (diagonally) rendered incorrectly.
- Fixed some unclear messaging regarding offering items to already tamed aberrant creatures. (Thanks UrbanGear!)
- Fixed not being able to search for "chemistry" items and crafts within the craft/item filter. (Thanks Axxron, Scourge of the tts!)
- Fixed lava not illuminating the caves if it was the first time you went down and saw lava.
- Fixed an issue where the game would notify you of increasing health instead of decreasing after traveling.
- Fixed languages not being added to the language dropdown if the options menu was opened, and then the language mod was enabled afterwards.
- Fixed a memory error from adding too many lava/lighting tiles (through custom means/modifications).
- Corrected the tailoring skill description by mentioning leather when it should not have. (Thanks Lyceq!)
- Corrected a Steam bug that allowed non-Steam friends to join friend-only games.
- Fixed some multiplayer desyncs.
- Fixed some metal chests not requiring fire or anvils to craft.
- Fixed a graphical issue on macOS where some icon animations were blurry.
- Fixed the "Grasp" action reducing durability when nothing was available to grasp.
- Fixed an issue where automatically enabling a language (through enabling a mod) did not save it as the language selected.
- Fixed filled liquid containers and lit torches not using the proper skill when reinforcing them. (Thanks ghostyTrollcrow!)
- Fixed a bug that produced low durability items that did not show their red border when gathering/harvesting from plants that were low durability.
- Fixed corpses from named creatures not appearing in quotes.
- Fixed legendaries with a chemistry skill bonus not working or displaying correctly.
- Fixed an issue where item quality benefits were not appearing for items that didn't have a skill associated with them.
- Fixed a bug where you could dig close to both seawater and fresh water and produce water that did not contaminate. (Thanks PaladinQueen!)
- Fixed an oversight that allowed dead trees to heal over time. (Thanks ladyimp!)
- Fixed starvation not causing the hunger bar to shake.
- Fixed an issue where you could lose a flooring or any "set down" item permanently when using it to "extinguish" an open fire.
- Fixed an issue where checking/unchecking options did not update quick settings.
- Fixed "Open Mods Folder" not opening the mods folder for users that didn't have a readme.txt.
- Repeated disassembly and re-crafting of items will no longer scale the component's max durability with the new crafted item. (Thanks the rift!)
- Fixed wooden poles and copper arrows not counting as flammable items.
- Fixed named creature corpses not showing as their names if there was more than one of the same type on a tile.
- Fixed not being able to change to a time before 7:30am on the first day (affected Debug Tools). (Thanks Amax!)
- Fixed a bug that did not take into account stamina reduction for alternate creature carving skills such as botany or mining (for certain unique creatures).
- Fixed grammar issues in messages and tooltips when multiple items were renamed the same thing and were placed on the same tile.
- Fixed an issue where template spawning would leave tile events (honey fungus) attached to nothing.
- Fixed save names that were too long pushing save buttons off of the button viewport.
- Corrected a harvesting message typo.
- Fixed shortcut actions (like using dig on a tree to gather) from doubling their delay.
- Fixed "carve with tool" being an option when facing a creature inexplicably.
- Fixed an issue where "Reload and Continue Game" did not save other player data in a multiplayer game.
- Auto saves no longer happen while resting/sleeping (leading to some pauses/freezing after resting/sleeping). (Thanks sechsauge!)
- Fixed a typo in doodad and creature rename interrupts.
Balance
- Copper tools, equipment and weapons are now "cold worked/formed" and no longer require casting or fire (except for when repairing).
- Decreased default claw worm spawn chances and increased the effectiveness of reputation on either reducing or increasing the chance.
- Reduced the maximum durability limit on items, giving more incentive to craft higher tiered items at higher skill levels/qualities.
- Reduced chance of crafting legendary items (based on recipe item quality), weighing it more on skill rather than items due to the inclusion of legendary ingredients.
- The odds of less "useful" plants have been increased on world generation (including poison ivy, tumbleweeds, fly amanita).
- Skill legendaries can now have higher skill values and may include decimal values.
- Chickens will now spawn at positive reputation levels instead of negative ones.
- Goats and slimes will now spawn with positive reputation.
- Disassembling items will now incur a 25% durability penalty on all base components instead of 50%.
- Decreased the chances of receiving same or higher quality items from plants with quality (especially at legendary levels).
- Decreased all resistances of giant rats, giant spiders, claw worms, and zombies by 1-2 points.
- Decreased the chances of spreading plants retaining their parent's quality slightly.
- Nitre, coal and iron will now be rarer in comparison to the other ores and minerals.
- Fishing rods, fishing nets, and all hoes now provide positive reputation on crafting.
- Decreased effectiveness of reinforcing slightly (due to inclusion of animal glue).
- Increased durability and defense for all metal items; however, also increased the attack for medium to high tiered creatures to compensate.
- Collecting (or picking up) doodads that are on fire will now burn you if you are not using a tool.
- The stone knife now requires a handle and string to craft, but has increased durability.
- Stone spears no longer specifically require wooden poles (and can use bone poles instead).
- Stone arrows now require intermediate skill level instead of advanced.
- Trampling can now occur on all growing plants during the seedling through vegetative stages.
- Decreased the rate of egg production on chickens.
Modding
- Hooks are now registered via the @HookMethod decorator instead of a mod.json field.
- Added an API to add custom stats.
- Added an API to add new status effects.
- Added modding support for tile events via addTileEvent.
- You can now add custom corpses for creatures by adding another corpse description object to addCreature.
- Added an optional hook priority system. Each hook can choose its priority relative to other mods that use the same hook.
- game.isTileEmpty now takes an ITile. Added a game.isPositionEmpty to replace the old functionality.
- Added modding support for overlays (sprite layer used for making walk to tile graphics).
- Added an OnItemDamage hook.
- Added a proper @returns to getTileLightLevel. (Thanks Amax!)
- The return of most hooks is now type-checked, and invalid results are ignored.
- Added support for adding custom NPCs.
- Added a suite of NPC-based hooks.
- The menu bar button mod support now requires a description object that supports custom icons, a tooltip, and an onActivate method. Removed the OnButtonBarClick hook.
- Added a GetPlayerMovementIntent hook.
- Added a usableWhenPaused property for actions.
- Added a PreLoadWorldDifferences hook.
- Added an OnItemQuickslot hook.
- Removed the GetNextMusicTrack hook in favor of editing or creating a custom EnumCursor which can handle which music track to go to.
- Removed the CanClientMove hook.
- Logging now supports multiple sources. Mods now have their own loggers accessible with this.getLog().
- Fixed getContainerReference not accepting the proper amount of arguments.
Mods
TARS
- Introducing TARS, a Wayward bot.
- Added a spawn NPC section.
- Added a kill all NPCs button.
- The default backslash bind will now work for international keyboards as well. (Thanks Bud!)
- Fixed displaying modded things in dropdowns all lowercase and without spaces. For example, "glassbottlefilledwitharainbow".
- All creatures now have corpses.
- Released a music mod, "Alpha Tracks" which adds two Wayward tracks used earlier in production.
Technical
- Improved the performance of inventory and crafting sorting/updating.
- Added a new property limitFps, defaulted to monitor refresh rate in launch options. Can be raised or lowered for additional performance/power saving.
- Screen and menu transitions should now be smoother.
- An error will now be displayed when trying to import very old save games from the Steam Workshop (instead of simply not working).
- Changed the text system to use a more powerful interpolator, allowing arguments, colored text, and more in the future.
- Updated music to use Web Audio APIs. Music no longer has to be faded/muted on loading.
- Added a new property disableVSync to disable VSync when set to true in launch options.
- The stats system has been reworked. All humans and creatures now use the same system.
- Refactored enum iteration to use functional programming techniques, drastically increased the speed/performance of getRandom and getLength.
- Added a new angleBackend property in launch options that will switch the back-end renderer with the following options: "default", "d9", "d11", "software", "gl", "gles" for additional hardware debugging.
- Updated Wayward to use Electron 2.0.2.
- Updated Wayward to use TypeScript 2.9.1.
- Invalid (nonexistent) hair and skin colors now still work in existing characters or worlds.
- Rewrote the Stats UI to be generated on the fly based on the stats that exist on the player.
- Console output can now be filtered by source when in developer mode.
- Added a new error message for save loading failures.
- NewUi Components can now have custom context menus.
- Utilities are now separated into different files (and their own namespaces).
- Added a new colorProfile property in launch options that will force a color profile for the game with the following values: "srgb" (default), "rgb", "gamma24", and "none".
- Changed BindingManager to capture presses globally, not per screen, to simplify the code and make the behavior more consistent.
- Refactored most of the NewUi to simplify it, preferring a functional programming style.
- Tile events now supports a graphicVariation property like doodads and no longer require to spread with spreadMax property.
- Added NewUi dialogs, to eventually replace all the old dialogs. They can snap together and they resize with the viewport. As of this update, only four dialogs are using it: Messages, Notes, Quick Settings, and Edit Filters (for Messages).
- Added a way to use Random utility functions as non-seeded.
- Added additional GPU logging when enabling additionalLogging in launch options.
Wayward Birthday
Today marks the 2nd year of Wayward being available on Steam. We've been calling April 22nd the "Wayward Birthday" for this reason, and because of this fact, we are doing a 20% discount on Wayward today on Steam along with an extension to our "Content Contest". More details down below! As always, thanks for coming along for the ride with us as we continue our wayward journey.
Beta 2.6 Plans
We have heard you loud and clear! After multiplayer, the biggest wish for most players has historically been “NPCs”. With beta 2.6, we are making that wish a reality, starting with NPCs (non-player characters) that you can barter and trade with. If you are particularly malevolent, you can also choose to battle and fight them for their goods. As always, we’ll expand on this system going forward to add new gameplay options for them in the future. To go along with the trading, we also expanded our legendary system, opening up the ability for any item to be legendary with unique new properties, including reduced item weight, bonus stats, extra damage/defense, increased worth, and more! Another long-requested feature is the ability to use adjacent containers (chests) for crafting. This is something we are working on for beta 2.6 as well! Of course, I can’t spoil and talk about everything we’ve added and changed so far, but we’re already well over 100 improvements, bug fixes, additions, and balance changes for beta 2.6. Stay tuned for more reveals.
Beta 2.6 Media Previews
NPC Party
Attack of the Tumbleweeds!
NPC Trading
Wikipedia Entry
We are currently looking for some help on developing a Wikipedia entry for Wayward. This will help indexing/categorization of YouTube videos created on Wayward among other things. If anybody is a Wikipedia editor, please get in touch - we can help you with any information you need. Wayward should be notable enough at this point (it has been featured in PC Gamer (both online/print), Rock Paper Shotgun, etc.); however, we can't do it ourselves as this would be against Wikipedia’s rules as “self-promotion” even though we aren't using it for promotion.
Content Contest
We are currently running a “content” contest. One where you can submit any type of media or content surrounding Wayward for a chance at winning some Steam cash and Wayward keys! You can find more information on this contest here: http://www.unlok.ca/wayward/content-contest/ This is running until April 28th!
Featured Mods
Walk There by Amax Amax does it again! “Walk There” adds in the ability to automatically walk to a selected tile using your mouse. It’s so good, we’ll probably end up adding this to the game at some point! Sorry/not sorry Amax! https://steamcommunity.com/sharedfiles/filedetails/?id=1139795420 Close Da Door! By HenryFBP HenryFBP clearly had too many close encounters with a giant spider following him into his house. “Close Da Door” adds in automatic closing of a door behind you. https://steamcommunity.com/sharedfiles/filedetails/?id=1261970224 Capacious Extremis by Caleon Hoarders rejoice! Caleon extends the storage capacity of all types of chests. https://steamcommunity.com/sharedfiles/filedetails/?id=1240426631
Beta 2.5 Postmortem
Beta 2.5 was a milestone release for the Wayward project. It included one of those things I mentioned numerous times probably wouldn't ever be a thing. Well, never say never! Multiplayer was a big deal and many had tons of fun with it and continue to do so. It was fun enough for me to actually play the game again (instead of just develop and test for). There's still tons of work to do on it and it will continue to improve like Wayward as a whole. A special shout-out to Gary "Spacetech" Wilber, our lead programmer for making this dream come true! As always, feel free to share your thoughts, concerns, and suggestions! Have fun! Vaughn "Drathy" Royko
It's the major update that just keeps on giving! We are releasing yet another minor patch for 2.5.x to address some issues and tweak a few areas of the game. This release will fix up the container opening issue that multiple players have reported and hopefully correct some hardware compatibility issues. We are still on the hunt for an options menu freeze as reported here and here. Please report your findings! We are still also tracking some issues with hardware compatibility. Even with an update to Electron, there seems to be still some with the dreaded "Lost GL Context" issue. We again will have to wait for updates upstream to correct this issue. There's still hope as mentioned previous through the browser solution if you are okay with that. More information on that available here: http://steamcommunity.com/app/379210/discussions/0/27623709432022338
Improvements
- Length of rest/sleep is now negatively impacted when resting/sleeping on snow, shallow water, cooling lava, and swamp tiles.
- Disabled some creatures from being able to "stumble" where it would not make sense. (Thanks Amax!)
- You can no longer attempt to rest/sleep on lava or cave entrances.
- Unknown items (items that were added from mods that are no longer loaded) will now have proper grammar usage of the "an" article.
Bug Fixes
- Fixed an oversight that did not allow water levels to change when gathering from sea water tiles.
- Removed auto container closing due to a item performance issue that results in lag, preventing container opening. (Thanks cff29546!)
- Fixed an issue where no body of water was too big/deep to stop reduction of water levels when gathering water (should have been set at >= 50 connected tiles with bonuses for depth).
- Fixed an issue where two hints happening one after another would pause the game indefinitely within real-time mode (until restart).
- Fixed an oversight that resulted in binds being stuck when closing the Steam overlay while in-game. (Thanks STRIKER AWAKENING!)
- Fixed a bug where the "Join Our Community" heading was grayed out within the about/news menu.
- Fixed some sentence case/grammar issues.
Balance
- Increased the default tick time/rate when playing multiplayer so creatures are a bit slower to attack/move. This can be changed at any time in the multiplayer menu.
- Apple trees will now spawn with a variety of growth stages instead of only ripening on world generation.
- Increased de-spawning rate slightly.
- Harvesting or gathering from plants that cause status effects will now trigger those effects (poison ivy).
- Increased chance of slime splitting slightly.
Modding
- Added a GetAmbientColor hook.
- Added a GetPlayerFieldOfViewRadius hook.
- Added a GetTileLightLevel hook.
Technical
- Updated Wayward to TypeScript 2.7.
- Updated Wayward to Electron 1.8.2, improving performance and compatibility.
Mods
Troposphere
- Improved naming/grammar of all items/doodads/tiles/actions.
- Fixed an issue where rainbows or snowflakes did not spawn or drop and could not be used properly.
- Added a toggle lighting button.
- Improved naming/grammar of items and actions.
Well, it looks like we needed another 2.5.x release after all! In beta 2.5.6, we've addressed many issues and improved some player interaction like reducing item pick-up delay and increasing movement speed slightly among other things. There's still a few issues to solve (and some we are still waiting on to be fixed upstream as mentioned in the last update post), but it's likely we'll push those to 2.6.0 now. We'll keep updating the development branch nightly if you want to keep up to date with the more substantial changes that are likely to follow. We are going forward with the most requested feature, NPCs! But as always, the next major update will bring hundreds of other additions, changes, and improvements. Note: Due to one bug fix, your custom binds for mods will need to be reset.
Improvements
- Reduced the delay when picking up items (and sped up the item notifier animation).
- Added a loading animation before the splash/Unlok screen.
- Corpses will now be named what they were while alive.
- Slightly increased the player movement speed.
New
- Added a customizable bind (defaulted to escape) that will allow you to unfocus the chat bar.
Bug Fixes
- Fixed moving into an open container not closing it (and producing a weird animation). (Thanks Amax!)
- Fixed gravel piles being named compost piles when pluralized. (Thanks Mamapillar!)
- Fixed some instances of menu elements being sorted visibly if loading the menus too fast after starting the game.
- Fixed clicking mod options from mod menu not scrolling down to mod options section if you have never opened the options menu before. (Thanks Amax!)
- Fixed local modifications not detecting that they were loaded when loading a game. (Thanks Amax!)
- Fixed quickslot binds spamming themselves when held down if a specific action was selected for the slot. (Thanks KogasaGaSagasa!)
- Fixed mods being initialized again after they are uninitialized when game is reloaded. (Thanks Amax!)
- Fixed an issue where quickslot numbers/assignments would stay attached to items in multiplayer when dropping them. (Thanks blay.paul!)
- Fixed a visual glitch that kept highlighted items highlighted after crafting/dismantling until another item was hovered over.
- Corrected dismantle highlights not highlighting damaged items with a special yellow selection border.
- Fixed an issue where different torch types required different resources to be lit.
- Fixed a bug that resulted in custom player binds being reassigned to different binds when new binds were added to the game. (Thanks OnsenManju!)
- Fixed audio sliders still being operable within the pause menu.
Balance
- Heavily reduced chance to fail when planting seeds/mushrooms, and added a bonus to botany/mycology that will result in faster seed/spore germination time based on skill level.
Modding
- Fixed the reference for canDoodadSpawn taking the wrong parameter type. (Thanks Amax!)
Mods
Debug Tools
- Developer Tools has been renamed to "Debug Tools" to reduce confusion with native "developer tools" already within Wayward.
This may be the end of the line for minor patches for beta 2.5, depending on if there are any game breaking issues discovered. We are still waiting on a patch upstream to fix some of the hardware conflicts we are having in the game (corrupted rendering and/or losing GL context). Unfortunately it doesn't look like it is progressing very quickly, so we'll have to move on. That being said, we'll update the development branch (which will be beta 2.5.6 or 2.6) as soon as it becomes available. Apologies on this situation. Feel free to refund or use our browser solution if your hardware is not supported at this time and do not wish to wait. A special thank you to all that reported bugs and issues this time around for beta 2.5. Many bugs would have been undiscovered without your help!
New
- Added a "Move (All) to Facing Container" selection to the item menu to match the previous drop to container functionality.
- Added multiplayer compatibility to the Starter Quest.
Improvements
- Gathering will no longer result in a chance of 0 durability items placed on top of trees.
- Added 11 new hotkeys and removed "Backspace" as the 13th hotkey, and instead added shift modifiers for hotkeys 13-24.
- Improved the audio falloff so very distant sounds are no longer heard, making it easier to locate players in most instances.
- The skeletal mage wand will now only attempt to teleport into open tiles (randomized). Previously it would fail if attempting to teleport into a blocked tile.
- "Pick-up All" is now mentioned within the "Fast Pick-up" hint.
- Renamed the "Milk" option to "Gather Milk".
Bug Fixes
- Fixed an issue where the game would endlessly attempt to sync when joining a multiplayer game through the Steam overlay. (Thanks Bruskedragon!)
- Fixed an issue where players would stay connected to server indefinitely if they lost connection while playing (or their computer crashed). (Thanks blay.paul!)
- Fixed save game mods importing themselves every time the title screen is shown.
- Fixed a visual glitch that resulted in lit torches not showing the "ember" graphic when being placed down with under 200 decay. (Thanks the rift!)
- Fixed a PVP-related multiplayer desync. (Thanks Kyun!)
- Fixed tile events not having the proper sentence case in tooltips.
- Fixed the "Pulchritudinous" milestone not triggering again when transmogrifying equipped items. (Thanks Maugrift!)
- Fixed a bug where sliders (audio) could be interacted with while in-game when options were closed. (Thanks Snart!)
- Corrected a couple grammar issues.
Balance
- Reputation is no longer decreased when releasing tamed creatures. (Thanks Tribarrel!)
- Decreased the chance of creatures breaking doodads/walls slightly.
- Creatures will have a lower chance to wake players up from 2 tiles away.
- Decreased the chance of waking up from wall/doodad breakage from further away.
- Added a chance to remove a full water tile (even non-shallow water tiles) when drinking/gathering water (based on amount of connected water tiles).
Modding
- Fixed some links that did not work within the modding guide.
Technical
- Replaced game.getPlayerAtTile/Position with game.getPlayersAtTile/Position.
This may be the end of the line for minor patches for beta 2.5, depending on if there is any game breaking issues discovered. We are still waiting on a patch upstream to fix some of the hardware conflicts we are having in the game (corrupted rendering and/or losing GL context). Unfortunately it doesn't look like it is progressing very quickly, so we'll have to move on. That being said, we'll update the development branch (which will be beta 2.5.6 or 2.6) as soon as it becomes available. Apologies on this situation. Feel free to refund or use our browser solution if your hardware is not supported at this time and do not wish to wait. A special thank you to all that reported bugs and issues this time around for beta 2.5. Many bugs would have been undiscovered without your help!
New
- Added a "Move (All) to Facing Container" selection to the item menu to match the previous drop to container functionality.
Improvements
- Gathering will no longer result in a chance of 0 durability items placed on top of trees.
- Added 11 new hotkeys and removed "Backspace" as the 13th hotkey, and instead added shift modifiers for hotkeys 13-24.
- Improved the audio falloff so very distant sounds are no longer heard, making it easier to locate players in most instances.
- The skeletal mage wand will now only attempt to teleport into open tiles (randomized). Previously it would fail if attempting to teleport into a blocked tile.
- "Pick-up All" is now mentioned within the "Fast Pick-up" hint.
- Renamed the "Milk" option to "Gather Milk".
Bug Fixes
- Fixed an issue where the game would endlessly attempt to sync when joining a multiplayer game through the Steam overlay. (Thanks Bruskedragon!)
- Fixed an issue where players would stay connected to server indefinitely if they lost connection while playing (or their computer crashed). (Thanks blay.paul!)
- Fixed save game mods importing themselves every time the title screen is shown.
- Fixed a visual glitch that resulted in lit torches not showing the "ember" graphic when being placed down with under 200 decay. (Thanks the rift!)
- Fixed a PVP-related multiplayer desync. (Thanks Kyun!)
- Fixed tile events not having the proper sentence case in tooltips.
- Fixed the "Pulchritudinous" milestone not triggering again when transmogrifying equipped items. (Thanks Maugrift!)
- Fixed a bug where sliders (audio) could be interacted with while in-game when options were closed. (Thanks Snart!)
- Corrected a couple grammar issues.
Balance
- Reputation is no longer decreased when releasing tamed creatures. (Thanks Tribarrel!)
- Decreased the chance of creatures breaking doodads/walls slightly.
- Creatures will have a lower chance to wake players up from 2 tiles away.
- Decreased the chance of waking up from wall/doodad breakage from further away.
- Added a chance to remove a full water tile (even non-shallow water tiles) when drinking/gathering water (based on amount of connected water tiles).
Modding
- Fixed some links that did not work within the modding guide.
Mod
Starter Quest
- Added multiplayer compatibility.
Technical
- Replaced game.getPlayerAtTile/Position with game.getPlayersAtTile/Position.
This week has been all about bug fixing. We have a large batch of issues that we have corrected in this release, but still have a few more to go, as well as some improvements we'd like to see get in before we start on beta 2.6. So, a beta 2.5.5 is indeed planned for next weekend likely. Please keep reporting any issues you run into! We are also aware of a couple issues related to hardware from some players that we cannot fix quite yet. We are waiting for an update upstream (Electron) to potentially patch out these issues. Apologies if you are one of the few that are experiencing these issues. Enjoy!
Improvements
- Palm leaves are now considered tinder.
- You can now once again remove quickslotted items by dragging and dropping from your quickslots (like prior to beta 2.5).
- Mods now refresh when closing the Steam Overlay anywhere in the main menu. The "load game" menu now reloads the save list when mods are refreshed.
- The item list for containers now displays in the correct sentence case (for both inspect messages and tooltips).
- Removed the visual notifier for decayed lit torches, and removed references to "unequipping" them on decay.
Bug Fixes
- Fixed items breaking their quickslot assignment when they were automatically re-assigned when getting the item in your inventory again in multiplayer.
- Fixed a bug that would result in hatching a chicken (and boiling the egg) when placing an egg on cooling lava. Yep. (Thanks holyshield!)
- Fixed an issue where binds could get stuck pressed during an auto save.
- Corrected a visual glitch when equipping the spyglass.
- Fixed games not loading with custom skills (while skill window is set to auto open) after the mod has been disabled.
- Fixed containers not closing on death. (Thanks blay.paul!)
- Fixed the auto save screen not staying up until the save had completed.
- Fixed quick moving items (using the new bind) facing you into a certain direction.
- Fixed an issue where using "Continue Game" did not warn about any missing mods you may have.
- Fixed a bug that did not allow save game mods to be imported unless you loaded a game and then went back to the main menu.
- Fixed multiple binds appearing as "OR bind OR bind"
- Fixed audio fading in/out not being implemented correctly (leading to abrupt music stopping/starting) for some players in some instances.
- Fixed a bug where hovering over a skill or milestone would flash and show "N/A" when passing a turn. (Thanks Amax!)
- Fixed inspect messages showing incorrect sentence cases doodads, creatures, and tile events.
- Fixed incorrect pluralization on some items including "Pile of Sands". (Thanks the rift!)
- Fixed a bug that resulted in lit doodads staying embers forever among other oddities. (Thanks MadMarcAgain!)
- Fixed a visual glitch when gathering treasure on top of a cave entrance. (Thanks Tevervin!)
- Fixed some grammar/wording issues within the Starter Quest.
- Fixed various glitches when using actions by the world's edge.
- Fixed incorrect graphics being visible when planting seeds on the world's edge. (Thanks blay.paul!)
- Fixed some grammar issues with damage types in combat messages.
- Fixed recipes not unlocking if one of the components was quickslotted/equipped and protected crafting items was enabled. (Thanks DarkAcheron!)
- Fixed rare instances of templates (walls/doors) appearing over cave entrances on world generation. (Thanks holyshield!)
- Fixed the Starter Quest mod always showing as disabled when loading save games with it enabled. (Thanks Megan!)
Balance
- Creatures can no longer become tamed with items that are not crafted by players (if the item can be crafted), fixing Hobgoblins being tame from their own traps. (Thanks jopi!)
Modding
- Added a registerPacket method to BaseMod that allow mods to easily add new packets.
Mods
Developer Tools
- Fixed grasp and deliberate pick-up actions not working when noclipping.
Technical
- Fixed spawn coordinates not saving the "z" value on game reload. (Thanks Amax!)
This weekend we have another patch full of balance tweaks, improvements, and bug fixes. We still have more minor patches in us; possibly a beta 2.5.4 and 2.5.5 based on our list of issues still remaining.
One of the bigger changes has to due with multiplayer, where we have added in a fallback to support a larger variety of networking scenarios. Our previous solution (using WebRTC) found some players not able to join games due to unknown networking issues. Multiplayer will now fallback to WebSockets when a connection can't be made with WebRTC. Hats off to Spacetech for his work on this, and Maune/blokzeil1/Woutersparre/jopi from Discord for helping us test the changes!
We also have a large batch of balance and improvements; smoothing out the new player experience. On a technical level, we also added some more compatibility options for players having trouble with WebGL 2 (GL context issues), and UI scaling. You can now find two new properties within the launch_options.json:
webGlVersion: 2,
zoomFactor: 1,
Players can now set the webGlVersion to 1 to force WebGL 1 to be loaded. zoomFactor can be changed to integer or decimal, such as 0.75, 1.25, 2, etc. to force UI scaling in-game (since interface scale in options is enable to effect in-game currently).
Speaking of multiplayer, make sure to check out a new multiplayer group that popped up if you are looking for people to play with: http://steamcommunity.com/groups/waywardwayfarers or come hang out in the #multiplayer channel on our Discord: https://discord.gg/wayward
If you want to vote on or suggest the next new big changes in this hobby project of ours, make sure to check out the Beta 2.6+ Wishlist thread: http://steamcommunity.com/app/379210/discussions/0/1620599015907067930/ or the poll: https://poll.ly/#/PXpmR1ZZ
Improvements
- Single walls now show as full walls instead of as a post and improved tile-mapping for horizontal walling, closing large gaps when not connected to other walls.
- All torch stands will now have unique graphics and proper weights/light levels that match their wooden pole/bark torch/animal fat torch counterparts.
- Paddling (using the raft) will now check if there is water in front of you (and move you if so) instead of requiring you to be in water (potentially dousing torches).
- Added an "Open Logs Folder" button to the developer section in options.
- Collector and Explorer milestones no longer trigger for modded items.
Balance
- Length of fire is now doubled across all sources.
- Vampire bats and zombies will now be scared during daytime (while outside of caves).
- Hostile creatures may now lose interest in attacking for a short time after killing an enemy/player.
- Production of ash has been decreased slightly on lit doodads and torches.
- Starting fire with lit torches now has a much higher success rate over other fire starting devices.
- Pemmican will now reduce more thirst (-2 to -3); however, prepared pemmican will reduce less thirst (-2 to -1).
- Trap door spiders will now be revealed when attacking them (even when missing).
Technical
- The game now becomes paused when the game's GL context is lost (for whatever reason).
- Re-implemented "zoomFactor" within launch_options.json so players can enable UI scaling in-game as a workaround, since the new interface scale doesn't effect in-game UI.
- Added option to force WebGL 1/2 in launch_options.json.
- Networking has been rewritten to allow a fallback to WebSockets in the case where WebRTC fails to connect for some players. This is done through port 38740.
New
- Added a new clay house to desert template spawns.
Bug Fixes
- Fixed an issue where you could still try to quickslot items with a full quickslot bar, causing multiple issues. (Thanks jc_rabbit!)
- Fixed a bug where you could not move the exact weight limit of items to a container using the "move all" selection. (Thanks Stungun!)
- Fixed "Join Game" not showing the character select screen when used while the game is not running.
- Fixed quickslots becoming stuck performing actions while holding them down when a hint or confirmation screen came up.
- Fixed an issue where restoring GL context for WebGL 1 was not working correctly. (Thanks Tuche!)
- Fixed unknown items (from unloaded mods) from not showing up in tooltips.
- Fixed the multiplayer button in the pause menu sometimes not appearing.
- Fixed the idle bind becoming stuck idling while holding it down when a hint or confirmation screen came up.
- Fixed a weight issue with message in a bottles weighing more when unpacked (depending on item given). (Thanks mikehail!)
- Fixed an issue where you could potentially corrupt save games by clicking while loading after using the "Reload and Continue Game" to load games multiple times.
- Corrected some grammar issues.
Modding
- Fixed several language bugs including interrupt choices and doodad quality not being translatable. (Thanks holyshield!)
- Updated some outdated references in the modding guide. (Thanks ninjanomnom!)
- Updated the Hello World mod and modding guide with the changes presented in beta 2.5.
Mods
Developer Tools
- You can now set your weight bonus (increase/decrease weight capacity without modifying strength).
- Added a "Reset WebGL" button.
- Fixed the language appearing as "English".
Hey all, We got a pretty beefy "minor" patch ready for everybody tonight. In the last few days, we have been focusing on getting through our bug list and improving some of the shortcomings found in the beta 2.5 release; adding polish here and there, especially regarding mods. You'll also find a couple quality of life changes that have been requested quite a bit through the months. As always, please report any other issues you may have found! Here's an updated listing of the top bug finders since we started keeping count:
- blay.paul (22 bugs reported)
- Megan (15 bugs reported)
- Amax (12 bugs reported)
- sechsauge (8 bugs reported)
- Adrien S. Enzo (8 bugs reported)
Improvements
- Water is now ready to gather from lit stills when the fire reduces to embers.
- Mods are now no longer automatically enabled unless you subscribe to them while in-game.
- You can now place flooring beside walls/doors/gates/fences without having to pick them up first.
- Game saves will now show which mods are running once again via their tooltip.
- Mod descriptions are once again shown in mod tooltips.
- Updated some hints with new information.
- Added a +load "game name" argument for dedicated servers to automatically load a save on startup.
- Filtering items will now show matches for dismantled item names.
New
- The starter quest is now translatable in other languages.
- Added a gardening hint, explaining the different growth stages and gathering/harvesting.
Bug Fixes
- Fixed modded hairstyles not loading correctly in Character menus on most machines.
- Fixed being unable to disable locally installed mods when the same mod was installed via Steam Workshop.
- Corrected an issue that corrupted the lit water still graphic when reducing to embers after pouring water on it. (Thanks Amax!)
- Fixed facing another direction closing the action menu (reverting to previous functionality).
- Fixed the "Load Game" menu not confirming if you want to load a save with missing mods.
- Fixed mods being visually enabled (checked) even if they are were compatible.
- Fixed an error that occurred when removing the last character from the Character Selection screen, causing the menu to become empty.
- Fixed map memory (exploration area) being lost sometimes when hosting using a dedicated server. (Thanks blay.paul!)
- Fixed button bar keybind tooltips not refreshing after being rebound.
- Fixed an issue where a translation of a bind resulted in an error.
- Fixed an issue where some crafted items (fishing rod for example) were being regenerated on game reload due to incorrect disassembly items being attached to it.
- Fixed an issue that cancelled the sleeping/rest screen when an autosave happened.
- Fixed being able to throw/shoot/fire past a closed doors and walls.
- Fixed dismantle weights being impossibly low for the minimum weight for ornate blue books.
- Added a flammable property to items so that fire cannot spread to nonflammable items. (Thanks blay.paul!)
- Fixed being able to enable a mod if the the dependency is was not compatible. (Thanks Amax!)
- Fixed the inability to join a multiplayer game if you clicked "Join Game" before the main menu loaded.
- Fixed some quick setting options from overlapping into each other.
- Fixed improper grammar with the solar still description. (Thanks Gtd!)
- Fixed the formatting of the missing mod message when joining a server without the proper mods.
- Fixed some keys not being bindable.
Balance
- When water routing with digging, shallow, medium and deep water tiles are now treated differently, increasing chances of routing the deeper it gets.
- Removed the restriction of needing at least five connected water tiles to dig/route from; however, the less water tiles that are connected, the more rare it will be to route.
Modding
- Removed method definitions for a few mouse-related hooks superseded in beta 2.5.
- Removed inaccurate section about mod reloading in Modding Guide.
- Fixed/improved a few JSDoc comments related to hooks and bindings.
Mods
Argus
- Corrected a bug that was not showing the equipped argus item.
Technical
- Wayward has been updated to Electron 1.7.10, possibly fixing some rendering issues on macOS.
- Removed old or unused messages in translation (English) files.
- Added a bind for reloading and continuing the most recent game, when in developer mode.
- Fixed player's weightBonus not being accessible (again).
Today is a special day. Today is the day beta 2.5.1 is released. What, is there something else going on today?
Joking aside, we have a small patch ready for everybody to hopefully fix up most of the multiplayer desyncing issues. We've also fixed up some weight bugs, improved fire interaction, and corrected a few other issues. Keep reporting any new issues you find!
We still have a fairly large todo for the 2.5.x series, so this is nowhere close to the end of what we want to do before work begins on beta 2.6. We'll continue releasing these small patches as we go.
Happy "spending time with family but wishing you were playing video games" day!
Improvements
- Item quality and skill bonuses are now applied when healing creatures.
- Healing amount is now listed for creature healing in item tooltips.
- Fire overflowing (caused from over-stoking a fire) can now spread to nonflammable tiles (except for water) with flammable items on it.
- Over-stoking open fires can now overflow fire on to adjacent tiles mirroring the functionality of doodads.
- Smooth rocks can now be dismantled into stones.
- Added dedicated server command line option, "hardwareAcceleration" to control hardware acceleration.
- Lit doodads will now always be greater than any open fire that exists on top of it (due to over-stoking, items, etc.).
- Fixed up some padding and widths on various UI elements.
Bug Fixes
- Fixed multiplayer desyncs caused by leaving the skills window open.
- Fixed a multiplayer desync caused by sorting items.
- Fixed a multiplayer desync caused by quick slotting items.
- Prevented a bug that caused doodads to disappear when a lava beetle spit lava under it.
- Fixed an issue where stones from piles of rocks were too heavy. (Thanks black silence!)
- Fixed an issue where bundles of switchgrass and bushels of wheat could have too low of weight when dismantled. (Thanks Amax!)
- Corrected a hard limit that corrupted game saving/loading when changing the world too much (and possibly other causes).
- Fixed items not burning when a lava beetle spit lava underneath them.
- Fixed the OnTileUpdate hook not being called when players join a multiplayer game.
- Fixed the "failed to load required mods" multiplayer message not always showing the mods that failed to load.
- Fixed up a couple grammar mistakes.
Balance
- Overflowing fire can now spread to tiles with creatures on them.
- Balanced desert oases by adding more varied tree growth states (less mature trees) and more grass.
Modding
- Fixed "TooltipLocation.BottomLeft" and "TooltipLocation.BottomRight" not positioning tooltips correctly. (Thanks Amax!)
- Fixed "CheckButton.getText" and "CheckButton.setText" not using the correct text. (Thanks Amax!)
Mods
Reincarnate
- Fixed a bug that did not update your crafts and weight on respawning. (Thanks Amax!)
The time has finally come! After months of work, we're ready to release our biggest update to date. The stars and planets have aligned and sprung forth 250 changes for our 2.5.0 beta release. Illuminati confirmed. We hope this update finds you well during the holiday season.
As most of you know, the concept and biggest addition backing beta 2.5 is the new multiplayer mode, hence the "Kinship" subtitle. Although, that might be overreaching due to the inclusion of PVP and, you know, that griefing friend you probably have.
As with most large major updates, expect a few hitches here and there at first. We'll be adhering to our normal post-major rapid release cycle to address any beta 2.5 issues to make sure everything is ironed out and stable. Thank you to all that helped out to test this release; we couldn't have made it here without you!
https://www.youtube.com/watch?v=nRo6N7t_0TQ
Check out the Multiplayer Information page if you want to know more about how multiplayer works (both technically and in-game): http://www.waywardgame.com/multiplayer
Running a dedicated server or looking for somebody to play with? Make sure to post in the forums: http://steamcommunity.com/app/379210/discussions/ or join us in Discord: https://discord.gg/wayward
Some other prominent takeaways from the changelog (some featured in the video above):
- You can now milk tamed goats. Your taming skill will reduce the amount happiness your goat will lose when being milked.
- Added many new items including some rare items, lore-related items and added all types of mortars and pestles.
- Redesigned all menus, ranging from the save game screen, to the options screen, to interrupting screens such as loading, confirm, or input screens.
- Controlled fires (campfires, furnaces, etc.) will now last longer as they will eventually reduce to embers that can be re-stoked for normal functionality.
- Added a new menu that automatically saves previous characters you've used, to use again or create new characters from.
- Creatures will now take offerings from the ground and become tamed.
- Added a new ore type, along with all the craftable tools, armors and weapons associated with it.
- There are now 20 saves slots.
- Skill hovers now reveal which stats each skill can increase.
- Added a "pause menu" when in game which pauses single-player games in real-time turn mode. From it you may continue the game, return to the main menu, view the game options, and view multiplayer options for your world.
- You can now hold down shift (rebindable) to turn directions without moving.
- Arrows are now crafted with arrow shafts (making them lighter overall).
- Updated the controls system to allow multiple binds on the same bindable action, more press types (mouse left, right, middle, scroll up and down, etc), and ctrl, alt, shift modifiers along with any press.
- Added cooling lava and obsidian tiles (with a new resource and new functionality).
- Added a resistance/vulnerability output for creatures with accuracy based on anatomy skill.
New
- Added a multiplayer mode with casual/hardcore difficulty settings and a PVP option.
- You can now milk tamed goats. Your taming skill will reduce the amount happiness your goat will lose when being milked.
- Added new binds for moving towards the mouse, facing towards the mouse, facing directionals, toggling an item in a quickslot, clearing an item from its quickslot, moving an item, toggling an item as equipment, toggling screenshot mode, and showing more information in tooltips.
- Controlled fires (campfires, furnaces, etc.) will now last longer as they will eventually reduce to embers that can be re-stoked for normal functionality.
- Added a new ore type, along with all the craftable tools, armors and weapons associated with it.
- Added new buttons in Options for removing save games, highscores, milestones, characters, resetting unlocked crafting recipes, resetting all bindings to defaults, and resetting options to defaults.
- There are now 20 saves slots.
- You can now hold down shift (rebindable) to turn directions without moving.
- "Protected Crafting Items" will now work for dismantling as well, and will no longer display protected items within the listing.
- New aesthetically consistent pixelized cover screens have replaced the old artwork.
- Added cooling lava and obsidian tiles (with a new resource and new functionality).
- Added many new items including some rare items, lore-related items and added all types of mortars and pestles.
- Added a "Quick Settings" menu for quickly accessing commonly changed gameplay settings.
- Uploading save games will now automatically create thumbnails based on an automatic screenshot of the last in-game view.
- Creatures will now take offerings from the ground and become tamed.
- Added a new option that will add a confirmation dialog when using an item that is about to break.
- Water stills will now show their container is full when gathering is available.
- Added the "slithersucker". What could it be?
- Added a new mohawk hairstyle.
- Added a "pause menu" when in game which pauses single-player games in real-time turn mode. From it you may continue the game, return to the main menu, view the game options, and view multiplayer options for your world.
- Add two new milestones, "Weathered", and "Seasoned".
- Skill hovers now reveal which stats each skill can increase.
- Added a new loot group for high level monsters that contains better loot (for their level).
- Added a starter quest that teaches the mechanics of left/right hand use.
- Arrows are now crafted with arrow shafts (making them lighter overall).
- Added a menu for viewing Steam news in-game.
- Bonuses are now granted for exceptional and remarkable items for stoking fire.
- Added a new menu that automatically saves previous characters you've used, to use again or create new characters from.
- Added location-based damage from burning sources. Feet and hand armor will now be used exclusively for certain fire sources.
- Added "quickmove" binds to replace dropping into containers. You may quickmove items into a container you are facing, or quickmove items into the open container dialog.
- The character creator now requires characters to have names (with random default era-accurate names). The characters' names now appear in the highscores list.
- Added ability to copy text in opened messages dialog.
- Added a resistance/vulnerability output for creatures with accuracy based on anatomy skill.
- Added bind support for navigating around the game's menus.
Improvements
- Redesigned all menus, ranging from the save game screen, to the options screen, to interrupting screens such as loading, confirm, or input screens.
- Improved the look of wooden doors and tilemapping on all walls.
- Updated the controls system to allow multiple binds on the same bindable action, more press types (mouse left, right, middle, scroll up and down, etc), and ctrl, alt, shift modifiers along with any press.
- Aberrants no longer scale based on tactics/parrying bonuses from legendary items. (Thanks holyshield!)
- Additional requirements are now specified in the item tooltips for disassembly.
- Moved game options to a new menu with all the different game modes present when starting a new game, including a new turn-based/real-time options.
- Tamed or named creatures no longer despawn. (Thanks Megan!)
- You can now use a custom character in the daily challenge.
- Added a randomize button to the character creation menu.
- Legendary items will no longer prevent skill gain (or effect skill gain chances) if your skill goes over 100%.
- Creatures will now try to move out of open fires.
- Particle speed and decay is no longer based on framerate, which caused variability of speed on some machines.
- Walls will now count as obstacles for ranged attacks.
- Daily challenge highscores now list the daily challenge date in their name.
- Added sort options for save slots.
- Added sort options for mods.
- Added support for enabling/disabling different types of tooltips. Added an option to show tooltips for terrain.
- Creatures will now pathfind further distances.
- Lighting fires with a torch no longer uses decay.
- Added team artwork to the about menu.
- Dropping an item now always drops the item. There are three settings for drop location: "Drop on Facing Tile", "Drop At Feet", and "Drop At Feet When Facing Tile is Blocked".
- When being damaged by a creature while sleeping/resting, it is no longer considered persisting pain. (Thanks sechsauge!)
- Messages in a bottle now have a chance to drop paper (and less of a chance to drop refined sand).
- Added sort options for highscores.
- Saves by default now export with their name in the filename.
- A confirmation screen will now appear when walking over traps if the warn on dangerous action is enabled.
- Added new binds for zooming in and out.
- Condensed messages when picking up all items in a stack.
- Added highscore places to highscores menu.
- Added binds for toggling developer mode, reloading the game, and toggling developer tools.
- Animal skulls can now be dismantled into bone fragments.
- Tilling or digging grass will now raise gardening instead of mining. (Thanks Aurion!)
- Items will now be checked that their disassembly items match a known recipe (so old items will transfer over to updated/new recipes from old saves).
- You are no longer able to water route directly from grass or other flooring tiles. (Thanks blay.paul!)
- You will no longer receive hand damage when using hand armor/protection when gathering, digging, etc.
- Blood will no longer be able to be placed on the same tile as other blood and will attempt to be placed at an adjacent tile.
- Plants will now produce damaged gatherables when being damaged (through trample/fire/throwing).
- You will no longer receive a fire warning when moving into a doodad that is on fire if auto gather is disabled.
- When digging cave entrances, tiles and flooring on the other side now get dropped as items (instead of disappearing). (Thanks sechsauge!)
- Added tabs to the options menu and reorganized the options.
- Fire elementals now have their own loot group of items.
- Delays of actions and quickslot usages are now consistent, speeding up many quickslot actions.
- Separated the title menu bind and the bind to close all dialogs.
- Clicking on a menu title now scrolls to the top of the menu.
- Added some missing tools to loot groups and potential starting items.
- Added plant roots to wheat gathering to be consistent with other plants. (Thanks Megan!)
- The mortar and pestle you must create in the Starter Quest can now be either stone, sandstone or wood.
- Action and item menus are now hidden when going into options/help/rename/confirmation screens.
- Creatures that can spawn after the decay or durability has reached 0 on some items will now attempt to find any adjacent tile, instead of just a random one.
- Lava can now randomly turn to cooled lava (instead of ash previously). You will also now receive obsidian instead of ash on gather.
- You can now pour out liquids into lava to cool or harden it.
- Changed interface scaling to be at specific multipliers, and locked the upscaling maximum to what can fit on the screen.
- Protected items using the "Protected Crafting Items" option will now be displayed within the item tooltip.
- Fire elemental corpses are now animated.
- The resource gathering hint will now only show for mature trees and rocks/sandstone.
- You can now gather from growing (normal) grass.
- Gathering and harvesting from damaged plants will now produce damaged items.
- Skullcaps now require a hammer to craft (instead of a rock).
- Inksticks now use carbon powder for their recipe.
- Corpse tooltips are now condensed by grouping and count.
- Added a binding for displaying more information within item tooltips, defaulting to Shift.
- Chives can now be harvested for seeds during the ripening stage and gathered during the budding stage.
- Ranged attacks on to doodads will now damage them.
- Aberrant slimes will now split into other aberrant slimes 100% of the time. (Thanks Megan!)
- Modified creature health messages to refrain from using words like "healthy" to prevent things like "healthy zombies".
- Plants now have a chance to spread their quality on to their children plants.
- You no longer require a set amount of food or water when travelling; however, you will use them as needed and may begin to starve and dehydrate if you do not have enough.
- Anatomy revealed health messages for creatures now uses different language for low and moderate accuracy with verbiage such as "appears" and "seems".
- Increased the spreading factor of normal grass by large amount. (Thanks blay.paul!)
- The "offer" action is no longer context sensitive and can be assigned without a facing a creature.
- Fixed a white box that appeared briefly when loading Wayward.
- Added messages for enabling/disabling hand usage.
- The Starter Quest now asks for either stone or sandstone campfires and water still resources and crafting (instead of forcing stone).
- You can now "win" or complete the game multiple times and record the highscore, it will no longer simply return you to the main menu.
- Fixed up some confusing wording in the Starter Quest concerning building doodads, clicking items, and skewer use.
Bug Fixes
- Fixed a bug where toggling left or right hands with the keybinds would not effect your hand usage when the equipment window was closed.
- Fixed a bug that was not applying bonus decay based on skill and quality to crafted items with decay.
- Fixed an issue where the selected quick slot action did not keep a checkmark beside it when re-opening the item's menu. (Thanks Brad!)
- Dead trees can no longer be fertile. (Thanks blay.paul!)
- Fixed a bug where creatures would prefer going either left or right all the time.
- Fixed mod customizations changing when exporting/importing characters or saves between installations where customization mods were installed in a different order.
- Fixed an issue where some items could have their disassembly recipe broken, leading to not being able to disassemble them. (Thanks blay.paul!)
- Added in a fix and possible prevention for a bug that would corrupt the inventory of a player in rare instances. (Thanks Aurion!)
- Fixed an issue where harvesting and gathering did not reveal hidden creatures.
- Fixed the over-eating/hydration messages not showing the correct values. (Thanks blay.paul!)
- Fixed a bug where the trapping creature chance worked in reverse of skill gain. Yikes. (Thanks holyshield!)
- Fixed a bug where destroying a plant while it was fire would not burn you.
- Fixed doodad disassembly data not getting saved when building/picking them back up. (Thanks RawCode!)
- Fixed a bug where desert oases did not spawn any coconut trees around them.
- Respawning will now reset trapped status so one movement is no longer cancelled after dying from a trap.
- Added a fix that will verify item orders to prevent item corruption/duplication. (Thanks Onkel Herrmann!)
- Fixed another issue where lit/animated doodads would sometimes show incorrect graphics (Thanks blay.paul!)
- Fixed an issue where players would appear to be walking on water when spawning on top of water (in casual mode).
- Fixed an issue where world tooltips were not refreshing when idling. (Thanks Lyceq!)
- Fixed boglings becoming untamed instantly after offering them accepted items. (Thanks Megan!)
- Fixed an oversight that set the Lava Beetle Helmet as 0.1 weight. (Thanks Megan!)
- Rabbits will now accept carrots, apples, lettuce and pineapples. (Thanks blay.paul!)
- Fixed an issue where old maps could be used in new worlds.
- Fixed multiple "The fire around you is warm and comforting." messages from appearing when sleeping next to multiple fire sources. (Thanks tim!)
- Fixed an issue where cods and blindfish would attempt to attack other creatures when tamed without any result. They no longer try to defend you. (Thanks Megan!)
- Fixed flying creatures not appearing above trees when flying over them.
- Fixed a graphic issue with the dreads hairstyle while swimming.
- Fixed an incorrect message appearing when attempting to pack dirt. (Thanks tim!)
- Fixed an issue where weight was not being saved when picking up doodads that were built/placed. (Thanks Megan!)
- The stone anvil now uses stonecrafting and the iron anvil now uses blacksmithing. (Thanks Megan!)
- Fixed several cases on incorrect character cases in messages.
- Fixed a bug that allowed aberrant creatures to drop "Unknown" items. (Thanks blay.paul!)
- Prevented the "Talented" milestone from showing with more than 1 decimal place.
- Fixed many grammatical issues.
- Fixed an oversight that allowed you to gather water underneath a creature or a pile of items. (Thanks Megan!)
- Fixed the honey fungus description from being uncapitalized in the tooltip.
- Fixed the message text being red when healing tamed creatures. (Thanks Adrien S. Enzo!)
- Fixed a bug that revealed trapdoor spiders via tooltips when they were on top of a doodad or item. (Thanks Megan!)
- Fixed an incorrect particle color that was set for grass.
- Fixed an issue where some world generation templates would spawn growing doodads over top of improper tile types.
- Fixed a bug that granted full parry defense even when not duel wielding.
- Fixed a bug that would produce a randomized legendary property on torches when picking them up from being built. (Thanks Megan!)
- Fixed another issue regarding milestones not updating when transmogrifying while equipped. (Thanks blay.paul!)
- Fixed an old bug that prevented flying creatures from spawning on top of doodads that blocked normal movement. (Thanks Megan!)
- Fixed an issue where extinguishing a fire on top of a lit doodad that contained items on the tile would not actually extinguish it. (Thanks Megan!)
- Fixed a bug that did not update the game properly when extinguishing fires on top of fully grown plants or full water stills.
- Fixed the raft not producing any particles when paddling.
- Fixed an issue that prevented you from lighting a pile of 12 items on fire. (Thanks blay.paul!)
- Fixed an issue where the message dialog (when expanded) could freeze item moving, causing item ghosting/duping.
- Fixed an oversight that caused trees not to count as obstacles for ranged attacks.
- Fixed an issue where drawn maps (that dropped as loot or created internally) were not being created with map information. (Thanks Megan!)
- Fixed a bug that was not giving the correct chance for giving quality items from harvesting/gathering.
- Fixed the "Navigator" and "Seafarer" milestones from not triggering. (Thanks Caerold!)
- Fixed a bug where tamed creatures could attack you and be unreleasable when reloading a game. (Thanks blay.paul!)
- Fixed an issue where using a quickslot hotkey would not trigger gathering confirmation dialogs (for gathering while on fire/destroying the plant).
- Fixed a bug that did not produce particles or sound effects across world borders. (Thanks blay.paul!)
- Fixed a bug that was using mining skill to dictate tilling chance of success.
- Fixed an issue where dialog windows would clamp to your resolution incorrectly on the height axis. (Thanks blay.paul!)
- Fixed various typos.
- Fixed a bug where your crafts were not updated when breaking an item from attacking.
- Fixed an issue that did not allow ponds or desert templates from spawning on world generation.
- Fixed a bug that showed the gathering while on fire message when moving into a tree that was not grown yet and other edge cases.
- Fixed a bug that caused gathering at map edges to not damage the terrain.
- Fixed errors occurring when dying after consuming an item.
Balance
- Reduced the weight of branches, wooden poles and wooden dowels.
- The chance of claw worm spawning is now based on player's reputation and has been decreased near the 0 reputation mark as a result.
- Slings and bows now require two hands to fire/shoot.
- Offering items to aberrant creatures can now fail (based on skill).
- Increased minimum stone arrowhead weight (to be more inline with iron/wrought iron arrowhead weights).
- Arrows now use cordage (instead of a full string), reducing their maximum weight.
- Increased the damage of most melee weapons.
- When using lava/cooling lava, it now has a chance to cool down or spread fire around.
- Slightly decreased damage benefit from tactics.
- Reduced the damage of all arrows and bullets due to new skill damage increase.
- Added a rare chance for quality of gathered/harvested resources to be one quality above what the plant was.
- Trees will no longer alter their gathering drops based on quality. Other quality benefits will still apply.
- Reduced aberrant damage slightly.
- Increased base gathering success chances moderately.
- Reduced the maximum fuel that can be placed on to torches.
- You can no longer gather wheat fully while it is flowering. (Thanks blay.paul!)
- The sand cast flask (and talcum) is now used specifically for metal items that would typically require a cast to create them. This also applies to wrought iron items now.
- Player armor resistances are now scaled with increased aberrant damage, meaning less damage will be taken with resistant armors. The same is also applied for vulnerabilities in reverse.
- Cods and blindfish now accept insect items as offering, but are harder to tame naturally.
- Increased the health of bears, sharks, grey wolves and sandcats slightly.
- Increased damage benefit from archery/throwing skills (on top of tactics).
- Reduced the damage of all pickaxes and hoes.
- Increased lava spawns within caves.
- Hobgoblin traps now do significantly more damage.
- Destroying a plant when gathering with a tool will now damage the tool.
- Reduced the amount of iron per tile slightly.
- Raspberries now quench 1 thirst.
- You will no longer receive parrying skill bonuses while not dual wielding.
- Equipping two held items will now always add at least one defense from parrying.
- Reduced chance of getting plant roots from grass tiles, and increased chance for grass to turn to dirt when gathering seeds.
- More limestone will drop from each tile (up from 2 to 4).
- Trap damage can now be negated by base/blunt defense. The skill damage reduction has been slightly lowered due to this.
Modding
- Added a mod options button that appears for enabled mods, when that mod provides options.
- Modification of weightBonus is now available via localPlayer.weightBonus.
- Added PreExecuteAction and PostExecuteAction hooks.
- Added OnPlayerJoin and OnPlayerLeave hooks.
- Item quality, resistances, and vulnerabilities are now translatable.
- Added an OnMoveComplete hook.
- Fixed the character creation menu not respecting imageOverrides.
- Added a PreExecuteCommand hook.
- The game version is now translatable.
- Keystrokes (for bindings) are now translatable.
- Added "CommandManager", allowing mods to create custom chat commands.
- Added method of loading additional mods when playing in browser mode through a "wayward.mods" localStorage property. Specify a comma delimited list of mods to load.
- Added an OnTileUpdate hook.
- Added CanPickupDoodad and OnPickupDoodad hooks.
- Mods can now only be enabled/disabled if all dependencies/dependents are also enabled/disabled. The game now prompts for if you want to enable/disable them automatically.
- Added hooks for getWeightStatus and getWeightMovementPenalty.
- mod.json is no longer updated if the publish file id is already correct.
- Added a "multiplayerClientside" property for allowing mods to load in multiplayer that only effect client.
- Fixed some improper/outdated documentation for functions in the modding guide. (Thanks Amax!) (Thanks tim!)
- Cache busting is now disabled when running Wayward in Electron (so Chromium Developer Tools changes are kept). (Thanks Amax!)
- Added CanDoodadSpawn and OnDoodadSpawn hooks.
- Added a new hook "OnUninitialized" to be called after a mod has completely unloaded.
- Added a Wayward++ navigation class to take advantage of near native speed for path-finding.
- Mod references will now be automatically published each night for the development branch via Github.
Mods
Reincarnate
- Players can no longer reincarnate into water or deep water.
- Skills and stats are now randomized a bit on reincarnation.
- Added two new hairdos and a few new hair colors and skin tones.
- Converted all tools to use the action system (for multiplayer compatibility).
- You will no longer take damage or have a warning prompt when no-clipping over dangerous tiles.
- Added an "Open Dialog on Load" option.
- Tiles that cannot normally be tilled will no longer receive a tilled status (causing graphical issues).
- Added a teleport to host button (for multiplayer).
- Added a /refresh chat command to refresh stats.
- Added a particle spawner.
- Removed the invalid "None" item.
- Added a tame creature button.
- Added a reputation slider.
Technical
- Updated Wayward to use TypeScript 2.6.
- Updated Wayward to use Electron 1.7.9.
- Wayward will now automatically restore WebGL context when lost (due to crash).
- Fixed slowed performance of tamed creature pathing to enemies.
- Log files now show log source names instead of source ids.
- Changed callback functions around the codebase to promise functions.
- Changed "Developer Logging" to "Developer Mode", and added "Original Version" to save tooltips when in developer mode.
- Added support for corpse animations.
I know many Wayward players (especially the dedicated ones) already know about this, but I thought I'd make it a bit more clear with an official announcement.
Multiplayer is OFFICIALLY coming to Wayward!
What started off as an impossibility in the eyes of many (including me) has realized itself through many months of testing and iteration. Much thanks goes to Gary "Spacetech" Wilber, our lead programmer for making this happen!
Our planned feature set for multiplayer include both options of permadeath and casual (respawning) as well as a toggle for PVP. The multiplayer works in a simulated real-time mode (as opposed to turn-based in single-player).
Players will be able to join Wayward multiplayer games through their friend's Steam profile, their Steam friends list, or through an in-game menu. There's also several new multiplayer chat commands available, like a handy "/kick" command for players that like to start fires under your feet. But who needs that when you can fight fire with fire!
It's important to note that what gets released in beta 2.5 is subject to change and improve. The multiplayer will grow in scope and depth just like the single-player experience. Multiplayer is an optional feature, but a feature many, many people have requested. It is single-handedly the most requested feature to date. And one that was not easy to implement, especially since the game was never built with it in mind.
But also to those that don't care about multiplayer, beta 2.5 won't focus solely on multiplayer. Improving the core game is still a top priority. You can expect to see other exciting top-requested things such as new lore elements, a brand new ore type, a main menu UI overhaul, and much more! We'll post a community discussion on wishlist topics for beta 2.5 coming up to get a more up to date priority list from everybody. If you are interested in the changes thus far in the beta 2.5 development branch, check out: http://steamcommunity.com/app/379210/discussions/3/1473096694445167021/
Let me know if you have any questions!
Okay, so here's a real minor patch this time, unlike the last one. We found a few issues after releasing beta 2.4.3 that needed to be addressed sooner rather than later. Have fun!
Improvements
- Dying in casual mode will now log information on how you died.
- When dying in casual mode, it will no longer mention unequipping items.
Bug Fixes
- Fixed a regression where a single requirement was unlocking recipes.
- You no longer will get a warning confirmation when attacking a creature that is on a dangerous doodad/tile/fire. (Thanks Megan!)
- Fixed an issue where the death sound effect would not play all the time when dying in casual mode.
Modding
- Removed some outdated references included within mod references.
Hey all, We have fairly substantial "minor" patch filled to the brim with quality of life improvements, balance changes, and of course a healthy amount of bug fixes for ya'll this weekend. This may or may not be the last patch within the 2.4.x series as we want to get started as soon as we can on beta 2.5 and delivering that sweet multiplayer goodness! Let me know your thoughts on these changes as always!
Improvements
- When starting fires with torches, you can now either have a kindling item or a fuel item (preference goes to kindling).
- You can now attempt to gather from more stages on all plants. You can now also intentionally destroy plants while they are growing (with confirmation).
- Most plants now have many more resources from gathering including leaves and plant roots from most stages on most plants adding more distinction from harvest/gather.
- When renamed items appear in messages/tooltips, they will now have their proper character case and quotes surrounding them. (Thanks Xech!)
- Improved the growing grass graphic. It now also has all the normal growing plant stages.
- If you rub an orb and it would have no effect, it not longer consumes itself. (Thanks Adrien S. Enzo!)
- Drink is no longer the first option for seawater within the item menu.
- Added the ability to rename all doodads.
- Added less confusing text when harvesting a plant that can only be gathered.
- Fixed up some improper message types being applied to certain messages.
- You can now pour medicinal water on yourself. (Thanks blay.paul!)
- Improved the "bouncy" hair style graphic.
- Added less confusing planting messages when the tile was not suitable or if something was in the way.
- Increased line-height on tooltip titles for added padding on long titles.
- Changed the order of benignity/malignity in the reputation tooltip. Game changer!
Balance
- Dying with negative reputation now increases benignity, dying with positive reputation now increases malignity (in casual mode).
- Increased gardening reputation, but removed the reputation (and skill) gain when packing dirt (untilling).
- Reduced the chances of gathering fruits/seeds slightly from trees when fully ripened. (Thanks blay.paul!)
- Removed anatomy bonuses from receiving status effects (poison/bleeding) from doodads. This bonus will now only apply to creatures/combat.
- Anatomy now also effects chance to get burned (like poisoned/bleeding) from creatures.
- Aberrant creatures now have double the chance to cause status effects.
Bug Fixes
- Fixed an issue that may have lead to corrupt save games due to item ordering. (Thanks Onkel Herrmann!)
- Fixed a undiscovered bug that would reset/change tiles around templates (spawned houses, ponds, lava) when reloading the save. (Thanks amul!)
- Fixed a message that showed traps doing "0" damage to creatures.
- Fixed an incorrect tree hitting sound effect triggering while gathering non-tree plants.
- Fixed a bug that unselected game option buttons (visually) when hovering over game options with tooltips.
- Particles that trigger when walking on water no longer get triggered on the last tile, but will now trigger on the tile moved to.
- Fixed a visual glitch with flooring that would clip outside of walls on the corners of houses.
- Fixed some cases where item order did not unlock certain recipes. (Thanks Rivet!)
Here's that second 2.4 patch, as teased earlier this week. We've been hard at work fixing all the reported (and unreported) bugs, as well as improving some aspects of the game. It's bug hunting season! Speaking of reported issues, here's a recent top 5 list of all the bug hunters helping out Wayward:
- Adrien S. Enzo
- Amax
- blay.paul
- GauHelldragon
- sechsauge
Improvements
- Maple, spruce, and cypress trees will now cycle back to budding stage when reaching their final maturity.
- Attempting creature taming will now give reputation.
- You can no longer trample germinating plants.
- Improved consistency of many doodad particle colors, including adding support for different colors based on growth stages.
- Increased the color range of particles and slowed down their decay speed slightly.
New
- You can now attempt to drop items on the same tile as a creature.
- Added a thirteenth keybind as backspace by default.
Bug Fixes
- Fixed a bug that made tamed creatures produce blood and particle effects even when they had not caused damage to their target.
- Fixed a bug where digging up certain tiles could duplicate items received from them (like cobblestone for example). (Thanks evildagmar!)
- Fixed an issue where water stills from older saves could get into a corrupted state. (Thanks Dynaflame!)
- Fixed a line of sight issue that would give full line of sight past a fire event/doodad when using a spyglass. (Thanks blay.paul!)
- Fixed an issue where animal taming done through offering was not giving any reputation. (Thanks Adrien S. Enzo!)
- Fixed fire spreading to water tiles with items on it. (Thanks sechsauge!)
- Fixed the "Offer" action not being available when the creature was on top of a doodad. (Thanks Adrien S. Enzo!)
- Fixed a bug that would cancel the sleeping overlay/screen if using a quickslot to sleep/rest before the screen ended its fade out event.
- Fixed a bug where collected doodads did not retain their name. (Thanks Adrien S. Enzo!)
- Fixed vampire bats and zombies despawning in caves during daytime incorrectly.
- Generated houses and other templates will no longer be spawned over cave entrances/exits. (Thanks Adrien S. Enzo!)
- Fixed some item borders getting cropped off within the equipment window. (Thanks Xech!)
- Fixed an oversight that would show a item notifier above the player when dropping a lit torch.
- Fixed a bug that was not counting items that were equipped and altered towards equipment milestones. (Thanks Xech!)
Balance
- Reputation loss now only occurs when tamed creatures actually hurt other creatures (unlike before where it happened whether they caused damage or not). (Thanks sechsauge!)
Tonight we have a small batch of fixes, improvements, and balance changes. Although it's small, some changes may have a bit more impact than you would think on first glance. If we messed anything up too badly, please let us know as beta 2.4.2 will also be right around the corner with more of these rapid changes/fixes. Thanks for all the issue reporting as always!
Improvements
- Fires can now spread on to non-flammable tiles when there are flammable items on it.
- Spawned doodads (on world generation or through spreading) will now gain durability based on their quality.
- You no longer have to be facing a fire to gain sleep benefits from it. All adjacent tiles are now checked.
- You can no longer craft pile of ashes from charcoal. As if you ever wanted to! (Thanks blay.paul!)
- Mushrooms can now spread or grow on top of wooden flooring.
Bug Fixes
- Fixed doodads spawning with a random quality but never showing what it was until picked up/gathered. Fix will only effect new worlds. (Thanks Momop!)
- Fixed an issue where you could not upload game saves to the Steam Workshop. (Thanks blay.paul!)
- Fixed a brief flash of black when moving across the edge of the world.
- Fixed errors when opening the New/Join Game menus, after disabling a mod that adds skin or hair colors.
Balance
- There is no longer a 100% chance of returning quality items based on the doodad when gathering/harvesting - it is now varied based on the skill used to gather/harvest it.
- Time skitters now have vulnerability to blunt damage.
- Skeletal remains will now spawn within caves on world generation.
- Increased corpse decay times and modified many based on their size/type.
- Added one point of hydration (-thirst) to apples, but removed one point of satiation (-hunger).
- Increased hunger timer speed slightly (won't effect old saves).
- Decreased hand drill durability, but increased both fire plough and bow drill durability.
Mods
Reincarnate
- Fixed an issue where your field of vision was not updated when reincarnating if you were moving/attacking.
Hey everybody!
It's that time again. Time for a beefy major release! Except instead of beef, it's full of fruits and veggies, with "Cultivate" being the theme this time around. In this major update, you'll find some of the top voted items in the last "wishlist" and polls being addressed, such as:
- Plant growth stages and treating trees like all other plants in the game.
- Harvesting action for non-destruction resource gathering on plants.
- Kindling groups added for easier fire starting management.
- Casual mode added for newer players learning the game or for those that want a less hardcore experience.
- More favorable cave system (more grouped ores, easier to find treasures), but more compact and potentially more hazardous.
- Performance improvements and optimizations.
- Tons of new content: a new hairstyle, a new creature, and many new items and plants.
- Movement improvements and options for tweaking turning delay.
- Many reputation tweaks, making it easier to gain benignity.
Changelog
New
- Added over 25 new items, mostly new fruits, vegetables, seeds, and plant resources.
- Added a new harvesting action that gathers fruits/vegetables/resources from plants without destroying them (like gathering does).
- Added a non-permadeath casual mode.
- There is now a 6-7 stage growing cycle for all plant life (including trees) with unique graphics for all stages of development.
- Added four new types of trees that feature new spawn locations and biomes. Trees with berries/vines/fungus have been converted to apple/cypress/spruce trees on older saves.
- Added a new "Direction Turn Delay" option.
- New games will now use window positions, sizes and opened status from the last save you played in (or died in).
- Added a new gardening skill for tilling, watering, and fertile soil/compost/fertilizer crafting.
- Added new "kindling" group that allows use for twigs, tree bark, or new wooden dowels.
- Added dismantle item images in item tooltips.
- Wooden shavings are now dismantled from twigs or wooden dowels (instead of crafted directly from twigs).
- Trees are now considered "doodads" and will feature a growth/life cycle similar to all plants.
- Added "wooden dowels", dismantled from wooden poles and used as kindling or as hinges in woodworking recipes.
- Added a new long style haircut.
- Fire starting requirements now check the tile you are starting a fire on instead of specifically needing the materials in your inventory to start it.
- Added two new milestones: "Boundless" and "Talented".
- Skill reputation impact is now listed in skill tooltips.
- Added a forceWaveAudio launch option for sound debugging (if audio in-game is not working for you).
- Added the lively, yet hardy goat creature.
- Traps will now pause creatures or you for a turn when doing damage.
- Tree fungus (now honey fungus) exists on top of trees and can spread to some surrounding trees. It can also be harvested directly.
- You can now rename tamed creatures.
- Item quality now adds bonuses for consumables.
- The stat effects for consumables are now revealed in item tool-tips (if you have used them before).
Improvements
- Turning is no longer delayed in the same fashion as actual movement, allowing you to turn more responsively, but delay your movement as much as you want (using the new Direction Turn Delay option).
- Performance across the board has been improved, and CPU usage has been decreased.
- Decreased first game loading times by a few seconds, possibly more on lower-end machines.
- Added damage types to all non-blunt items so that throwing things like sharp rocks will now count as slashing/piercing and bone fragments as piercing for example.
- The damage from traps is now revealed in their messages.
- Transmogrification no longer reduces the item's maximum durability. (Thanks Skarn22!)
- All plants have been renamed to their real-life counterparts and produce more realistic resources.
- There is now a growing/decay variation present on corpses, doodads (plants) and tile events (fire).
- Trap door spiders will no longer move on top of water.
- Creatures will no longer get stuck behind doodads and fire that would otherwise block their movement.
- Fertile soil will now provide growth speed bonuses on anything planted on top of it. Plants will also have more fertility (can propagate) during their last growth stage if planted on it.
- Fixed some landmass distortion near the borders of the world's edge in world generation.
- Dismantle/disassembly requirements now show in red if you do not have them.
- Item weight checks are now applied to disassembly item data as well, fixing some issues where disassembling old items would result in more/less weight than original item.
- You can now drop items on top of traps; however, it will set them off. Throwing items on top of traps will also set them off.
- Creature health messages now reveal how your anatomy skill is effecting the analysis of their health.
- The death message for dying by consuming an item now reveals which item it was.
- You no longer "attempt" to drop multiple items when the attempt was successful. (Thanks cxkis!)
- Added highlight effects as warning for encumbered/overweight statuses, parrying bonuses changes, and legendary equipment bonuses.
- You can now gather and harvest while resources are on fire (however, it will warn and burn you).
- Wooden poles can now be built into torch stands directly.
- Floors will no longer clip through the end of walls, causing a visual glitch.
- Reduced movement speeds will now appear less choppy visually.
- Improved item border design by making them a bit more subtle with a glow and making them bit/pixel depth accurate.
- Added message feedback for when you are attempting to do actions too quickly (through the action/item menu). (Thanks blay.paul!)
- Grass blades are now "hay" and come from multiple plants.
- Collect, gather, and harvest are now used as fallbacks when using carve/digging actions on doodads, saving players some time not needing to specify differing actions on quickslotted items.
- Sharp rocks can now be dismantled into stones.
- You can now purify water (as opposed to just being able to desalinate) using solar/water stills.
- The click noise is no longer triggered when changing directions when the action menu is open.
- Watering plants will now provide growth speed benefits instead of fertility benefits.
- Stone knives are now slashing/piercing instead of just slashing.
- You can now drop items on top of a solar still; however, it will no longer desalinate while items are on top of it.
- Movement slowdown when encumbered and overweight is now scaled based on how close or over you are to your weight limit instead of hard values.
- Improved cave terrain generation to increase their cavernous appearance. Giant cave lakes are a bit smaller and include more interesting geological formations.
- Boiled eggs now require tongs instead of a skewer.
- The "gather" action now applies to doodads that have resources (previously just limited to trees/rocks). "Pick-up" is now reserved for doodads that are structures/built objects.
- Improved the readability of skill descriptions.
- Improved the grammar of all item dropping messages.
- The weight of doodads is now checked on game load to make sure they don't go out of normal range on weight updates.
- You no longer receive resources when caving in a cave entrance/exit.
- Setting off traps while walking over them no longer automatically picks them up on the same turn.
- Added failure messages for gathering, digging and tilling.
- Improved milestone progress performance.
- Doodad tooltips will now name doodads based on their growth stage.
- Removed acorns, saplings and big berry items from the game. These have been replaced by other similar items.
- Trampling and extinguishing fire (by pouring water/dousing with items) now increases reputation.
- All game and Steam icons changed to graphic where Wayward character is not cut off/cropped.
- A loading screen is now shown while travelling (instead of just a black screen with no visuals).
- The actions menu is now disabled while sleeping/resting.
- You now "drown" in water when out of stamina while swimming, instead of just "working yourself into exhaustion".
- The resting/sleeping interrupted message now reveals why you were woken up.
- Simplified the fire making step within the Starter Quest by merging two quests together.
- Equipped torches now produce ash just as built torch stands do. (Thanks GauHellDragon!)
- Added a confirmation dialog for releasing tamed creatures.
- You can no longer use actions while moving (which could sometimes lead to multiple turns happening simultaneously).
Bug Fixes
- Fixed a bug where tamed creatures would not defend you properly.
- Fixed an issue where you could parry the burning damage from lava. (Thanks Yenwood!)
- Fixed a bug where travelling away did not give a reputation boost. (Thanks blay.paul!)
- Fixed an issue that prevented ore veins from being any larger than two connected ores. Slightly re-balanced ore spawning with this fix.
- Fixed a bug that prevented doors from saving their orientation (when placed vertically).
- Fixed pirate ghosts not being able to fly over mountains.
- Fixed a bug that removed any item thrown/shot on to a stack of 12 or more items. (Thanks sechsauge!)
- Fixed a bug where players could set down a chest, collect it, then continue to put items in the chest, deleting all items on close. (Thanks Xech!)
- Fixed cave entrances having a lowered rate for caving them in when digging on them. (Thanks sechsauge!)
- Fixed an incorrect reputation value for clay walls and flooring (changed from -25 to +25). (Thanks sechsauge!)
- You can no longer exploit/spam the use of actions from the action menu faster than should have been possible.
- Fixed an oversight that resulted in shot ammunition not triggering lava effects when landing into lava.
- Fixed sorting crafts by unlocked time not working. (Thanks GauHelldragon!)
- Fixed a very obscure edge case where animated doodads/tiles could animate to an incorrect graphic. (Thanks the rift!)
- Fixed a layout issue that caused the scrollbar in windows to shift items around in the window when it appeared/disappeared. (Thanks the rift!)
- Fixed a sorting/item dragging issue where you could not accurately drop the item to the bottom of the container/inventory on occasion.
- Fixed a rare bug where you could start without a starting skill.
- Fixed cases where a map might not show the red damaged border after using it.
- Fixed a bug where you couldn't drop items on the same tile as an open wooden gate.
- Fixed some instances of creatures not facing the proper direction when moving left to right or vice versa.
- Fixed an issue where some items (found as loot) would disassemble to the wrong amount of items.
- Fixed Open Broadcaster Software not rendering Wayward in Game/Window Capture modes.
- Fixed worm meat not being grouped as "insect". (Thanks sechsauge!)
- Fixed an issue where at noon and midnight the sundial would result in a message stating "It appears to be around zero o'clock." (Thanks Xech!)
- Fixed an issue with where giant rat graphics were improperly positioned when moving west.
- Fixed an instance where creatures could become invisible due to a misalignment of position.
- Fixed a bug where multiple items/UI elements were not being highlighted while going through the Starter Quest steps.
- Fixed container sorting (for tile chests/containers) not saving when "Keep Sort Active" was enabled. (Thanks wayfarer!)
- Fixed an issue where using certain actions from quickslots would trigger the clicking noise.
- Fixed skeletal remains removing itself and "returning to life" even though it never did when the tile was blocked.
- Fixed various typos in doodad and item descriptions.
- Fixed an issue where highlighting effects would not properly fade out and abruptly cut the animation short before ending.
- Fixed the outdated skeletal mage description text.
- Fixed a bug where changelog buttons had an incorrect font size when using the alternate font. (Thanks Monkeys!)
- Flying creatures will no longer make splash particles when flying over water.
- Fixed a bug that loaded the wrong changelog versions after importing an older save game (or moving up versions).
- You will no longer go the same seed/map when traversing the sea/sailing to civilization when not moving/passing a single turn in between. (Thanks blay.paul!)
Balance
- Tweaked the abundance of needles by reducing durability of animal claws, making the dismantling of bone fragments only return one bone needle and reducing the chance of getting animal claws from some animals.
- You now require to be holding an item in each hand to get the defense bonus from your parrying skill.
- Reduced lumberjacking and mining malignity (reputation decrease) rates slightly.
- Gardening endeavors now gives more reputation over all actions (tilling, planting, watering, etc.).
- Increased the time it takes for plants to grow in maturity.
- Desalinated water now provides a bit more thirst and health benefits over purified water.
- Leather armor now has fire resistance.
- Lava can now burn away in rare instances.
- Anatomy use now increases your reputation/benignity.
- Slightly reduced skill bonus for consumable items.
- Significantly reduced the malignity gained from gaining metabolism and stamina.
- Inksticks are no longer consumed fully when drawing maps (some durability is just removed).
- Reduced starting malignity slightly when playing daily challenge mode.
- Hurting your hands can now cause bleeding rarely (based on anatomy skill).
- Increased chance of gathering items without tools, but also increased chance of hurting your hands.
- Decreased the benefits of coconuts and reduced the amount of coconut trees that spawn in the desert (due to new tree changes causing imbalance).
- Decreased max attack of giant rats and claw worms slightly.
- Gathering no longer gives you resource amounts exactly matched to your tool attack, but rather it will now be used as a maximum item amount (based on skill).
- Dead bushes no longer give you a branch (replaced with more twigs).
- Increased the chance to trample (extinguish) fire by walking onto it.
- Creatures will be tamed for longer with lower taming skill values (fixing the issue where some creatures would be tamed for 1 turn with 0% skill).
- Item dismantling can now return lower quality items based on skill (and item's base quality).
- Added more tools to the list of possible starting tools for new games.
- Swamp tiles can now be used to grow more types of plants.
- There is now a success/failure state to gathering plants/fungi (like gathering from trees/rocks previously). Based on botany/mycology depending on type.
- Increased difficulty of starting a fire slightly (based on camping skill).
Modding
- Added a player argument to the OnTurnComplete hook.
- Added a player argument to the ProcessInput hook.
- Fixed some instances where mods could corrupt saves with items. (Thanks Driko!)
- Added a OnQueueSoundEffect hook.
- Fixed itemManager.removeContainerItems() missing the first item in the container for removal. (Thanks Amax!)
- Added a GetNextMusicTrack hook.
- Mods can now add new music and sound effects via addSoundEffect and addMusic.
- The "compatibleMinorVersions" property of the mod.json is now required for mods to be enabled.
Mods
Developer Tools
- Added a "Travel Away" debug button that bypasses requirements.
- Noclip no longer corrupts randomness when enabled.
- Toggle tilled will now work on facing tiles (like all other interactions).
- You will no longer spawn on top of a doodad when reincarnating.
Technical
- Wayward has been upgraded to use WebGL 2.0.
- Wayward is now backed by WebAssembly technology.
- Wayward has been updated to TypeScript 2.4.
- Additional errors and logging are now available when the game save files exceed the maximum limit.
- TileEvents can now exist as multiple distinct types per tile and can feature unique functionality.
- Replaced tile.xId with tile.x (creatureId to creature, doodadId to doodad, corpseId to corpse, tileEventId to tileEvent).
- Wayward has been upgraded to Electron v1.7.4.
Hey all,
We are pretty close to wrapping up beta 2.4! We are now working on the finishing touches, and will soon begin bug testing (as soon as we can get a stable development branch build). Stay tuned for more updates on that via our development discussion forum or via social media/Discord.
Beta 2.3 Postmortem
Beta 2.3 turned out to be our biggest major update to date, followed by some of the biggest minor updates as well, all the way up to beta 2.3.3. During this period, we were also developing the multiplayer update (which will most likely be beta 2.5 based on player feedback). Beta 2.3 introduced some highly requested features such as character customization, custom seeds, and more. A lot of the changelog in beta 2.3 focused on improvements, because we feel it is important to improve the game and fix bugs rather than just keep adding content. In beta 2.4, we are shifting this a bit in response and adding quite a bit of content this time around.
Beta 2.4 Previews
We've been releasing a fairly steady stream of beta 2.4 previews. If you have been out of the loop, here's a sampling of them now: Kindling Groups And much rejoice was had by all! Introducing kindling groups (and wooden dowels). No more wooden pole stockpiles or searching for tree bark!
Dismantle Item Previews
New Plant & Tree Growth This sped up preview shows the new growth stages with custom graphics for each stage, ability to plant and grow trees just like any other plant, and the new harvest ability.
Caves Overhaul
Forest Biodiversity
If you want to keep up to date with Wayward and these previews, come join us on Twitter, Facebook or Reddit!
Player Survey
Recently, we released a player survey to help us get a better, data-driven look at what Wayward players think about the development of the project and to rate their experience with the game. We realized relying on Steam Reviews alone doesn't give us the full picture, especially for a project that changes so rapidly. It should only take a few minutes if you want to participate: https://docs.google.com/forms/d/e/1FAIpQLSdIKSwYgcZn3lktb-ZC5r8IpfQ7NU0ce_GSxQy7RWWmWheDwg/viewform
Beta 2.4 Wishlist/Poll
Speaking of player feedback, our wishlist and poll for beta 2.4 this time around attracted a pretty large turn-out. Luckily some of the highest rated items were items we already wanted to focus on, like new fruits, veggies, growth stages, non-destructive harvest, renewable tree growth and more cultivation goodies. That, and a healthy dose of UI improvements. We are now also seeing a healthy amount of requests for NPCs, so that will likely be pushed sooner rather than later. Next though, it's likely you'll see a multiplayer update for beta 2.5 based on the response in the past. Wishlist: http://steamcommunity.com/app/379210/discussions/0/1318836262657142382/ Poll: https://poll.ly/#/GgOABNxz
Featured Mods
We always get a good feeling when somebody likes Wayward enough to create mods for it. Here's a few recent one we want to showcase. Equilibrium by Yenwood Given enough time, everything reverts to its natural state. Malignity and benignity will slowly return to 0. The rate of this is configurable through the options. http://steamcommunity.com/sharedfiles/filedetails/?id=932165902 Beards by Adrien S Enzo Adds a set of beards and alternate hairdos to the character customization screen. BECAUSE BEARDS! http://steamcommunity.com/sharedfiles/filedetails/?id=901300138 Philosopher's Stone by TheDuckPancake This mod adds a philosopher's stone item which can be used to transmute common items like leaves or stones into more valuable ones like iron or coal. http://steamcommunity.com/sharedfiles/filedetails/?id=899709064
Discord
The "Wayward Kin" Discord is definitely the place to be as a Wayward fan. You'll see weekly-ish updates (as they happen to the development build), discussions on Wayward itself, previews of upcoming features, and probably the occasional discourse on random global economic issues or whatever. Come hang out! https://discordapp.com/invite/0W1JEHHVVKmaxyP9
Wayward Let's Plays Showcase
There's been a couple long playthroughs of Wayward recently, some by the likes of: Rogueliker As the name suggest, Rogueliker, AKA Chris, has a channel filled with roguelike gameplay. He has covered tons of roguelike and roguelite games, recently added Wayward to that growing list. Wayward video playlist: https://www.youtube.com/playlist?list=PLDJGj71kLY5Uk1xA8q96xcs_tQUE__NQU Long Journey Divided Long Journey Divided, AKA "ACryInShame" focuses on strategy and RPG games, with most recently a lot of Factorio gameplay, but also recently mixed a little bit of Wayward into that routine. Wayward video playlist: https://www.youtube.com/playlist?list=PLQB-JZPK0X3cIlC_Pi30aO2JX4QCAAdWd
Hey all, This week we have been busy tweaking new player interaction, improving UI/UX, and fixing some of the bugs in our backlog. Unless there is anything game-breaking that comes up, this will be the last minor patch in the 2.3 series. We are eager to get to work on some of the bigger features and additions in beta 2.4 (and also hopefully clear out our Bug Reports forum). I've also just set up a beta 2.4 wishlist discussion thread and poll for everybody to take part in: http://steamcommunity.com/app/379210/discussions/0/1318836262657142382/ Have fun!
New
- Added an option to invoke the actions menu via right click on game screen (instead of inspect) that is defaulted on.
- Added a resource gathering hint.
- Added a quickslot hint.
Improvements
- There is now a face direction delay to prevent erroneous movements after turning a direction.
- The default option for context menus (item menus) is now right click instead of left click.
- You can now use shift + right click to drop items from inventory, remove items from quickslots, move items from containers to inventory, and unequip items when using the new defaulted right click context menu option.
- Inspect has been removed from the actions menu, and instead will require shift + right click to perform on the game screen or through the use of the new "right click inspect" option.
- The hint for reputation now triggers at a higher malignity/benignity.
- The taming hint is now only shown when killing a peaceful creature.
Bug Fixes
- Fixed sort by recent not working correctly.
- Fixed items being defaulted to the first quickslot option even when they actually defaulted to throw. (Thanks Caerold!)
- Fixed not being able to move items from nested containers back to parents when at maximum weight even if the change wouldn't impact weight (or vice versa). (Thanks cxkis!)
- Fixed a rendering/visual glitch when placing tiles over shallow fresh water.
- Fixed Starter Quest and other mod windows from being cropped/sized incorrectly when updating from previous versions of the game. (Thanks Rafael M.!)
- Fixed a grammar issue with decayed messages using the item's prefix incorrectly. (Thanks Urban Monkey!)
- Fixed the description for wooden fence mentioning three logs instead of two. (Thanks Urban Monkey!)
- Fixed some improper grammar with the doodad damage message. (Thanks Guted!)
- Fixed an error when loading saved games that had custom hairstyles set, but the mod providing the hair style was disabled/removed.
- Fixed the "Open Mods Folder" button rendering incorrectly at smaller resolutions.
- Fixed console errors when deselecting hair or skin colors.
- Fixed language extensions prompting users to update their language settings.
Modding
- Added a FAQ/help section on importing to the modding guide.
Mods
Ridiculous Hairdos
- Added new skin tones and a new "hairstyle".
Today marks the first anniversary of Wayward's Steam debut. Of course, I, and now, "we" have been working on Wayward much longer than that; although, the exact start date and therefore real anniversary is a bit tougher to track down. So, let's go with April 22nd, the new semi-official Wayward anniversary day! Let's take a look back at how far Wayward has come: https://www.youtube.com/watch?v=T7oYqVfEDKk Now that's some prime Wayward nostalgia! Is anybody interested in a commentated version of something like this? We just released beta 2.3.3 yesterday and have already got started on 2.3.4, which will probably wrap the 2.3.x series up once released. Then, on to bigger and better things in 2.4! Stay tuned for our 2.4 wishlist discussion thread and poll coming up soon. As always, we thank you for your continued support with our project and hope it continues to grow at a steady pace for years to come. Happy Waywarding!
We're pleased tonight to release the third patch in the 2.3 series. We have some pretty exciting stuff, including some brand new features and many improvements/balancing tweaks. We may have went a little overboard this week. Some of these changes and additions may seem a bit odd for a minor patch, but they are actually part of our ongoing not-so-secret multiplayer testing that we are now actively developing for a future major release. Have fun and continue reporting any issues!
New
- Added sleeping animations and graphics.
- Added difficulty rating in reputation tooltip based on reputation level.
- You can now rename doodads directly (instead of having to pick them up as an item first).
- Added transition effects to stat bar changes and animations for stat reductions.
Improvements
- Added ability for dismantle to work with items within containers in inventory.
- The action menu now updates as you turn directions.
- Plants will now spread to grass tiles again (except for non-spreading plants and growing grass).
- Tilling grass will now attempt to dig it up.
- Changed the tree bark to stripped bark recipe to be a dismantle action instead. You now receive two stripped bark on dismantle.
- Music no longer fades out/in when browsing the changelog, returning to the main menu, saving, and other times when it's not necessary.
- Orb of Malign has been renamed to Orb of Influence.
- Improved the skill description for mining to include digging (and new tilling inclusion).
- The same sound effect can no longer play within 100ms of each other.
- All official keybinds now include proper spacing between words. "LeftHand", "RightHand", "StarterQuest" are now "Left Hand, "Right Hand" and "Starter Quest".
- You can now import multiple save games from the Workshop at the time (currently only works for newer save games).
- Fixed some equip/unequip grammar. Minor text fixes!
Bug Fixes
- Fixed occurrences of items not burning when thrown into lava. (Thanks cxkis!)
- Fixed an issue where slimes could move positions on death. (Thanks GauHelldragon!)
- Fixed an issue where some items could be created without proper disassembly ingredients/components (mostly waterskins).
- Fixed instances where items that decayed into other items were getting incorrect weights. (Thanks GauHelldragon!)
- Fixed torches to decay into charcoal instead of ash (to be consistent with their on burn property). (Thanks GauHelldragon!)
- Fixed a bug that did not take into account a container's contents when determining the weight when throwing it (for damage/restrictions).
- Fixed switching a torch to another hand extinguishing it. (Thanks Adrien S Enzo!)
- Fixed a control freeze that occurred when you received a hint at the same time as closing the hint/help window.
- Fixed an issue where some messages were being removed/replaced when scrolling up in the message window (when populating past messages).
- Fixed an issue that would potentially spawn creatures in wrong positions and cause incorrect particle locations when throwing items into deep water.
- Fixed dismantling/disassembly only giving a skill gain if the skill used wasn't defaulted to tinkering.
- Fixed mods not loading properly if they had special characters in the names (such as "#").
- Fixed sound positions for creature actions (they came from the creature rather than the tile with the action).
- Fixed a rare case where the hint/help window would be incorrectly sized when starting a new game (if a hint displayed on death).
- Fixed the craftable/uncraftable separator being visible when filtering removes either section.
Balance
- Woven fabric now requires 8 cordage items instead of 5 string to craft.
- Feather and cotton bedrolls no longer require specifically woven fabric or cotton fabric respectively (any fabric will work now), but increased their required feather/cotton amount.
- The hammock now requires a frame. Durability has been increased to 50 (from 25), requires 1 less rope (but an extra string), and requires 2 poles. Skill level reduced from advanced to intermediate.
- Replaced strength/weight restrictions when throwing heavy items with stamina reductions based on the item's weight.
- Reduced overall damage caused by item's weight when throwing (due to other throwing balancing changes). Container contents weight is halved in this calculation.
- There is now a minimum of 1 damage caused by throwing any item (on hit).
- Increased the weight of scales slightly.
- The mining skill is now used in tilling (with a small chance at failing a till).
- Increased health on grey wolves and sandcats slightly.
- Slightly less reputation (benignity) is gained on hostile creature kills.
Modding
- Added a KeyBind dictionary for language mods.
- Added language extensions, a language json file that provides default translations for mod-added dictionaries or entries.
It's that time again! Patch night! We're coming at you with another minor patch in the 2.3.x series, this time focusing even heavier on bugs with some more improvements to last week's item weight changes. Our plan currently is to do these weekly minor updates until our priority list has been exhausted or we think it's time to move on to working on beta 2.4. It's looking like we will have a 2.3.3 and possibly a 2.3.4 as well at our current rate. I've also had a few questions about the team and development schedule in general as of late, so I just wanted to clear some of those questions up: Wayward is a hobby project, and all the development happens in our free time. It's a big game with an even bigger todo list. We are constantly improving and adding to it and have no plans to stop that. Thanks for all the support ya'll!
New
- Added a confirm screen to see if users want to update their language settings when enabling a language mod. This change only applies to languages provided with the language.json format.
Improvements
- When the new weight system detects incorrect item weights, it will no longer re-roll the weight, but rather set it to the minimum/maximum based on what it found. (Thanks Skarn22!)
- Added clearer separation between craftables and non-craftables in the crafting menu. (Thanks Amax!)
- Renamed the "Unlocked Time" sort to "Discovered Time".
- Chickens now accept insects as offerings. (Thanks GauHelldragon!)
Bug Fixes
- Fixed a bug where fuel, tinder, and kindling were either being consumed or damaged (on fail), even if they weren't being used to start a fire. (Thanks Skarn22!)
- Creatures will now swap positions with the player if they try enter/exit an entrance at the same time as them, instead of going on top of them. (Thanks Adrien S. Enzo!)
- Fixed an error when trying to dig back up a cave entrance found in water. (Thanks Bot Silver 1!)
- Fixed not using your selected hand(s) when hitting a locked chest and producing particles on the player instead of on the chest.
- Fixed the botany skill not providing extra benefits when consuming flower seeds, grass seeds, pineapples, coconuts, flower petals, thistles, poison ivy leaves, tall grass seeds or acorns. (Thanks Grub!)
- Fixed "Alternate Context Menu" option not working inside containers or quickslots. (Thanks Amax!)
- Fixed the "using your bare hands to..." death message adding in numbers (message IDs) instead of proper english text at the end.
- Fixed an issue where some mods would be grayed out improperly in the mods menu. (Thanks Amax!)
- Fixed container windows being able to be resized to a width that would cut off the bottom buttons/controls.
- Fixed the quest for getting the Stone Water Still materials requiring more rocks than it should have in the Starter Quest. (Thanks Obbe C!)
- Fixed a slight pop-up/flash when selecting different hairstyles in the character customization.
- Fixed the map graphic lagging behind when the map window was resized.
- Fixed custom hairstyles not loading within the character customization screen if loaded as a local modification.
- Fixed an issue that prevented filled clay jugs to get the proper maximum and minimum weight for the item weight checks (added in 2.3.1).
- Fixed an issue that resulted in shallow sea water forming when placing tiles over fresh water. (Thanks Morning River!)
- Fixed particles showing through the ground (z-axis) when FOV is disabled. (Thanks Bot Silver 1!)
- Fixed an issue that would lead to a frozen loading screen when uninstalling old/broken/corrupt Workshop mods.
- Fixed a few missing words in the hints section.
- The Starter Quest window can no longer be resized to no effect and fixed a small issue that would resize the window with a smaller height than should of been possible on occasion.
Balance
- You no longer start at -64,000 reputation when in daily challenge mode, but rather, a lower randomized amount.
- Vine weight reduced down from 0.7 to 0.3 (to match palm leaves). This should normalize more item weights that use fabric/cloth/cordage.
- Skill bonuses on consumables/edibles are now randomized per stat.
- Skeletal Mages now require line of sight to cast their spells.
Modding
- Added a 'stylesheet' property to the mod.json which can be used to append stylesheets automatically.
- A variety of hooks are no longer missing from references. (Thanks Amax!)
- Mods can now disable resizing and/or set their width/height to "auto" when using createDialog.
Technical
- Removed the concept of "untoggleable" mods - all mods can now be enabled/disabled, regardless of their content.
- Moved crafting tab style rules so that any dialog can make use of them. The styles are applied to any element with the "tab" class.
- Added missing corpse translation strings to english.json. The language serializer has been updated to export this corpse dictionary.
Mods
Developer Tools
- You can no longer attempt to resize the window's height to no effect.
Hey all, We have a small patch for you tonight with a handful of fixes and improvements. We are just getting started on the 2.3.x series of minor patches, but we wanted to get this one out quicker as it includes some priority fixes for modders/modifications. We have also reworked a lot of weight systems in the game - making sure items stick to their normal ranges, especially when we change things in between versions. Things were quickly getting out of hand, especially with all the iron changes recently. You may also notice some "thanks" at the end of fixes. We have started keeping track and crediting bug reports. It's no secret we rely heavily on the community for bug discovery. It makes sense to credit you all with finding any bugs. We have some additional ideas for this in the future as well. Stay tuned for more!
Improvements
- You will no longer see unloadable mods in the game save tooltip. It will only show required mods to load the save properly.
- The changelog menu now will only show changelogs up to the current version you're using.
- You can now dig up treasures with your hands (without tool).
- Starter Quest now shows shows your current progress out of all steps available before completing.
- Improved some wording/formatting and fixed some typos within the Starter Quest.
- More particle and sounds effects added to treasure digging.
Bug Fixes
- Fixed iron materials and other items that came from earlier versions weighing too much or too little in the new version. There is a new system that will check for weight inconsistencies on game load. (Thanks wayfarer!)
- Fixed rare instances where items dropped via loot, or created through mods would result in heavier items than should have been possible.
- Fixed several instances where dismantled items could produce items that did not conform to normal item weight ranges. (Thanks Grub!)
- Fixed an issue where containers would not accept their exact maximum weight. (Thanks Morning River!)
- Fixed a "Failed to load changelog" error when browsing the changelog section.
- Fixed the crafting tab showing dismantle items at the bottom of the window on rare instances.
- Fixed an issue that would result in more space being added in between the Starter Quest icon and the rest of the icons at the top the more you created new games.
- Fixed a message that produced an incorrect variable "0" output when trying to drop items on creatures.
- Fixed an issue where some mods would not enable/disable properly.
- Fixed sleeping or resting not showing the proper "ZZZ" animation.
- Fixed some animation/audio glitches when going into new game/saving/returning to main menu/sleeping.
- Fixed the developer logging checkbox getting cut off on hover.
- Fixed the "Default" button for keybinds overlapping inputs.
Balance
- Tamed chickens will now produce eggs at double the rate when tamed.
Modding
- Fixed an issue where some keybinds were duplicated when loaded and other issues regarding mods overwriting features of other mods.
- Fixed an issue where you could not reference modded items as recipe components for other modded items.
- Renamed requiredMods (outdated) to dependencies in the modding guide. (Thanks Amax!)
Mods
Troposphere
- Nimbus is now craftable (and uses the Flying skill).
We're happy to announce the release of Wayward beta 2.3 "Expression".
Beta 2.3 marks the biggest major release to date, with over 180 additions, fixes, and improvements. And even then, we sadly couldn't fit everything we wanted to put in due to time constraints.
https://www.youtube.com/watch?v=-2YiBVus-vU
Some bigger additions this release are:
- Character customization with import/modding support
- New game menu with seed selection/game name
- Malignity is now “Reputation” with changes/improvements
- New tilling and gardening changes
- Spatial audio
- Hand selection for gathering/combat
New
- Added character customization. You can now choose a hair style, hair color, and skin tone. Included with this is the ability to import and export characters.
- Added a new game menu that will allow you to choose a game save name, world seed, and character customization.
- Added multiple new hair styles with small improvements to the old ones (more detail).
- Fertile soil is now crafted and placed down to till and plant things in (instead of placing it over plants to increase fertility).
- Added hoes and tilling functionality.
- Spatial audio has been implemented. Sound effects will now sound more distant or directional, based on the source position.
- Iron ore now weighs less and have more material per vein. This allows smaller iron crafts (lockpicks, bullets, arrowheads, etc.) to be dissembled again and take less resources. Iron craft requirements have been re-adjusted to accommodate this change resulting in many iron items weighing less.
- Tongs have a new "Grasp" use that will allow you to pick-up items in fire/lava without hurting or burning yourself.
- Separated out the pickaxe functionality from the stone axe. They are now two separate items. Also added an iron/wrought iron axe.
- A changelog section has been added to the main menu, with support for viewing the current and previous changelogs.
- Three new milestones added for -64,000/+64,000 reputation and animal taming.
- The turn count is now listed in the malignity tooltip and in the highscore list.
- You can now sort crafts by unlocked time.
- Redesigned the skills and milestone dialogs with progress bars.
- You will now be interrupted during resting or sleeping if a creature is damaging a wall or doodad within 5 tiles of you.
- An "Un-equip all" button has been added to the equipment window.
- You can now dismantle gravel into a pile of sand and stones. Its weight has been increased to accommodate this change.
- Added a new creature with unique interactions.
- Ash can now be placed down as a tile.
- Containers now save their sorting after closing.
- Creatures will now enter/exit caves if your reputation is lower than their spawning malignity (unless tamed).
- You are now allowed to drop items on some doodads. If the doodad is lit, it will cause fire to propagate on the items if they are flammable.
- "Keep Sort Active" will now also apply to containers.
- Skeletal mages spawn skeletal remains instead of stone walls.
- There is now a keybind to open the dismantle tab of the crafting dialog. The crafting keybind will open the crafting tab. Either key will close the dialog if the tab is already open.
- Added a crafted reputation (malignity) rate in item tooltips.
- You can now select which hand to use for attacking/gathering now. You will no longer attack/gather with both hands simultaneously.
- Added our new developer, Aari to the credits.
- Hide UI option added (for screenshots).
- The icon for reputation (malignity) will now change based on good/bad reputation.
- Wayward will now provide an error when running on an unsupported browser or system.
- Added a combat hint.
- Templates (houses, ponds, lava, etc.) are now mirrored and rotated to provide more variation.
Improvements
- Malignity has been renamed to "Reputation" with two factors, malignity and benignity (bad/good). Positive values of reputation are good; negatives are bad.
- Fertility of a plant is now boosted if planted or spread to a fertile dirt tile (placed via fertile soil). Additional fertility is given by watering exclusively (using the pouring action).
- Trampling plants now removes durability from them instead of fertility, causing them to eventually break based on durability.
- Plants no longer grow/spread/heal when there are items on top of them.
- Improvements made to fire starting and torch lighting logic. Now only certain conditions will require kindling and fuel.
- Improved creature performance, increasing movement speeds on lower-end machines.
- Chickens will now lay eggs once again instead of them needing to be carved from the corpse.
- You can no longer release and tame so quickly after each creature release.
- Creatures now become scared when their health gets below 10% or 1 health instead of 3 for all creatures.
- Tuned the sundial messages to more accurately represent the current time (with at least 50% camping skill).
- Sound effects and particles no longer occur all at once after sleeping/resting.
- Lit doodads (and fire on its own) will now produce ash as they burn.
- Lava now damages or heals creatures.
- Iron/wrought iron shields now bob on movement.
- "Doodad Required" is now labeled as "Additional Requirements" as there can be multiple and non-doodads required.
- Improved the UI of Crafting/Dismantle tabs.
- Fixed some consistency issues with hover effects and background colors for help/options.
- The loading/saving animation now starts and animates quicker.
- Item groups are no longer listed with prefixes within item tooltips.
- Saving your game from in-game now displays a "Saving Game..." message.
- Corpses on lava will now trigger a fire to start.
- Added sound effects for creature special abilities.
- Creature special abilities are now logged in messages.
- Healing actions are no longer notified/sounded on creatures when they are already at full health.
- Animal pelts are now included in the "fabric" group.
- You can now use animal fur to stoke fire.
- Doodad/wall damaging sounds will now happen out of line of sight/field of view, within a large radius.
- You will now turn to face used doodads/fire sources when dismantling/disassembling/crafting.
- Daily Challenge and Normal play now have separate tabs in the Highscores submenu.
- Added particle effects for more actions, including dropping items into water.
- The save button is no longer displayed within the daily challenge.
- Pulchritudinous, Prepared, Collector, and Treasurer milestones will now check if their requirements are met on game load.
- Disabled the "enabled" checkbox on mods that only provide languages as switching their enabled status had no effect.
- You can now use a raft in shallow water.
- Added some hierarchical tweaks/improvements in the about/options menu.
- Giant rat corpse colors are now consistent with their living graphics.
- Added max lengths for all inputs and filters.
- Improved the milestone earned message and grammar.
- Added unique gained/lost messages for hunger and thirst.
- Removed the quest that asked you to equip two held items in the Starter Quest.
- Decreased chance of ash spawning on burning flammable doodads/plants.
- Added hints in the form of messages to suggest using your hands to gather, dig, or resting without a bedroll was less effective than using items.
- Improved dialog resizing by increasing the anchor size and adding proper space on the bottom tops of dialogs as not to interfere with other buttons or filters.
- Traps now only display a message if you are within line of sight with them.
- Extra items received from milestone completion will no longer modify/be randomized from seeds (which could corrupt the seed for player to player).
- Improved many messages by replacing "item", "this", etc. with actual names of things used on/with.
- The item graphics for iron/wrought iron items are now more consistently mirrored to differentiate them from each other.
- Increased visual readability and consistency of stat bars and icons.
Bug Fixes
- Fixed a bug that produced incorrect durability on harvested/gathered items from plants.
- Fixed an issue where building up terrain over water and then digging that terrain would not give the correct item back.
- Fixed a bug that caused tactics to only be raised on a creature's death blow instead of when any damage was caused.
- Moving or picking up over a tile with both fire and lava will no longer try to do burn damage twice.
- Fixed the Collector milestone having one too many items, making obtaining it impossible without mods enabled.
- Fixed not being able to ignite a torch from lava or doodads on fire.
- Fixed autosave not working and displaying a save message in daily challenge mode.
- Fixed an issue with quickslots where they would not detect new instances of an item when created through certain interactions.
- Improved the transitions between caves and the overworld. You will no longer appear to slide into the entrance/exit.
- Fixed a bug where a tamed creature could swap positions with you, and potentially corrupt any fish that was under you into a bugged state.
- Fixed sort by decay not working correctly.
- Inputs are no longer processed while the loading screen is shown, which fixed a bug that allowed you to move while resting/sleeping.
- Collecting growing grass no longer returns the grass seeds.
- Fixed an issue that did not recalculate lighting after an item changed states (when a torch was doused for example).
- Fixed an issue where fire could not spread to tiles to the right/bottom of itself.
- Fixed spyglass counting as a light source when equipped
- Fixed a bug where uncraftable items were not being sorted when crafts were sorted by name.
- Fixed a bug that did not produce a bare tree when gathering from a tree that was grown on a tile that was originally water.
- Fixed an issue where fire elementals could spawn fire on non-flammable doodads.
- Fixed container/inventory sorts reversing when loading the game with the "Keep Sort Active" option enabled.
- Fixed a bug that caused warnings when switching language with no saves.
- Fixed weapons and shields not rendering over hair when facing in a forward direction.
- Fixed many incorrect offsets/missing pixels for several equipped items and other inconsistencies.
- Fixed an instance where a creature could become instantly untamed after taming it.
- Fixed an issue where saving/loading screens would sometimes open/close too quickly, causing a flash.
- Changed the order of when player burning happened, so it no longer happens after movement (mod compatibility fix).
- Fixed a bug that would produce inaccurate vulnerable/resistant armor messages when getting damaged by creatures.
- Fixed a bug that did not propagate tile effects (getting burned, setting off traps, etc.) when using "Pick-up All Items" like it did with "Pick-up Item".
- Daily challenge no longer shows it is (falsely) saving the game when going back to main menu.
- Fixed an issue where option tooltips would show up within the help/hint window.
- Fixed an issue where being poisoned or burned while swimming would produce visual glitches.
- Removed a message stating "you can always return back to these lands" for Daily Challenge mode when sailing to civilization (since you can't).
- Fixed several bugs where some mouse cursors were not showing properly or at all (loading cursor).
- World tooltips are now hidden when the action menu is up.
- Picking up lit torch doodad will now automatically equip it as torches should not be lit in your inventory.
- Traversing the sea will no longer start a new Daily Challenge game when used in that mode.
- Fixed an instance where creature taming was not effected by the seed's randomization.
- Fixed a bug where you could drag and drop dismantle/crafting tabs. They also no longer act as links, sometimes causing visual issues/browser artifacts.
- Fixed a couple instances where messages appeared if the location was on screen rather than if a player could see the tile. For example: a water container breaking in fire.
- Removed ability for explosive traps to be used more than once.
Balance
- Aberrant scaling now uses a player's tactics skill for their defense, strength stat for their health and parrying skill for their damage instead of all using strength previously.
- Milestones no longer give bonuses in the current game. The benefits only apply at the start of new games.
- Reduced the range in which monsters move and de-spawn in.
- Creatures will now move around when you are on different levels (cave/overworld) than them.
- Increased weight limit by 5 points (by default).
- Fire may now spread to an adjacent tile if stoked past raging status.
- Parrying is now considered peaceful and will increase reputation instead of decreasing it. Some other skills tweaked in reputation (malignity) values as well.
- Transmogrification will now fully repair an item and re-roll any previous skill bonuses; however, will no longer exponentially increase in max durability (to insane levels).
- Slightly reduced wall/doodads breaking chance for creatures.
- Increased durability of all kilns.
- Increased durability on all clay and stone structures/doodads like walls, floors, furnaces, etc. Stone is now highest durability tier. Sandstone/wood remains the same.
- Chance of gathering resources bare-handed has been slightly increased.
- Digging without a tool now decreases chance of resource gather.
- The lowest weight an item can be has been lowered slightly in regards to item weight variance.
- Explosive traps now do more damage and can set fires.
- Slightly increased chance of trampling plants (due to it using durability instead of fertility now).
- Advanced and expert crafts are now slightly harder to craft.
- All creatures now have half their health due to the removal of double player attacks per turn.
- Reduced drake spawning malignity slightly (so you don't need to keep max malignity).
- Sleeping no longer increases reputation.
- You can no longer start or stoke a fire with a full tile of items over it.
- Decreased chance of cave entrances when gathering/digging slightly.
- Increased default durability slightly on all items that have no set durability.
- Slightly increased the amount of malignity you receive on a strength stat gain.
- Increased the life span of bark torches.
- Added new, more varied ways to get each type of treasure.
- Decreased rarity of tattered maps by allowing them to spawn in caves.
- Traps now have variable amounts damage (shown in tooltip).
- Grey wolves now accept bones as offerings (and added a new bone group).
Modding
- Added support for .json language files, allowing translations without coding knowledge.
- Updated the Modding Guide with new beta 2.3 information as well as new section on the new .json specifications.
- Added a way for mods to register custom skills.
- Added a customizations JSON file for mods to add custom hair/skin colors and hairstyles without requiring scripts.
- Added OnContainerItemAdd, OnContainerItemRemove, and OnContainerItemUpdate hooks.
- Added an OnPlayerDeath hook.
- Modders can now use ui.appendStyle(id, css) for adding a custom stylesheet to their mod.
- Implemented createButton/removeButton for adding/removing buttons from the top button bar.
- Fixed an issue where input boxes would not accept characters that were keybinded to toggleable actions such as "o" for options.
- New formatting added for language definition scripts for easier modding.
- Mods no longer require onLoad, onUnload, or onSave event handlers.
- Added onUninitialize method to mods.
- Modifications can now use multiple files.
- Added a "Developer Logging" option.
- Equipped items are no longer tracked via an ".equipped" property. You can now use .isEquipped() instead of looping through inventory.
- Refactored item onUse/use. These properties are now defined differently.
- Added Mod.getFile to retrieve the text content of files in your mod directory (useful for CSS).
- Removed the CalculateCreatureMoveType hook. creature.setMoveType is to be used instead.
- Fixed the OnTurnComplete hook being called too early.
- Mods that override game graphics/images no longer require scripts, they can be edited via a .json file.
- mod.json formatting has been changed to use camelCasing for all properties.
- Spaces within prefixes such as "an ", "a " are no longer needed within translations.
Technical
- Updated Wayward to TypeScript 2.2.1.
- The Wayward codebase is now modular.
- Wayward has been updated to use Electron 1.6.1.
- The Steam overlay should now be working on most Windows 7/8 systems once again.
- On select operating systems and hardware configurations, you can now use the "opengl" renderer to allow Open Broadcaster Software to capture Wayward directly (game/window capture) without needing to capture full display.
- Implemented a new launch_options.json option: "renderer" with options: opengl, egl, osmesa, swiftshader and default (defaults to either egl or opengl depending on OS).
- UI related messages are now in a new Dictionary, UiMessage, instead of Messages. As a result, ConfirmScreen, InputScreen, and other Ui classes that recieved Messages now take UiMessages as well.
- Fixed a Archiver.bulk() warning message appearing in console when publishing a mod.
- Added support for corpses and creatures to be light sources (via new lightSource property).
- Added preliminary support for multiple players (and real-time mode).
Mods
Ridiculous Hairdoes
- Introduced this mod for all of your ridiculous hairstyle needs.
Developer Tools
- Added a template spawner and the buttons Disable FOV and Zoom Out.
- Added a "Play Sound" dropdown. The selected sound will play where you click the mouse, when active.
- The day/night bar now updates in real time and has a numeric readout.
Troposhere
- Added a new "Flying" skill and modified the effect of drinking a rainbow to change your hair style, skin color and hair color.
Starter Quest
- Added a button to the top button bar for opening/closing the Starter Quest window.
Pirate Language
- Added more word replacements and converted the mod to use the new JSON language format.
Balancing Tools
- Proper opacity added to input when not hovering over the Developer Tools dialog.
Hey all,
Excuse the silence on the upcoming beta 2.3 as of late. We have decided to release these newsletters roughly in the middle of the wait for each major release for Wayward, instead of the original bi-monthly plan. We are still working hard on all the new planned changes, and even some yet-to-be-announced-ultra-mega-secret ones. More on that another time; let's start it off with the postmortem on beta 2.2.
Beta 2.2 Postmortem
With beta 2.2, we saw the biggest major patch to date with close to 150 changes and additions. It wasn't without its issues though, prompting a couple quick hotfixes and quicker patches after the release. We try to mitigate this as much as possible, but our resources are limited as always. We appreciate all the early access players coming along for the ride and helping us discover the bugs and help improve Wayward with suggestions. We were pretty happy with the release overall, and players seemed to enjoy all the new goodies as well. There was a large focus on balance and new-player experience improvements in beta 2.2, as well as the subsequent minor patches. We would like to continue that trend with beta 2.3; however, we would maybe like to skew it more to the general improvements, bug fixes and, new additions side of things a bit more to keep the older players coming back for the major releases as well.
Beta 2.3 Media
We've already revealed some upcoming beta 2.3 features via social media, but here's a round-up of all the beta 2.3 media thus far: Preview of tilling and gardening changes:
Preview of the new character customization options (with options to name your save and set your seed):
Preview of new fire options and balances. Showing ability to drop items on to fire sources and fire spreading caused by over-stoking a fire:
New Developer!
Another bit of news is we have recently gathered a new developer to add to our small team of part-time workers. Welcome, Mackenzie 'Aarilight' McClane to the team, a long standing community member. While we can't promise faster results, we can likely promise more results. Beta 2.3 is already at over 140 changes/additions.
Newsletter Subscription & Updates
If you would like to get these newsletters delivered via email, you can subscribe to our mailing list. If you would like to keep up to date on all the news, reveals and other going-ons, check out our Facebook, Twitter, and Subreddit.
Modding Guide Overhaul
With the beta 2.2.2 release, we released a brand new modding documentation and guide, available here: https://waywardgame.github.io/ The guide itself is roughly the same as it was before, with some new information and frequently asked questions; however, the documentation is the star here. You can now browse through every module, enum, function, hook, and more. We were pretty rough on modders throughout beta 2.2; changing many things throughout each of the minor patches. It's not intentional, but we like to provide the best tools for modification makers and sneak in everybody's requests before the longer wait for the major. Unfortunately, with beta 2.3's codebase going completely modular, beta 2.3 will bring more updates for modders to do to get their mods working. Apologies in advance, but we will try our best to document the updates required through the source code of the official mods.
Mod Showcase
Spawns Amax is back at it again with "Spawns", a mod that will allow you to choose what will and will not spawn in your game, basically allow you to disable certain types of creatures (or all of them). http://steamcommunity.com/sharedfiles/filedetails/?id=845234657 Weightless thepicko unleashes another popular mod that allows you to disable weight in Wayward. Casual players rejoice! http://steamcommunity.com/sharedfiles/filedetails/?id=783715246
Screenshot Showcase
We have seen some crazy Wayward screenshots lately. The amount of work and creativity Wayward players have shown is mind-boggling and always warms my heart. Here's a few of my recent favorites:
Chibale shows us their aberrant shark farming operation.
Takinshi shows off a very impressive end-game screenshot.
Royal Miku finally fell the cave kraken. Check out all the latest screenshots: http://steamcommunity.com/app/379210/screenshots/?p=1&browsefilter=mostrecent
Steam Guide Showcase
There are not too many guides available for Wayward as of yet, but one recently posted one titled "Common causes of early death: better living through not dying", comes to us from community member, printedship: http://steamcommunity.com/sharedfiles/filedetails/?id=808330081 Some other guides of interest include (self-promotion, yay!): Reporting Bugs & Debugging for Wayward: http://steamcommunity.com/sharedfiles/filedetails/?id=798938225 Changing Betas/Branches for Wayward: http://steamcommunity.com/sharedfiles/filedetails/?id=721479594 We would love your help in writing new guides for Wayward! I'll gladly provide any data you want from in-game if you ever need help on a certain topic. Just let me know!
Video Showcase
In the last little bit, we have seen two prominent let's plays series on Wayward. The first one brought to you by DFuxa, a predominately roguelike YouTuber. The series is still ongoing and is on the 7th episode. https://www.youtube.com/watch?v=zfgnhDOhePY&list=PLw2L04beHwWDoe0hBjsm_Y2f4d-9kpSq- The next showcase is for Chigocraft, a german YouTuber that plays many survival and crafting games. https://www.youtube.com/watch?v=lPmWqbGx9xg&list=PLGK6MmAsLk_h4CwSLwmcgvjRxksGbGf9A Thank you to all that make Wayward videos! Appreciate you showing off the game! And a another thanks to all of you coming on our Wayward journey with us.
We are continuing our work on the 2.2 release with this minor patch. This one includes some more bug fixes, improvements, UI updates, and some significant modding changes. We normally keep the modding changes minimal so as to not break any Workshop submissions after the major releases, but we wanted to provide better options to the modders during the longer wait while we work on beta 2.3. Apologies in advance, but we hope the new options and changes are exciting for your projects. I think we might still have another patch 2.2 patch in us yet!
New
- Added support for shift + right clicking on items within containers to move all of the same type.
- Added a creature taming hint.
- Added ability to enable and disable all mods.
Bugs
- Fixed an issue where an invisible help window was blocking input inside the options window (caused by a change in beta 2.2.2).
- Fixed a bug where deleting game data did not reload the game afterwards.
- Fixed a bug where the height was incorrectly set on the hint windows that popped up during the loading a game and removed the ability for some hints to be shown during load.
- Fixed some improper title-cased strings in the language file. Literally minor text fixes.
- Fixed the preserve action showing up as "preservative with..".
- Fixed a player head graphic issue that caused some pixels to be improperly offset while swimming.
- Fixed a bug where if you had a doodad placed on a flammable tile, it would not require a fuel for the fire.
- Fixed an issue that caused either duped, invisible, or broken items when they were moved too quickly between containers and inventory while also passing a turn/moving.
- Fixed an issue that caused poor accuracy when sorting item in inventory while there were items quickslotted.
- Fixed a broken text string when deleting your game "you want to delete this game?".
Balance
- Aberrant creatures will now always give negative malignity on death regardless of type.
- Dismantling and disassembling items now increase or decrease malignity opposite to the value used when crafting said item.
Improvements
- The malignity hint now mentions the special rules regarding caves and night creature spawns.
- Renamed items should now show the renamed name whenever possible.
- The "enter" bind can now be used for selecting "Yes" inside confirmation screens.
- You can now use a raft in any depth of water, making it so you can equip a lit torch before rafting.
- Fixed aberrant creatures not making alternate creature noises when tamed or while making idle sounds.
- Default actions for thistle seeds, acorns, and poison ivy seeds changed to "plant" from "eat".
- Tinder has been renamed "wooden shavings" as to not conflict with the new "tinder" grouping.
- The main menu now allows more content to be displayed, especially on lower resolutions. Additionally, some new menu animations have been added.
- Other improvements to main menu design with added effects and improved readability.
- UI elements that are not clickable no longer have hover effects.
- Added a small delay when moving and turning into a resource tile to prevent accidental gathering.
- The Starter Quest will now update the quest objectives when an item is dropped or destroyed (removed) as well.
- Containers in your inventory will now show the 50% reduced weight totals within the tooltip.
- The mage cloak has been renamed to "mage robe". Since it's a robe...
- The in-world graphic for the raft now matches the item more closely.
- Fixed an issue where some highscores text would overflow due to their length.
- Added Unlok credits within the about section.
- The modding guide link now goes to the new page (https://waywardgame.github.io/).
Modding
- Split onAddOrUpdateInventoryItem into OnInventoryItemAdd, OnInventoryItemRemove, and OnInventoryItemUpdate.
- Added a canDropItem hook.
- Added the ability to get the source of damage via the onCreatureDamage hook.
- Fixed return null not working for the onCreatureDamage hook.
- Added CanCreatureSpawn and OnCreatureSpawn hooks.
Technical
- Particle system refactored a bit. Now uses an RGB object and uses new ParticleType for non-defined values.
- Sortable system has been recoded.
- Version now automatically added within English translation for upgrade message.
Mods
- [Argus] Fixed "See All" not working as intended.
Let's fix up some more of those bugs and balance issues! We still have some work to do in the 2.2.x series, but here's another medium batch of balance tweaks, bug fixes, and miscellaneous smaller improvements. Oh, and a couple minor new things too! There's a good chance if you've reported something in the last week or so, you'll see it in the list below. But if not, like I said, we still have some plans for more of these quicker minor patches. Have fun!
Bugs
- Fixed a bug that did not allow water routing (digging pathways of water).
- Fixed an issue where tile animations would continue to occur after a lava tile was changed into something else.
- Fixed a bug that was showing the corpse carving hint when walking over blood instead of corpses.
- Fishing on to land no longer produces a water sound effect.
- Fixed an issue where a never-ending saving screen would occur when saving an older game that used mods that added creatures.
- Added a check to stop errors when dismantling an impossibly weighted item (that appeared in beta 2.0).
- Fixed an issue that changed doodads into other doodads when travelling to a new island after reloading that game (due to save conversion).
- Fixed a bug where the character's facing direction was not updated when a confirmation screen was triggered.
- Fixed a bug where breaking open a locked chest would bot spill its contents.
- You are no longer allowed to place tiles or build doodads over lava.
- Fixed an issue where the new milestone fix was causing the game not to load. This was hot-fixed within the 2.1.1 update.
Balance
- Hostile creatures now break aggression more commonly.
- Malignity from skill use now occurs whether or not you gained in that skill. To counter-balance this, many skills have a much decreased malignity gain. Additionally, some skills now reduce malignity as well (new feature).
- The malignity you gain from stat gains is now scaled based on the stat itself. The malignity gained from this method now starts off lower than previously.
- Decreased spawning chance of claw worms slightly.
- Aberrant creatures now have a cap on attack damage values.
- Aberrant creature scaling now uses a linear progression, rather than a step/staircase; more smoothly ramping the difficulty.
- Reduced plant spreading chance slightly.
- Increased the damage of the flintlock pistol slightly.
- Slightly increased chances of resources on digging.
- Decreased effectiveness of equipment/armor and parrying against burn damage.
Improvements
- Increased overall performance and reduced CPU/memory usage. These changes will have a greater impact on lower-end systems.
- Plants now heal themselves over time (durability repairs itself).
- Fade in/out transitions of windows/overlays are now a bit smoother.
- Added coconuts palms to oasis templates.
- Gathering plants and other environmental doodads no longer reduce their default durability.
- Digging lava with hands now burns you.
- You now receive the completion point for a Starter Quest as soon as you have reached it automatically so you can skip it if you missed clicking on the "Complete Quest" if going back a quest.
- Added a "Close" button to the ending of the Starter Quest.
- Added a "Start Quest" button to the beginning of the Starter Quest.
New
- Added more different types of lava templates and tweaked existing ones.
- Casting your net/line out (via fishing) on to items will now pick them up.
Modding
- Added ability to specify amount of damage with onCreatureDamage.
- Added a browsable Wayward documentation resource: https://waywardgame.github.io/
Hey all, we have a small patch ready for release to fix some of the issues you've all spotted since the beta 2.2 release. We are still working on some other things, but wanted to get some of these bigger issues ironed out sooner rather than later. Enjoy, and please report any issues! If you want to keep up with all the development, we would recommend you check out our Trello: https://trello.com/b/PWX1Hpjn/wayward-todo Here's the changelog:
Bugs
- Fixed the heavy lag while dragging items into quickslots. Performance while dragging items has also been improved.
- Fixed a bug where item weight from a gathered doodad would only take in to account the first item across all of the items gathered. This caused the dismantle errors. If you still have a branch with 0.1 weight as a result of this, simply discard it, or use it in a craft to fix the issue.
- Fixed water containers and other items that return other items on use from disappearing when used/consumed when coming from beta 2.1.3 saves.
- Fixed an issue where milestones were getting reset on every game load.
- Fixed quickslot items appearing above dialog/windows.
- Fixed blood still being visible on the turn when it was removed.
- Fixed a bug where you never would receive hand damage when gathering without a tool.
- Fixed a bug where gather with hands still used a tool if equipped.
- Fixed an issue where crafting tabs were launching the Steam overlay. This was hotfixed into beta 2.2 prior to this release.
Improvements
- The order of the thirst and hunger bars have been swapped to match the notifications and messages (and internal data).
- You will no longer get stuck at 0 malignity when maxing out the caps of both positive/negative. When maxing out one side of your malignity, the opposite side will be increased/decreased.
- When carving a corpse with blood on top of it, it will now remove all blood on top of it and carve the corpse automatically.
- Added the "You removed the blood." message anytime you remove blood from a tile indirectly (closing a door, building on a tile, etc.) and added particle effects/sounds to the action.
Technical
- Removed an unused forceAberrant property on spawnFromGroup.
- Fixed addCreature not working properly for mods.
Mods
- [Troposhere] Fixed some errors and broken functionality while in the Troposhere.
- [Developer Tools] Fixed a bug where the refresh mod section would disappear on game reloading.
Wayward Beta 2.2 "Tamed" is now available!
Wayward is currently on sale from November 18th to November 25th, 2016. https://www.youtube.com/watch?v=FPNGkvJ7fhU With beta 2.2, a large focus was placed on balance this time around and smoothing out the early and late game states in Wayward. Making it easier for new players and new games, but more smoothly ramping up to a more challenging experience for end-game scenarios. As there was many balancing changes and additions that will alter playstyles, we look forward to everybody's thoughts and opinions on the flow of things. This is something that will constantly be refined as we go forward. With taming being included as a whole new playstyle, I imagine there is still work to be done here. Besides the balance reworks, there's also a huge haul of new content, options, and UI/user experience improvements. The change list is pretty massive once again. Sorry/not sorry! We hope that you spot one or two of your suggestions in the changelog, but if not, there's always next time! Beta 2.2 also marks the longest time spent on a major update since launching on Steam. We've heard comments that players would rather have smaller major updates that take less time to come out. From a marketing and promotional standpoint, this would be tricky to do, but if enough people want it, we may consider changing this aspect. As always, we plan to do a couple smaller patches after this major. WALL OF TEXT BEGINS:
New (25 changes)
- Added creature taming and item offering.
- Added an option to confirm when stepping on to fire or dangerous object.
- A new creature has been added.
- A new lava tile has been added (with added support for tile lighting and animation).
- Over 25 new items and doodads added. Included in this are all clay/stone/sandstone versions of campfires, furnaces, and kilns. Also included in this is a wealth of new unique resources and simulation-focused corpse carved resources.
- A dismantle tab has added to crafting (so you don't have to go into an item's menu to dismantle items).
- Added a "Drop Under Yourself" (instead of facing tile) option.
- Added a new option to warn players on possible item break when crafting with items with 0 durability.
- A new "Pick-up All" option has been added to the actions menu when facing a stack of items.
- Added a hint for filtering/moving/resizing windows when scrolling on windows for the first time.
- Crafts can now be sorted by skill (shown in a list like categories).
- Item/action menu and quickslot binds now show the key they have been re-binded to.
- Added a new skeletal remains doodad that will replace skeleton spawns in abandoned houses that only animate when near.
- Corpses now decay into their resources (as given when carved).
- Added a new option for disabling crafts when equipped or within a quickslot.
- There is now a sunset and sunrise (atmospheric lighting color shifts).
- Added a blood in water graphic/corpse object.
- Added a couple more rare random events.
- You can now "Dig With Hands" from the actions menu without using a shovel with the same potentially harmful effects as gathering without a tool.
- Added support for media/browser keyboard keybinds in the options.
- Each doodad and tile event now has a unique description.
- Each creature now has a unique description.
- A new milestone was added.
- Added the following item groups: seed, fruit, vegetable, and tinder.
- Added a warning dialog when trying to go back Wayward versions.
Bugs (24 changes)
- Fixed a performance issue that increased CPU as much as 50% on some lower-end computers, even when idle.
- Fixed an oversight that had tall grass drop grass seeds instead of tall grass seeds.
- Fixed some instances where creatures did not pathfind behind obstacles reliably.
- Fixed filtering not working after sorting in the crafting window.
- Fixed a bug that prevented harpies, boglings, zombies, hobgoblins, and skeletons from dropping some loot.
- Cancelled sorting when using a hotkey. This fixed some instances of "ghost" items in inventory
- Fixed a bug where two turns were taken on successful transmogrification.
- Fixed a bug where plants would inherit their planted seed's weight.
- Fixed a bug that would not allow the game to be run when within a directory with a "#" in the name.
- Fixed some instances of dismantling items adding up to more than the weight of the original item as well as other cases when dismantling was returning items with weights that was too low.
- Fixed an issue where backspace did not work as a key bind.
- Fixed an issue where some creatures could never spawn as aberrant forms.
- Fixed a bug that made certain items heavier when not crafted directly (wrought iron arrows in treasure chests for example).
- Fixed a bug where mod keybinds were randomly changing on reload.
- Fixed a rare issue where random events could spawn plants on improper tiles.
- Fixed an issue where if there was enough keybinds added via mods, it would cut off display of all or some of them.
- Fixed a bug where the monster hit sound was not played if no damage was caused.
- Fixed a bug that resulted in a bunch of "undefined" messages when clicking "Clear Messages" when scrolled in a non-default placement.
- Fixed an issue where telling time via the sundial was not accurate.
- Fixed a bug that would not remove light source from extinguished torches for a turn.
- Fixed many typos and grammatical issues throughout.
- Fixed a bug that showed two damage values when pouring water on to a fire elemental.
- Fixed a bug that allowed you to transfer more weight than the maximum allotment to a container when using the shift/move all functionality.
- Fixed a bug where growing plants did not have any durability by default.
Balance (25 changes)
- Reduced weight of all lockpicks, bullets, and (iron) arrowheads.
- Decreased max attack of zombie, but increased max hp slightly.
- Increased most creature resistances to make damage types more impactful in combat.
- Reduced difficulty of crafting waterskins and water stills.
- Reduced scaling aberrant damage and defense a bit, but increased their health slightly (based on player's strength).
- Increased maximum range on all ranged weapons/tools except for composite bows which was reduced in range.
- Composite bows now also have a reduced damage and durability.
- Increased base damage on all bullets and arrows.
- Increased difficulty of transmogrifying.
- There is now a maximum reinforcement amount per item (based on quality). Increased max durability given on each reinforce significantly.
- There is now a malignity limit of -/+ 64000.
- Smoothed out malignity increase/decrease values across all creatures focusing on gaining less malignity near start of game, and gaining more in late game.
- Doubled the negative malignity gained when travelling.
- Stone Arrowheads now have a larger variety of weight. Previously they could only be crafted as 0.1 weight.
- Large rocks now dismantle into 3 stones instead of 2.
- Logs now dismantle into 2 tree bark (with the wooden poles) instead of 1.
- Reduced the healing effect of sutures slightly.
- Wrong tools and hands now reduce overall chance of resource gathering.
- Malignity directly effects spawn rate frequency. This is no longer dictated by the length of your game save/turns.
- Filling and drinking water will now decrease water depth if not connected to enough water.
- Increased pouring damage against fire elementals significantly.
- Malignity now effects aberrant spawning chances (more malignity = more aberrants, less malignity = less aberrants).
- Drakes now can break down walls.
- There is now a higher chance for creature drops (from loot tables specifically) to be of higher quality/legendary.
- Reduced maximum starting dexterity (stamina).
Improvements (57 changes)
- Nights now get a bit more dark, and have a stronger blue tint.
- Maximum lighting radius now differ from each doodad (campfires will provide more light than furnaces as an example).
- Added variable lighting radius to fire and lit doodads (campfires, furnaces, etc.) based on the fire's strength.
- Equipping multiple torches will now use both of their light bonuses.
- Increased lighting radius of all torches slightly.
- Display total amount of items over the required in crafts (8/2 instead of 2/2).
- Inspection (and tool-tips) now reveals if creatures are aberrant.
- Forge and Anvils are now just "Stone Anvils" with an updated recipe. You will now require to be around another fire source and an anvil now for blacksmithing.
- Milestones are now sorted alphabetically.
- Decreased weight of leather hides and now dismantles from the newly added animal pelts (with animal fur).
- "Bones" renamed to "Bone Fragments" and no longer act the same as a "bone". They can be dismantled into two bone needles instead. These have also been added to many creature corpses that were missing bones.
- Low decay items (within 10% of decaying) are now shown in a red border (like low durability items).
- Tweaked skeletal mage aberrant graphic (looks more distinct).
- Keybinds for the action menu are now strictly set and do no change based on context. For example, closing a door will always be the same shortcut/hotkey now.
- Items that decay into creatures (eggs to chickens) now will hatch within player's inventory, containers on tiles and doodads and will also be announced with a message.
- Grass blades and leaves now can be used as tinder.
- Pirate ghosts now spawn from magical essence decay/break.
- Disassembling found items/equipment/etc. will now produce quality items based on the quality of the item being disassembled.
- Pile of ash no longer burns under fires.
- Things that would spawn on decay from items will now also spawn on the item being completely broken/destroyed.
- Wooden fences now use 2 logs and a wooden pole now (instead of 3 logs) and can be disassembled.
- Rotten meat item is now generalized graphically (so it doesn't just symbolize a steak).
- Underground lakes are now a bit less massive.
- Sleeping interruption now checks a square around you instead of just the four adjacent tiles.
- Many improvements done to the Starter Quest including reducing the amount of quests and mentioning how long it will take.
- You can no longer bind keys to left click (mouse 0).
- You can now be within a 3x3 area of a required doodad instead of having to face it directly.
- Improved information and grammar across all hints. Hints are no longer worded as though you triggered them (for players that browse them organically).
- Added failure skill gain on gathering/digging when not getting any resource.
- Fire elementals and drakes now avoid water.
- Fire no longer damages flying creatures.
- Drakes can now pass/stay in fire.
- Doodads now display their quality in world tool-tips.
- Added the ability for corpses to burn.
- You can no longer disassemble arrowheads, bullets or lockpicks (due to it giving back more resources than weight could suggest).
- If a random event occurs within sight, it is now reported in your messages, "You notice...".
- Tweaked the corpse graphic for sharks to match the new blood in water graphic.
- Added particle effects to stoke fire.
- Collecting doodads that don't have a skill use (like walls) will now reduce stamina like other doodads (based on mining skill).
- Added all water contains to creature loot (instead of just waterskins).
- Disassemble requirements are now shown in tooltip.
- Fire colors have been improved and are now more vibrant.
- "Carve" from the actions menu is now "Carve With Tool", "Gather" is now "Gather With Hands", and "Rest" is now "Rest on Ground", giving more information to what is happening.
- Improved the readability and display of dismantled items in tool-tips (no longer shows A Wooden Pole, A Wooden Pole, A Wooden Pole, ... for example).
- You can no longer right (or left) click to drop while moving/experiencing a delay.
- Particles brightness is now dependent on both ambient light and local light sources (no more black particles near light sources at night).
- You now gain some skill when dismantling/disassembling (based on the item's associated skill).
- You now gain anatomy skill when pouring water on yourself.
- You now gain camping skill when lighting fires.
- There is now a "News" button on the main game screen.
- You can now build up tiles over water, raising the water with each tile. There are no more restriction set for adjacent land for this.
- Separated the item action for equipping to your "hands", to two options for left and right hands.
- Torches will now be doused when swimming.
- You can no longer have lit torches in containers.
- You can now disassemble containers (items will move to your inventory).
- Prefixes have been added to creature corpses (fixing some grammatical issues).
- You no longer pick-up items under creatures while attacking them.
Developer/Modding (12 changes)
- Added support for back equippables to overlay over hair as well as provide custom sprites for water animations.
- Added the following hooks: CanPlayerAttack, IsTileInspectable, OnInspectTile, OnCreatureDeath, and GetPlayerMaxHealth.
- Added getLoadedModByName to make interacting with other mods from your mod easier.
- The Wayward source and mods now use ES6 compilation.
- Spawning groups are now defined as a creature property "spawnGroups" for defining creatures that spawn in caves, at night, as guardians, etc. This is no longer controlled within the spawning functions.
- A new grouping system for doodads "DoodadTypeGroups" has been added.
- Cleaned up parameters for skillGain.
- Items, terrain, and creatures now have prefix support.
- Reformatted language definitions. Prefixes now appear as the first parameter.
- There is many new namespaces within the API including Corpse, TileEvent, and Creature. Previously, many creature functions were within the "game" namespace.
- All references for "monster" has been changed to "creature".
- Modding guide has been updated and improved.
Mods (4 changes)
- [Developer Tools] Added a template spawner.
- [Developer Tools] Added a listing of mods and refresh buttons within the options menu.
- [Developer Tools] Added an unlock recipe button.
- [Reincarnate] Fixed an issue where reincarnate was not always sending you to a new location on death.
Beta 2.1
Beta 2.1 started out a bit rough, but through a series of patches, we ironed out most of the issues with the latest installment, beta 2.1.3. Thanks to all those who contributed issues and feedback. We definitely don't mean to have a public quality assurance period; however, it's just the nature of building games with lots of depth with a small development team. We really look towards the community for feedback and we are pretty proud of our track record of implementing things the community wants. You'll see a large focus on that in the upcoming beta 2.2. Depth is not something we want to sacrifice with Wayward going forward. The game will definitely get more and more content and become more complex as time goes on throughout this heavy development phase while in Early Access.
Upcoming Beta 2.2
If you follow the development of Wayward, you will know we are currently hard at work on 2.2. We have two words for you: CREATURE TAMING! A highly requested feature, taming will be implemented in beta 2.2 along with a giant list of improvements, bug fixes and more content! We won't spoil too much, but if you are interested in all the great stuff we have put in so far, check out the "2.2 Done" column in Trello: https://trello.com/b/PWX1Hpjn/wayward-todo Some additional media reveals on 2.2 features:
Mod Showcase
Torch Eternal by dying gecko: http://steamcommunity.com/sharedfiles/filedetails/?id=743493290 More Shortcuts by Amax: http://steamcommunity.com/sharedfiles/filedetails/?id=749402074 Chinese Translation by SmallMain: http://steamcommunity.com/sharedfiles/filedetails/?id=754935341
Discord
I think we promote our Discord channel enough, but I just wanted to announce that we recently set up a development bot that announces changes in real time, coming straight from our Trello todo list in our #wayward-dev channel. Come hang out! https://discordapp.com/invite/0W1JEHHVVKmaxyP9
Video Showcase
TheGreenLing has graciously released a steady stream of Wayward tutorial videos showcasing all kinds of tips and tricks: https://www.youtube.com/playlist?list=PL3g25GfHOMYd-iEvVh6Peia21-tkVMSw5 They were recorded during beta 2.0.5, although the majority of it still applies and are sure to help some new players out.
Official Steam Group
Buried in the obscurity of the older Steam interface, there actually exists an official Wayward Steam group: http://steamcommunity.com/games/wayward Join the group if you want to stay up to date with all the major announcements. I think if you "Follow" Wayward through the normal Wayward Steam store page, it automatically "joins" the group.
Developer FAQ
We get a lot of repeat questions. WHY NO MULTIPLAYER?!?11 I thought I would address a lot of these with our new Developer FAQ page: http://www.unlok.ca/wayward-development-faq/
Write A Review
If you haven't already, we would appreciate you leaving a review on the Steam page: http://store.steampowered.com/recommended/recommendgame/379210 Whether it's negative or positive, we appreciate all the kind words and constructive criticism. Have fun!
Today we have a quite substantial patch ready for ya'll. We wanted to do one sooner, but we thought we would release something a bit more significant potentially as the last patch in the 2.1.x series. Time to work on some bigger things once again! There's a few bugs and improvements that have been sitting on our todo for quite some time, many of which we hope will help ease some new players into the game. Thanks to all that made your voice heard and helped us out on balancing and finding/reporting any remaining bugs.
Bugs
- Fixed an issue where items that decayed/changed into other items (fruit to seeds, or raw meat to rotten meat) did not shift in weight.
- Fixed items that once had decay no longer are sorted with that decay still set (with sort by decay).
- Fixed an "undefined" message when getting a status effect from a doodad.
- Fixed an error that occurred when trying to repair wooden doors.
- Fixed a bug that made aberrant monsters scared. Aberrant monsters should never be scared unless they are low health.
- Fixed the build version not outputting in console for Mac OS X.
- Fixed an issue where desert templates could spawn in to too close to sea water.
- Fixed a bug that would stop a highlight (from Starter Quest/hints) prematurely if more than one called.
- Fixed an issue where the daily challenge hint was not showing up when going to Daily Challenge.
- Fixed an issue where scrollbars could shift item positions on certain sizes of inventory/containers/equipment/crafting windows.
- Fixed an issue where skill in parrying would actually increase burn damage instead of reduce it.
- Fixed a bug where you could open a context menu while the game was loading.
- Fixed a bug where you would not earn the gatherer milestone unless you were using an ineffective tool for gathering.
Balance
- Monsters have a slightly higher chance to lose interest.
- Reduced weight of limestone, talc, sharp rocks and knifes slightly.
- Abandoned house templates now have a higher chance to have missing walls/floors/etc.
- Reduced max damage and increased max health of claw worms.
- Doubled raft durability.
- Re-balanced stoke fire values to make more sense with dismantling (all items equal up to their base items).
- Slight malignity skill tweaks. Decreased malignity slightly for anatomy, parrying, tinkering and woodworking. Increased malignity on tactics, and very slightly on mining and lumberjacking.
Improvement
- Wooden poles can now be used to stoke fire.
- Corrected how single walls would show up as a single vertical columns instead of horizontal walls.
- Starter Quests now have a back button for going back a quest and skip button if you have already done the quest (saved across all saves).
- Increased the opacity of non-craftable items. They are now slightly grayed out as well.
- The corpse carving hint will no longer show for blood.
- When the Steam overlay is off, mods/link navigation is now done using your default browser instead of the internal one.
- Improved default dialog positions and sizes.
- Collecting doodads will now log what you have received in your inventory if returning more than one item.
- Tweaked the sandstone pond template to make more geological sense. Fresh water is now contained inside.
- The monument and raft templates now no longer have a chance to be degraded (missing tiles).
- Improved color accuracy on many particles.
- Renamed "Collect Object" to "Collect Object With Hands" for less confusion.
- Tweaked some inspection text to mention the new world tool-tips in hints.
- Fixed some tiepoz and tweaked a few lines in Starter Quest.
- You will now always spawn with a wooden pole (to unlock necessary starter crafts and information).
- Tweaked wording on wooden poles to mention coming from branches/logs.
New
- All doodads have unique particle colors and will show on gather/trample.
Here's another quicker, smaller patch tweaking a few things including weights which has been a new struggle for some players since beta 2.1.
We've also identified the issue with the game not wanting to run on some Windows 7 machines. Unfortunately we haven't been able to single out which Windows 7 configurations are affected, so we have applied the fix to all Windows 7 installs which will disable the Steam overlay (the thing that was crashing the game). If you were on Windows 7 and were not effected by the issue and want the overlay back, you can overwrite this change by opening/editing the file "launch_options.json" in your Steam's Wayward folder and changing the following line:
"inProcessGpu": false,
to:
"inProcessGpu": true,
If you are still crashing, please make sure your inProcessGpu is set to false as mentioned above. We'll look into the future possibility of bringing this back/fixing it, although, upon some research, the Steam overlay is not even technically supported by Valve on our technology platform. So, ya, there's that...
On with the changelog:
Bugs
- Disabled the Steam overlay on all Windows 7 machines which crashed the game for many users, read the statement above for more information.
- Fixed blank world tool-tips appearing on occasion when moving.
- The highlight effect that shows up from the Starter Quest and the help/hint dialog now disables itself after 10 seconds.
- Wooden poles are no longer mentioned as craftable in the Starter Quest.
- Saltpeter is now in the "powder" grouping.
- Many weights have been reduced including: all powders, all fired clay items, clay flakes, sharp glass, stone knifes, pemmican, and sharpened rocks. This will only be applied to new items.
- Containers now reduce 50% of item weight instead of 25%.
- Increased health and base defense for krakens.
- Decreased maximum attack value for drakes.
- Decreased base defense for acid spitter demons.
- Reduced player weight bonus very slightly (still above what it was in 2.0.x) to help balance rest of weight changes.
- You can now only add so much fuel to torches (previously unlimited) and is based on the torch type.
- The build version is now logged in the console/logs (useful for those playing on the developer branch).
- [Argus] You can now see the argus item equipped to your hands.
We've been following along with all the issues players have been reporting so far with 2.1. We wanted to address them as soon as possible to let new and old players alike get the best possible experience with Wayward. Please let us know if you find any other problems and we'll be sure to get them fixed up ASAP as always. We've also been working on an uncommon bug where the game won't run all the time from Steam on certain Windows 7 configurations. Help us track this down if you are experiencing it! There's been some reports that running it from the folder directly has helped, or creating a shortcut to run the game as an administrator and running that through Steam has worked as well.
Balance
- Removed malignity increase on digging.
- Increased creature malignity spawning values (tougher creatures come in a bit later, depending on how you interact with the world).
- Reduced tree bark weight (and thus the stripped bark that can be made from it).
- Reduced weight for plant roots, sinew, mortar and pestles, and sundials.
- Reduced weight in each step of turning a bone/bones into a bone pole, sharpened bone, then to a bone needle.
- Reduced woven fabric string requirement by 1 string.
- Decreased overall healing failure chance and disabled the ability fail when above 25% in skill.
Bugs
- Fixed a bug that could result in refined sand as being 0 or negative weight.
- Fixed an issue that could result in some items giving double weight based on their components (bone needle).
- Fixed an error when eating spider eggs.
- Fixed a grammar issue with the "Set Down" item use.
- No more Golden Wwords.
- Possibly fixed some issues where music would skip back to the start of the song, and randomly change to a new track. Let us know if you are still getting this issue.
Technical
- Upgraded to Electron 1.3.1. Unfortunately this didn't help the Windows 7 issue as far as we can tell.
Obligatory Pokémon Go Reference
- Minor text fixes.
We are super happy to finally unleash our first major patch to the beta 2.x series on Steam. We've spent the last few months fixing, patching, adding, and changing tons of stuff.
This release, much like the previous have been shaped by the community. We unfortunately could not fit everything people have requested so far in to 2.1, but we are making leaps and strides; marching onward towards the ever-elusive, non-beta release. That being said, we still have a 2.2 planned, and likely a 2.1.1 if things turn out to be really broken. We still have tons of ideas to implement.
If you are not wanting to update yet (simply due to mod compatibility, or other issues), you can always manage what version you are at. Simply disable automatic updates for Wayward in Steam, or change your beta/branch. Get help with this, with the following guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=721479594
But enough about the future, what can you expect right now? We released a short video showcasing some of the new things you can find in the game.
https://www.youtube.com/watch?v=UwJqaoraBKU
There's tons of stuff not mentioned in the video. If text is more of your thing, have fun with the following giant changelog. Wall of text mode activated!
New (39 changes)
- Two new monsters added, both with unique abilities.
- 18 new items added, some with unique uses/placements.
- Five new doodads added.
- One new terrain type (tile) added.
- Your equipment now changes your character's in-world "appearance". Hey, that's the name of the release!
- Five new milestones added and milestones now have preset hidden/invisible status (instead of randomized) to prevent spoilers.
- You can now choose the default item use for items in your quickslots (shown as a check mark).
- Items now have variable weights. They will also transfer to the craft exactly (solving many inaccurate weights previously). Some weights have also been rebalanced.
- A new dismantle item action has been added to break down items into parts. For example, dismantling a log will produce wooden poles and tree bark. A quest for this has been added to the Starter Quest.
- Talent has been replaced by "Malignity". You can now increase and decrease your malignity (essentially making the game harder or easier dynamically) by certain actions, crafts, and skill gains. Because of this change, your actual score is now separate from malignity. Hovering over the malignity icon will show all three values.
- Highlighted in-need-of-repair items (red borders) will now show in yellow (instead of the normal white).
- Low durability items will now make a unique sound when being damaged.
- You can now bind keybinds to mouse clicks (1/2/3).
- New crafts are now highlighted in yellow and disappear after hover.
- Clicking each inventory sort option will now reverse it when clicked multiple times.
- You can now sort by decay, durability and quality.
- You can now hover over world items, doodads, and monsters to get inspection information via a tool-tip (can be disabled in options).
- There's now a "Pour on Yourself" action for water that will soothe burn injuries. "Cure" items no longer cure this status (medicinal items). Charcoal bandages now heal instead of cure because of this change.
- Crafts are now also highlighted as you move over items in your inventory, showing what item is used in which craft.
- Doodad resources, monster loot and corpse carve resources now have random chance added to them. Most previous resources/items remain at 100% chance, although some tweaks were made and new items were added.
- Prefix and plural support has been added to items, doodads, monsters, and item groups. This will allow for many grammar improvements in text, especially for other languages.
- The bear now has a swimming graphic.
- When inspecting wooden chests or items on the ground, items are now listed with qualities highlighted in color and are combined together (for example, 5 tinder).
- There has been tool-tips added to enable/disable options, describing what each do.
- There is a new option which binds the item's menu to right-click instead of left click.
- You can now repair doodads without having to pick them up. Very useful for repairing walls.
- Added an option for keeping your inventory sort option active (when getting new items).
- Hints/help and the Starter Quest will now highlight UI elements, items and more based on context.
- Added carve to the actions menu (if you have item for it).
- Added an option to skip the Unlok intro.
- The music now speeds up a bit when you are low on health.
- Aberrant monsters now sound a bit different from their normal counter-parts.
- A dialog opacity slider has been added to the options.
- Three new hints added: "Malignity", "Crafting Failures", and "Moving Items".
- Added a raft bobbing animation.
- Added dynamic message loading for the message dialog so the game would not become slow in long playthroughs when using it. This also fixed some potential memory leaking.
- Added a scroll to zoom option (for those wanting to disable scroll wheel zooming).
- Zombies and skeletons now can respawn (if not carved up).
- Added error checking on game importing.
Bugs (29 changes)
- Fixed an oversight where containers would not actually reduce decay of items.
- Fixed an AI bug that would lead bears and krakens to get stuck on non-passable terrain too often.
- Fixed a bug where using the hotkey button for in item menu (1, 2, 3, etc.) would also cause you to use that quickslot number's item.
- Fixed an issue that caused some hardware configurations and/or installed software to cause Wayward not to be able to run.
- Fixed a bug where two or more hints could appear at the same time, causing one or more to never trigger again.
- Fixed a bug where wrought iron could be used for iron bullets/arrowheads.
- Some items have been removed as repairable that were not intended to be repaired.
- Fixed an oversight where scared/low health monsters would not try running away from the player as intended.
- Fixed an issue where locked wooden chest loot was not randomized correctly.
- Fixed a bug where placing soil over a burning tree would douse the flames, but no other messages or response was generated (did not remove the item).
- Fixed an issue where message ellipsis was not displayed (when being truncated) when text messages were culled.
- Fixed an audio issue where sounds would not play again if they were already in the middle of playing.
- Fixed a bug that didn't really exist where non-flammable doodads could start on fire if their tile below was flammable (grass).
- Fixed some instances where randomness was not predetermined based on seed.
- Fixed intensity of blood color on corpses and other particle inconsistencies.
- Fixed an issue where carving an acid spitter demon was not giving an anatomy skill raise.
- Fixed the fire strength message not being fully accurate.
- Fixed an issue where raft usage was not saved when quitting/loading the game.
- Fixed a bug where travelling/sailing away would remove the water and their containers instead of just the water. Foods eaten on your travels will also return any items they give on being eaten (like seeds) as well.
- Fixed a bug where gardening would not give the correct skill (Botany/Mycology) based on doodad type.
- Fixed a bug where the "something in the way of your gathering" message would spam your messages while walking into tree/rock with a corpse on it.
- Fixed an issue that wouldn't show a cave entrance if it was created over a doodad (like a door, chest, etc.).
- Fixed a bug where aberrant chances were not being set and used properly (there was supposed to be an increased chance for caves/guardians).
- Fixed an issue where the player didn't always animate (walk graphic) when passing a turn from certain actions.
- Fixed a bug that allowed multiple skill raises and milestone increases per gather of resource(s).
- Fixed mod names getting cropped/cut off in the modding menu.
- Fixed invalid dialog positions causing the game to render offset (non-centered player).
- Fixed a bug where blood was not showing under corpses.
- Fixed some oversights leading to Clay Brick Flooring and Wrought Iron Arrowhead not returning disassembled items.
Improvements (65 changes)
- Monster pathfinding has been improved. Monsters will now no longer get stuck on other monsters and no longer mirror your actions as much.
- You can now pick up torch stands while they are lit.
- Doors/gates are now automatically opened as you move into them.
- Default weight has been increased by 10 points (however, this is mostly to counter-balance other weight shifts).
- Doodads now describe their durability on inspect/tooltip.
- Pressing escape will now close item/action menus, then dialogs, then bring up the quit/title screen menu.
- The "win" state now requires five unique items to progress. I tried to make that as vague as possible to not spoil it too much.
- Disassembly added to more items and tweaked return values on some items.
- Some item disassembly now requires a tool when disassembling.
- Disassembly now always returns at least one item.
- Traps no longer fully break on use, they are damaged and returned to the ground as an item.
- Tooltips are now updated on each turn pass, so you can now see them update in realtime if you are hovering over them as you move.
- Equippable containers now all have defense/armor values now (backpacks, quivers, etc.).
- Daily challenge scores now appear different in highscores list (in red).
- Changed "Utensil" grouping to "Skewer". GAME CHANGING.
- Many wording improvements added to the Starter Quest.
- The Main menu UI is now centered. Symmetry!
- Pouring water on growing plants will now increase their growing speed (not as much as compost).
- Skill gain rate has been quadrupled in Daily Challenge mode (was previously double).
- The base amount of monsters in Daily Challenge mode has been doubled, but the initial grouping of monsters around the player has been removed.
- The date is now logged on each highscore entry.
- Improved touch control support.
- Anatomy now effects your healing amount and success rate when using "Heal" items.
- Strength/dexterity/metabolism/starvation/dehydration now all displayed on hover over stat values to show link between attribute/messages. Messages like "You feel your metabolism slowing." has been replaced with wording that is easier to understand based on these changes.
- Doodads are now required on repair of some items (like a forge and anvil for metal items).
- The skill list is now alphabetized.
- Fixed some milestone description grammar issues.
- All firemaking items now use the camping skill instead of tinkering.
- Improved incompatible mod save data when moving up versions.
- Wooden chests are now flammable and will spill contents on on break.
- Tall grass now has it's own seed type that grows into tall grass instead of normal grass as it did before. Tall grass can now grow on gravel tiles.
- Improved inspect accuracy on plant's fertility.
- Fertility of a plant is now explained a little more clearly.
- Stoke fire value/strength has added to item tooltips.
- Proper sentence case has been applied to all text messages. No more "You have damaged A Kraken with An Iron Sword".
- You are no longer allowed to stoke a stone water still (no purpose/reduction of confusion).
- Blood no longer hinders actions (like placing doodads, carving, etc.).
- Keybinds in hints/help now dynamically display to what you have them set to.
- Aberrant monsters now have have unique particle colors if they differ from their non-aberrant versions.
- Weight capacity is now shown in tooltip for containers.
- Covering (or caving in by digging) an entrance will now fill it in on both sides.
- Wooden doors now have improved graphics/perspective when opened.
- All flooring/floor names are now consistent across tiles/items.
- Max durability is now highlighted based on item quality.
- Added more stamina reduction checks across all actions (all based on skill).
- Kraken corpses now decay on par with other monsters (increased length).
- The order in which you drag an item into a container now has an effect on it's placement.
- Items that revert or change into a different item on use will now keep their position in your inventory (if sorting allows).
- Skill percentage in a crafting skill will now add extra durability to items.
- "Trees" are now refered to as a "tree" now.
- Monsters are no longer split into brackets of difficulty based on talent (malignity), rather, they each have their own values, so monster difficulty will increase much more smoothly.
- The equipment dialog can now be resized to a smaller width.
- Fixed lots of miscellaneous grammatical issues.
- Slowed movement speed down very slightly to help reduce misclicks and improve reaction time.
- Music now fades in and out instead of stopping abruptly.
- Digging will now automatically use the "Gather Treasure" action when digging on the exact tile.
- The anatomy skill hint now reveals that it decreases chance of poison.
- Acid can now cause burn injuries as well as its normal damage.
- You no longer get penalized over over-eating/drinking when trying to improve dehydration/starvation and not the other.
- You can now bind keys to 10, 11, 12 (defaults to 0, -, and = keys) that appear in some lengthy item menus.
- Many new particle effect instances added (monster swimming, traps, etc.).
- Monsters will now get damaged (or healed) if they are standing/moving into fire.
- Slimes can now split on all types of damage sources (including traps).
- Monsters that heal from your attacks now heal based on the attack damage (instead of based on their max hp).
- You can now extinguish fires over/on doodads by placing tiles (pile of sand, gravel, etc.).
Balance (32 changes)
- Reduced stamina regeneration rate slightly.
- Added slightly higher chance for stamina reduction across most actions.
- Reduced effectiveness of compost slightly (fertile soil remains at same value).
- Wooden chests now block monster movement again; however, can be broken down and have their contents spilled.
- Digging on ash can no longer produce charcoal.
- Recipe skill levels re-balanced/tweaked for many items.
- Doubled durability of spyglasses.
- Bone pole default durability has been doubled.
- Chickens now have bones when carving.
- You can no longer close the door when something is in the way of closing it.
- Leather quivers now require less resources to craft.
- Living mushrooms no longer potentially spawn at the start of the game.
- Digging now damages the tool from each attempt.
- Digging now checks weight as you dig and adds stamina penalties (like other actions).
- Item durability is decreased on each resource gather attempt now, but minimum chance at resource has been increased.
- Repairing items now reduces their max durability by a decreased factor of 3 (based on minimum durability) instead of 2 previously (undo of last version change).
- Locked wooden chests that appear in caves now contain different (lesser) loot than the tattered map/buried variety.
- Tiles of ash are no longer produced only after the fire is out. Charcoal and piles of ash are no longer spawned out of nothing, and are based on tile/doodads/items in the fire instead.
- Traps no longer deal "pure" damage to monsters. They now count as blunt and monsters can incur the normal resists and vulnerabilities.
- There are now durability maximums on items from crafting (based on the item type and quality).
- Wrought iron items are now half the durability of their iron counter-parts. This was a small increase for most items.
- Overeating and over-hydrating now reduces a player-scaled amount of stamina.
- All pick-axes have less attack damage.
- You can no longer repair and disassemble while swimming.
- All spears have increased in durability.
- Increased difficulty skill check for crafting a small amount. The difficulty is also now highlighted if you have a low chance of success in a craft. The messages will now warn and mention the reason for failures.
- There is a now a limiter in place for base defense as some aberrant monsters were nearly impossible to kill.
- Monster spawn amount is now limited to 300 monsters.
- There is now less iron spawns in the overworld. Cave iron spawns remain unchanged.
- Hobgoblins can now open doors.
- Creatures that lost interest now have a slightly higher chance to resume their chase quicker.
- Sharks will now lose interest in chasing on the rare occasion.
Technical/Modder (10 changes)
- Wayward has been upgraded to Electron 1.2.6.
- Wayward now runs on TypeScript 2.0 (beta).
- Particles are now based on tile coordinates instead of based on offset of player.
- Tile resources have been re-factored to match the rest of the drop systems.
- OnCraft, OnUpdateWeight, and OnMonsterDamage hooks have been added.
- Added new item property that allows disassembly without needing to be craftable (craftable: false).
- You can no longer drag files into Wayward.
- Fixed an issue where certain mods would break when new items/monsters were added into the game.
- Fixed a game load issue where the player had an equipped item from a mod that was unloaded.
- Fixed an issue where global mod save data was clearing itself after each game and another issue where it would delete itself entirely if the game was unloaded/loaded too quickly.
Hey all,
Welcome to the first Wayward newsletter. A monthly or bi-monthly (the every two months variant) showcase of all things Wayward. News, discussions, mods, videos, and more!
The last couple weeks have been a blur. Lots of patching, lots of fixing, lots of people playing Wayward again. If you somehow missed all the excitement, you can peruse all the patches that have been released so far since the Steam launch:
http://www.unlok.ca/wayward/beta-nan-2-0-5-released/
http://www.unlok.ca/wayward/beta-2-0-4-released/
http://www.unlok.ca/wayward/beta-2-0-3-released/
http://www.unlok.ca/wayward/beta-2-0-2-released/
http://www.unlok.ca/wayward/beta-2-0-1-released/
We've focused on user complaints, issues, bugs, and new quality of life improvements for the game. Making it stable and more "complete" to prepare for the wait and development of the upcoming major 2.1 patch. We're already well on our way for beta 2.1, by the way. If you want to follow along with us, you can keep an eye on our Trello: https://trello.com/b/PWX1Hpjn/wayward-todo
The major patches is where we will show off new content, new gameplay, and bigger community-submitted ideas that couldn't fit into the minor patches. We hope to have plenty of exciting things for new and older players alike in beta 2.1.
We won't over-hype anything yet, but you can technically read through everything we are planning in the Trello, including many spoilers. We will also be doing a full video showcase of the new stuff when the time comes.
On with the showcases:
Discussion Showcase
Doom Discussion A proposal on a brand new difficulty and scaling system within Wayward. http://steamcommunity.com/app/379210/discussions/0/357286119107934543/
Mod Showcase
Reincarnate Reincarnate respawns you somewhere random in your world on death and refills your stats (health, stamina, etc.) but empties out your inventory to the spot where you died. Travel back to the spot of your demise to grab your items and resume your pursuits. Be careful next time, won't you? http://steamcommunity.com/sharedfiles/filedetails/?id=677681194
Video Showcase
You & I Play Two players working their way through Wayward makes for a quite enjoyable series. Showing that two heads are better than one; when trying to survive at least. https://www.youtube.com/watch?v=RrYW3Niiyog https://www.youtube.com/watch?v=IsJU49x_LYY
Discord
We do that Discord thing. Come hang out and chat! https://discordapp.com/invite/0W1JEHHVVKmaxyP9
Developer Showcase
I know I get most of the limelight, but I just wanted to mention the rest of the wonderful Wayward team:
- Gary 'Spacetech' Wilber (Programming)
- Frank 'Sassafrass' Sasto (Programming)
- Dusty 'Goaticide' Melling (Art/Design)
- Austin Dhillon (Music)
Happy Wayward Wednesday! That's not a real thing, yet... but it does have a nice ring to it. We have a smaller patch ready for you all today with a real treat for Linux users. Linux now has full Steam Workshop support! There's also the variety of balance and improvement tweaks as per usual. We hope this is the last one in the 2.0.x series so we can get on to 2.1, but we'll continue to fix stuff up if it's important enough. Oh and yes, the NaN bugs have been squished. This patch was also brought to you by Batman: NaN NaN NaN NaN NaN NaN NaN NaN NaN NaN NaN, Wayward, Wayward! Erm... anyways... Bugs
- Fixed NaN values appearing for crafted items.
- Fixed a case of an infinite loading screen in the event that Steamworks failed in some way.
- Fixed GetAmbientColorDay, GetAmbientColorNight, and GetAmbientColorCave hooks not working correctly.
- Linux Steam Workshop support has been added.
- Improved durability calculations when crafting using altered durability items (repaired, disassembled, reinforced, and quality statuses all matter more now).
- Further refinements/accuracy have been added to disassembly durability/quality reductions and item returns.
- Repairing will now reduce the item's durability by 1/2 instead of 1/3 (using max - min).
- Torches now need fuel items again if not lighting a flammable tile. Each torch use will now reduce it's decay in half.
- Reduced the chances to craft a Remarkable/Exceptional/Legendary item with recipes that required many items - it was weighting them too heavily compared to other items with less consumables.
- Many help/hints improvements (in terms of accuracy/ease of reading/layout).
- The Sleeping/resting ZZZ's are now properly sized like they were in beta 2.0.3.
- Renamed onAddItemToInventory to onAddOrUpdateInventoryItem.
We're coming at you again this weekend, hitting you with another fairly large patch. We're nearly at "Zero Bugs™" now, and we hope to keep it that way. "Early Access®" doesn't have to mean "Buggy Access©", now does it? We showed some love to Mac OS X this patch as well as added some additional modding support. We cleaned up a lot of inconsistencies as well. Like most of these patches, nearly everything came suggested/reported from the forums and community. Thanks again all! Bugs
- Fixed error when preserving items that can decay but have no uses (Ectoplasm).
- Fixed weight calculations when storing items in containers in containers in containers in...
- Increased item sprite capacity to 16384 (from 512). You should now theoretically never have hidden items/objects on screen again.
- Fixed an issue where most Mac OS X hardware displayed Wayward darker than intended.
- Drinking snow from the ground is now consistent with drinking unpurified water.
- Fixed scroll wheel zoom sensitivity on Mac OS X.
- Fixed the raft counting weight while using it.
- Fixed the raft not passing a turn when you stopped using it.
- Fixed a bug where gathering treasure on top of a cave entrance would show a snare graphic. Wat?
- Fixed the alternate font not being anti-aliased on Mac OS X.
-
Further refinements to skill to talent increments (many skills lowered).
- You can now collect chests, traps, walls, doors, and most player-made objects without hurting yourself (if you don't use a tool).
- Stoking Fire has been added to the Starter Quest. Other misc improvements/wording fixes in Starter Quest.
- Normalized/balanced stoke fire values (and increased in most cases).
- Starting fires no longer requires a fuel item. As such, the starting state of a fire is much weaker.
- Lighting campfires, kilns, furnaces, etc. now produce only enough fire as what was provided by the tinder/kindling. You will need to stoke the fire further.
- Torches and built torches (doodads) now function the same in terms of decay/length and burning into ash.
- Adding "Fuel" to torches now gives decay based on their Stoke Fire value instead of a randomized amount.
- Improved overall readability of text, quality of icons on hover, and other misc UI tweaks.
- Replaced fonts for those with better multilingual support and readability.
- Min/max durability now effected by disassembled item's min/max durability. Max durability of crafted items now effected by consumed item's min/max durability as well.
- Added additional rendering hooks (GetAmbientColorCave, GetAmbientColorDay, GetAmbientColorNight, GetAmbientLightLevel, PostRenderWorld, PostRenderPostProces, PreRenderPostProcess).
- Added BaseMod.getIndex and BaseMod.getPath for ease of mods to load custom assets.
- [Developer Tools] Added a day-night slider. Dialog now automatically resizes as needed.
- [Reincarnate] Fixed weight not resetting on death.
- [Balancing Tools] Now locks monsters in place.
Hey all, we're proud to be dropping our largest "minor" patch to date. We've been busy taking suggestions, bug reports, and watching tons of let's plays and streams to get some extra polish added to Wayward in preparation for a bit longer of a wait until 2.1, our first major patch for Wayward on Steam. By the looks of things, we will also be doing a 2.0.4. We also just want to thank you all again for checking out Wayward in it's early stages and appreciate your monetary support on Steam and giving us an extra reason to want to keep working on the project. The full beefy changelog below: Improvements
- Improved overall performance of the game.
- The Starter Quest dialog open/close state is now saved.
- You can no longer move over a Stone Water Still.
- "Cork" is now mentioned in the Raw Clay Jug's description.
- Various Starter Quest improvements for new players. More information added on locations, quickslots, customising UI, using the Actions menu, and more.
- All references of burning/pain now are "burned" and "burn injuries". Also fixed a grammar issue with the burned death message.
- Updated Sail to Civilization item text as it wasn't accurate.
- Improved accuracy of Stripped Bark/Tree Bark descriptions.
- Fixed a cuple typoz here and ther3.
- Trapdoor Spiders now reveal themselves on trample.
- Better quality application icons added.
- Folders in the mods folder without mod.json are no longer detected as mods.
- Miscellaneous improvements to mod publishing pipeline.
- "Pick-up Object" is now "Collect" to add more differing verbiage for doodads. A new message has been added for collecting.
- You can now "Gather" Objects/Doodads as well.
- Fixed mods not refreshing on Mac OS X.
- Fixed an issue where the Steam Overlay would render too small.
- Fixed being able to drop items into locked chests.
- Fixed a bug where bag/container breaking would miss the first item in the bag to fall out.
- Fixed issue where creature spawns were mostly concentrated to top-left or bottom-right, instead of all around.
- Fixed full-screening the game window on Mac OS X not updating the display options setting.
- Fixed a modding bug where worlds failed to load after removing mods with recipes.
- Idling (using spacebar or clicking your character) will now pick-up items under you even if your Auto Pick-up is disabled.
- Fixed where headers were cut off slightly in the Options menu.
- Fixed various quick slot issues.
- Fixed bug where Fire Elementals would never cause Burned status.
- The "Bugs" hint now links to the to bugs forum on Steam.
- Fixed an issue where middle clicking items could cause the item's menu to freeze in place.
- Fixed size of Wayward's icon in Volume Mixer on Windows.
- Fixed the default keybind button not always appearing in Options.
- Fixed the Starter Quest dialog appearing when pressing J in item search boxes.
- Fixed "Open Logs Folder" not actually opening logs folder.
- Fixed "Open Mods Folder" not actually opening the mods folder.
- Added Leather Hides to Rabbit corpses.
- Decreased chance of spawning water creatures.
- Creatures no longer spawn as much, and the speed/rate at which it increases to eventually has been limited further.
- Creatures now have a higher chance to spawn a bit closer to you.
- Added more base damage to traps (and less variable damage).
- Increased starting creature population a bit.
- Increased thirst and hunger rate slightly (decreased sleeping bonus for thirst/hunger rates).
- Adjusted/increased talent rates for skills that are used to produce armor either indirectly or directly or are semi-related to combat.
- Added an OnPlayerDamage mod hook.
- Fixed Developer Tools errors after unloading mods.
- Fixed issue when using the Nimbus while on a Raft in Troposphere.
Mondays suck! Let's help you with that, with a Wayward patch! A huge shout-out to Spacetech, who went H.A.M. on this patch. Versions 2.0.1 and 2.0.2 have both been constructed entirely from the community and forums. A big thank you to all that contributed your suggestions, complaints, and bug reports. With 2.0.2 we can see some new additions and balance changes along with the normal bug fixes: Balance
- Reduced burning damage, duration, initial burn damage, and increased chance for effect subside to water.
- Added option to enable / disable mouse movement.
- Added "Scale In / Out" buttons to options. This is useful for high DPI or 4k monitors.
- Burning pain is now explained a little more in the hints.
- Hitting escape now closes the context menu first, then overlays and dialogs.
- Fixed a typo in crafting hints.
- Fixed some outdated information in the doodads hint.
- Fixed errors when moving multiple items from a container to the inventory while another container is also opened.
- Fixed context menus appearing off-screen when near the edge of the screen.
- Fixed chest containers staying open after carving/gathering.
- Fixed disassembling Stone Water Stills (and potentially other items too).
- Crafting different states of water containers no longer repair them on craft.
- Fixed errors when building Explosive Traps.
- Map dialogs are now closed after gathering treasure.
- Fixed Sundials working in caves.
- Fixed reinforcing items failing to display a message when it doesn't find an item to reinforce.
- Fixed 'ghost' items on screen after closing a container dialog while dragging.
- Fixed some cases of 'Open Logs Folder' not working.
- Doubled item batch capacity. This should fix dropped items being invisible if there are too many on screen.
- Fixed some potential saving issues with older save files.
- Fixed a Cooked Spider burning into a Cooked Spider (infinite fuel source).
Happy Saturday all! We've been busy getting some "day 1" patches ready for ya'll. In no particular order: Improvements
- Improved wayward.log file. It now outputs the full stack-trace of errors when they arise. This will make it easier for us to debug future issues.
- Added red highlighting if the required doodad for an item is missing in the crafting tooltip.
- Removed weird tray icon on Mac OS X version.
- Added additional error protection when using unknown items (due to unloaded mods/other issues).
- Added a zoom-factor flag for those who want increased UI/font sizes. A more finalised implementation will be added in a future patch.
- Fixed music stopping at the end of the track list.
- Fixed the Display Mode button showing you're windowed when you're actually fullscreened in the Options menu.
- Fixed the crafting dialog appearing blank after playing subsequent games without restarting the game.
- Fixed "Gather Treasure" not working when Tattered Maps are in player containers.
- Fixed crafting/quickslot errors with water containers/torches when the original item is in a quickslot.
- Fixed some bad quotes in Starter Quest quest.
It's with great pleasure that we announce the release of Wayward Beta 2.0 on Steam!
It's been a long road (longer than we had hoped for) with many additional things we wanted to get in the game before releasing. We wanted the step from 1.9.2 to 2.0 to be significant and meaningful in comparison and we hope that we have achieved that in the minds of old and new players alike.
There's no time for a break though! Wayward Beta 2.0 on Steam marks a new era for Wayward - one with continual and faster updates once again. There's no plans of stopping development for Wayward, with plenty left on the todo. We hope that you come a long for the ride and never stop posting feedback!
Beta 2.0 Changelog
Wayward
Unlok
Unlok
2016-04-22
Indie RPG Simulation Singleplayer EA
Game News Posts 122
🎹🖱️Keyboard + Mouse
Very Positive
(1124 reviews)
http://www.waywardgame.com/
https://store.steampowered.com/app/379210 
The Game includes VR Support
Wayward - Linux x86 [107.59 M]Wayward - Linux x64 [103.11 M]Wayward - Packed Content - Linux [141.32 M]
In Wayward, there is a large focus on simulation, survival and openness. There are no classes; there are no levels. Progression of your character depends on individual skill and stat gains by your interactions with items or objects in the world. You are free to play and explore the game in any fashion you wish.
Wayward will continue to grow, expand, and evolve over time to open up new modes of play, add depth and complexity, add content, and further refine the systems presented. You are free to come a long for the ride as we try to make this game a truly unique experience through our iteration and through your feedback.
Wayward's key features:
- 5 distinct environment types to explore – all generated procedurally.
- Over 200 items to craft, discover and interact with.
- More than 20 nasty creatures and animals to combat and harvest.
- Sandbox game mechanics mixed with roguelike gameplay.
- Deep, multi-faceted skill system.
- Open-ended and open-world gameplay.
- 10+ hours of content and gameplay before reaching the “end-game”.
- Day and night system.
- Modding and Steam Workshop support.
- Iterative game design and community feedback driven.
- OS: Ubuntu 12.04+. Fedora 21. Debian 8
- Processor: 2.2 GHz dual core or betterMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GPU with WebGL support. 512MB of video memory. and at least 128 GFLOPS.
- Storage: 1 GB available spaceAdditional Notes: Linux does not support the Steam Overlay. View hardware compatibility list and check for WebGL support: http://www.waywardgame.com/compatibility
- OS: Ubuntu 12.04+Memory: 4 GB RAMGraphics: GPU with WebGL support. 1GB of video memory. and at least 512 GFLOPS.
- Memory: 4 GB RAM
- Graphics: GPU with WebGL support. 1GB of video memory. and at least 512 GFLOPS.
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