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Beta 2.0.4 Released
[ 2016-05-07 19:02:34 CET ] [ Original post ]
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.
[ 2016-05-07 19:02:34 CET ] [ Original post ]
Wayward
Unlok
Developer
Unlok
Publisher
2016-04-22
Release
Game News Posts:
124
🎹🖱️Keyboard + Mouse
Very Positive
(1124 reviews)
The Game includes VR Support
Public Linux Depots:
- Wayward - Linux x86 [107.59 M]
- Wayward - Linux x64 [103.11 M]
- Wayward - Packed Content - Linux [141.32 M]
Wayward is a turn-based, top-down, wilderness survival roguelike.
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.
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.
MINIMAL SETUP
- 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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