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Development Branch Update

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!

[h2]Naming Ideas[/h2]
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!

[h2]Here Be Dragons Drakes[/h2]

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:

[h2]New[/h2]

  • 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".

[h2]Improvements[/h2]

  • 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 柯箴之!)
  • 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 Zeτα!)
  • 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.

[h2]Balance[/h2]

  • 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.

[h2]Bug Fixes[/h2]

  • 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 柯箴之!)
  • 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 柯箴之!)
  • 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!)

[h2]Technical[/h2]

  • 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.

[h2]Modding[/h2]

  • Fixed modded ItemTypeGroup's not including nested ItemTypeGroup items.

[h2]Mods[/h2]
Magicology

  • Added item group for craftable items
Debug Tools

  • 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!)
TARS

  • Improved determination on what creature is a threat or not.
Troposphere

  • 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.

Wayward Newsletter #12

Welcome the 12th iteration of the Wayward newsletter, featuring future plans, dissecting current issues, showcasing mods/media, and more!

[h2]Beacon’s Call Postmortem[/h2]

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 there’s still lots of work to be done here, the feedback has been pretty positive there.

That’s not to say mid-late game players also didn’t 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 haven’t had a chance to check it out yet.

[h2]New Beginner’s Guide Video[/h2]

Speaking of new players, I recently put out a new updated beginner’s 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

[h2]Upcoming Reputation Changes[/h2]

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.

Deities to save the day! As paying homage to its roguelike roots, Wayward will be introducing deities, invoking, and sacrifice; a common staple of the genre. While this has been planned for years now, it was always meant to augment reputation, but now it will be replacing it. This system will solve every point above as actions no longer impact the difficulty of the game. You are free to do whatever you want. As you play, the difficulty of the game will increase naturally, but, the player has direct control over this. They can devote themselves to the deities of the island to offset this. Later on, they can even sacrifice collectable runes (dropped to the player when performing actions) to swing difficulty in either direction with a single action.



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.



[h2]Upcoming Inventory/Container Overhaul[/h2]

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.



[h2]Development Branch[/h2]

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!

[h2]Feature Voting[/h2]

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

[h2]Media Showcase[/h2]

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

[h2]Mod Showcase[/h2]

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

[h2]Autumn Sale[/h2]

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/

[h2]Leave A Review![/h2]

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!

Beacon's Call Update #5

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.

[h2]New[/h2]

  • 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.

[h2]Improvements[/h2]

  • 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.

[h2]Balance[/h2]

  • You can no longer learn recipes from crafted items from other players when using the Rouseabout milestone modifier.

[h2]Bug Fixes[/h2]

  • 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.

[h2]Modding[/h2]

  • 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!)

[h2]Mods[/h2]
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.

Beacon's Call Update #4

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.

[h2]Improvements[/h2]

  • 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.

[h2]Bug Fixes[/h2]

  • 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.

[h2]Modding[/h2]

Beacon's Call Update #3

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).

[h2]New[/h2]

  • Added support for Apple Silicon.

[h2]Improvements[/h2]

  • 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 柯箴之!)
  • 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 柯箴之!)
  • Improved consistency of water/ice particle colors.
  • Testing well depth now creates puddles.

[h2]Balance[/h2]

  • 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.

[h2]Bug Fixes[/h2]

  • 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 柯箴之!)
  • 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 柯箴之!)
  • 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.

[h2]Technical[/h2]

  • Miscellaneous multiplayer matchmaking server improvements.
  • Migrated Discord integration to the Discord GameSDK.
  • Upgraded to Electron 22.3.14

[h2]Modding[/h2]

  • Prompts are now more easily moddable.
  • Reduced the chance of publishing the same mod separately multiple times.

[h2]Mods[/h2]
Debug Tools

  • Allow zooming in the selection panel
  • Fixed not being able to inspect modded world layers.
Magicology

  • Fixed multiplayer desyncs.
Balancing Tools

  • Creatures now spawn in order of spawning reputation (based on biome type).
  • Fixed spawn creature lanes not working for modded creatures.
Troposphere

  • 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.