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Cursebreaker Update #2

[p]Only a few days remain until the big day, but who cares about that? We have an early update gift for you instead! In this update, we focused on improving lots of areas of the game and smoothing out some Curse mechanics. Oh ya, and tons of bug fixes, of course.
[/p][p]Bonus Tip: If you are feeling like you want a bit more challenge (and reward) in the game, try exploring! The farther out from spawn, the harder creatures that will appear. If you travel to other islands using a boat/raft, creatures will progressively get harder and harder the farther away you are from your starting island. Need even more control? Try mastering the art of invoking all those runes you have been stockpiling![/p][p] [/p][p]Bonus Promo: Wayward is currently -30% off as part of the Steam Winter Sale! Share the gift of getting destroyed by a Skeleton with all your loved ones this holiday season!

[dynamiclink][/dynamiclink][/p][h2]New[/h2]
  • [p]The multiplayer menu shows a list of connected/absent players with the ability to remove their data (delete their character, stats, items, etc.).[/p]
[p][/p]
  • [p]Added a new option to move or drop all of a quality of an item that is different (or other than) the selected item quality.[/p]
  • [p]Your runes resonate with strange events. You may invoke the unknowable entities more often in these times... but will they respond the same?[/p]
[p][/p][h2]Improvements[/h2]
  • [p]Curse events now display their associated deity in their tooltip.[/p]
[p][/p]
  • [p]Grasses will now have a chance to spread naturally, like other plants - they now have a "seeding" stage. (Thanks Tokmol!)[/p]
  • [p]Jack-o'-lanterns no longer require candles to light, instead they require them when crafting. (Thanks warriorsforever482!)[/p]
  • [p]Luck now impacts the chances of getting relics from all sources.[/p]
  • [p]Clients now verify that they have player data on a server before joining so that they can now select a new character in cases where a multiplayer game was reverted, or the player data has since been removed.[/p]
  • [p]You can now weigh curse events associated with a specific deity higher by wearing gear with the Fanaticism magical property.[/p]
  • [p]Improved the performance of scarecrow overlays.[/p]
  • [p]Fertilizer can now burn. (Thanks Grub!)[/p]
  • [p]Burned fruits will no longer produce seeds. (Thanks Grub!)[/p]
  • [p]You can now craft mud (using soil and water). Mud now decays into soil.[/p]
  • [p]You can now start fires in enclosed fire structures even when they are over shallow water.[/p]
  • [p]Decreased lag when opening chests with many items. (Thanks HubertNNN!)[/p]
  • [p]Persistence items can now be repaired even with low base durability as a new bonus.[/p]
  • [p]The repair event that breaks items now happens as a separate event to repairing success or failure (previously, it happened during success).[/p]
[p][/p][h2]Balance[/h2]
  • [p]Boglings can now produce mud and dirt as well as their normal swamp tiles which can also be found on their corpse.[/p]
[p][/p]
  • [p]Curse event creatures now stay away from you while you're sleeping by a light source, assuming you've been asleep for more than just a few turns.[/p]
  • [p]When raising a skill to 100%, you now get a guaranteed stat increase.[/p]
  • [p]Random seed events and Dryad will now only spread plants native to that biome.[/p]
  • [p]Fire extinguishing in the "Shadows Move" curse event now also happens while you're asleep, though at a reduced rate.[/p]
  • [p]Runes are no longer rewarded for curse events (usually) when you sleep through them.[/p]
  • [p]Random plant death events are now much rarer.[/p]
  • [p]Curse event creatures no longer wander to you from very far away if you're sleeping.[/p]
  • [p]Lighthouses no longer provide "fire" for crafting or other actions.[/p]
  • [p]Damaged doodads now drop or break at 0 durability instead of 1, so they can't be endlessly rebuilt.[/p]
  • [p]Plants that are not native to a biome will now grow much more slowly.[/p]
  • [p]Added more diverse food options for chickens and goats.[/p]
  • [p]Reduced the effects of the "A Wave of Death" curse.[/p]
[p][/p][h2]Bug Fixes[/h2]
  • [p]Fixed torches and candles not keeping their maximum decay values when extinguished. (Thanks AlP and Andrej27!)[/p]
  • [p]Fixed some curse event effects not being applied.[/p]
  • [p]Fixed not being able to extinguish jack-o'-lanterns. (Thanks Pandemult!)[/p]
  • [p]Fixed errors when harvesting some previously interacted with plants. (Thanks Creamizzing!)[/p]
  • [p]Fixed the "Retailer" milestone not getting the correct total civilization score. (Thanks Tachyon!)[/p]
  • [p]Fixed crushing items always returning the same quality of broken item. (Thanks Nobody!)[/p]
  • [p]Fixed glass pans and baking trays not having durability. (Thanks buchecker!)[/p]
  • [p]Fixed "Inspect in Dialog" and "Show More" tooltips not showing in some instances. (Thanks Tachyon!)[/p]
  • [p]Fixed a desync related to crafting and runes. (Thanks RHYTHZU!)[/p]
  • [p]Fixed items that would be consumed or have low durability not updating availability when toggling protection. (Thanks Words Words Words!)[/p]
  • [p]Fixed action slot tooltips not being visible when "Always Show More Information" was enabled.[/p]
  • [p]Fixed an exploit that would allow crafting an item without having its recipe unlocked. (Thanks Grub!)[/p]
  • [p]Fixed trees defaulting to budding growth after returning to an already visited island after many turns have passed.[/p]
  • [p]Fixed the "Master of All" not having the correct amount of skills. (Thanks Tachyon!)[/p]
  • [p]Fixed repairing items with "Persistence" breaking with low maximum (base) durability. (Thanks Robin!)[/p]
  • [p]Fixed some rare errors caused by burning items. (Thanks Grub!)[/p]
  • [p]Fixed the action filter resetting as other players used actions while in real-time mode. (Thanks Shirow!)[/p]
  • [p]Fixed the "Afflicted" milestone including "Cursed".[/p]
  • [p]Fixed torches updating incorrectly after traveling. (Thanks zantan!)[/p]
  • [p]Fixed the invoke action showing tiers even though they had no effect.[/p]
  • [p]Puddles will no longer extinguish "enclosed" fire sources.[/p]
  • [p]Fixed the "Hoarding" magical property not getting applied or unapplied properly. (Thanks Andrej27!)[/p]
  • [p]Disabled overlay support (for now, unless specifically set in launch_options.json) due to upstream issues. (Thanks Cyganet, Viorghin!)[/p]
  • [p]Fixed leaves not drying out. (Thanks Crows!)[/p]
  • [p]Fixed plant spreading not working correctly when sleeping/traveling.[/p]
  • [p]Fixed picking up torches sometimes getting incorrect decay values.[/p]
  • [p]Fixed stoking fire not working properly in some cases with doodads.[/p]
  • [p]Fixed the "Hoarding" magical property not getting the correct values when inspecting.[/p]
  • [p]Fixed numerous random issues caused by various modifiers that used a specific data type. (Thanks Andrej27!)[/p]
  • [p]Items that cannot be stoked (but are flammable) will no longer disappear in campfires. (Thanks Thouit!)[/p]
  • [p]Fixed an issue with the save upgrade system that would have caused bad things going forwards. (Thanks Andrej27!)[/p]
  • [p]Fixed an error when viewing the tooltip for stat magical properties. (Thanks Thouit!)[/p]
[p][/p][h2]Technical[/h2]
  • [p]Added a scary description to the "Developer Mode" button to hopefully get players to stop accidentally enabling it and leaving it on. It's almost certainly not useful for you![/p]
[p][/p][h2]Modding[/h2]
  • [p]Added a simpler way to do mod registrations — "Mod.register.*()" function calls in the "top level" of your mod script. Troposphere and Debug Tools have been updated to use this new way to do mod registrations.[/p]
  • [p]Added a Developer Tools console helper "Reflection.where("exportName")" to get a list of module paths that export something by that name.[/p]
[p][/p][h2]Mods[/h2][p]Troposphere[/p]
  • [p]Fixed creatures not being spawned correctly after world generation.[/p]
  • [p]Fixed printing hundreds of thousands of warnings in the log when creating a new game.[/p]
  • [p]Fixed below terrain rendering black/white due to terrain loading optimization.[/p]

Cursebreaker Update #1

[p]It's patch night! After our launch on the weekend, you all have discovered quite a few issues. The release tonight will hopefully address some of the bigger ones, with more on the way. Keep 'em coming!

Bonus Promo: Rumors are that our wonderful composer, Austin Dhillon may be working on a third soundtrack for Wayward. Both soundtracks are available on Steam and are currently -10% off:

[dynamiclink][/dynamiclink] [dynamiclink][/dynamiclink]Bonus Tip: What's cordage? Cordage is a group of items in Wayward that are used to make things like string, ropes, and more. Basically, they are pieces of fiber. Cordage includes the following items: Badderlocks, Clematis Vine, Coconut Husk, Joshua Tree Leaves, Palm Leaf, Palapalai Frond, Plant Roots, Sheaf of Hay, Cattail Leaves, Sinew, Spider Silk, Stripped Bark, Stripped Leather, and Spikerush Sheaths. You can search/filter for cordage in your inventory, crafting and now (as of this update) dismantle windows.[/p][p][/p][h2]Improvements [/h2]
  • [p]The dismantle filter will now find groups of the dismantled items. (Thanks Deadpool!)[/p]
[p] [/p][h2]Balance [/h2]
  • [p]Curse event creatures can now find you from very far away.[/p]
[p] [/p][h2]Bug Fixes[/h2]
  • [p]Fixed pies returning the incorrect item. (Thanks Nobody Important!)[/p]
  • [p]Fixed a desync related to Magical Motes.[/p]
  • [p]Fixed mod loading and publishing issues across all platforms.[/p]
  • [p]Fixed Stat and Stat Potency magical properties not being saved in the correct way, resulting in some cases when we change things causing the affected stats on equipment to change. (Thanks Andrej27!)[/p]
  • [p]Fixed Crowberries growing incorrectly. (Thanks Nobody!)[/p]
  • [p]Fixed transmogrification removing magical properties that had the same type, but different sub-types. (Thanks Vinn!)[/p]
  • [p]Fixed the insulation magical property providing its minimum effect when it's not even on a piece of equipment.[/p]
  • [p]Forcibly rediscovered all stats for existing players due to them disappearing. (We're not sure why this happened.)[/p]
  • [p]Fixed an error when inspecting the temperature stat in some specific situations.[/p]
  • [p]Fixed the "Cursebreaker" milestone requiring more events than currently exist.[/p]
  • [p]Fixed slime patches not working correctly.[/p]
  • [p]Fixed the "Frigid Night" event occurring slightly earlier in progression than intended. (Thanks OmniSanti!)[/p]
  • [p]Fixed Upgrade and Exude not working correctly with insulation. (Thanks Andrej27!)[/p]
  • [p]Fixed "Persistence" items not getting the correct durability when granted from a milestone modifier. (Thanks Lemonboy_free!)[/p]
  • [p]Fixed exuding "Persistence" onto items not getting the correct durability. (Thanks warriorsforever482!)[/p]
  • [p]Fixed "Nature's Wrath" event not being revealed sometimes due to being around only tamed creatures, or due to being active simultaneously with "Nature's Embrace" event.[/p]
  • [p]Fixed the "Swarm" event not spawning as many creatures as intended.[/p]
  • [p]Fixed some curse event effects not being skipped when the cursebearer is asleep.[/p]
  • [p]Fixed the "Toggle All Auto-Use Slots" default bind not working. (Thanks Shirow!)[/p]
  • [p]Fixed the "Lucky" and "Unlucky" events being able to spawn on their own.[/p]
  • [p]Fixed a rare potential case where curse events could remove or mess with the wrong creatures.[/p]
  • [p]Fixed "Disable UI Animation" not adding the static magic icon.[/p]
[p][/p][h2]Mods[/h2][p]
TARS[/p]
  • [p]Fixed lag when opening the options menu.[/p]

Major Update "Cursebreaker" Released

[p]Over the last year, our so-called “minor” updates have been anything but small, so we thought we might try something a bit different this time around; instead, focusing on a special seasonal theme in the form of a major release. just in time for the big spooky day! Speaking of spookiness, have a peek at our teaser for this special update:
[dynamiclink][/dynamiclink]
Some stand-out features this time around include:[/p][p][/p][p][/p][p]New Trick or Treat Curse Mechanic: You are cursed! While awake at night, there’s a chance for random events to occur. The higher your curse level, the more frequent and potentially dangerous these events become. [/p][p][/p][p][/p][p]Added Jack-o’-Lanterns: A new spooky, curse-warding light source. [/p][p][/p][p][/p][p]Tree Update: Trees now include a new “Seeding” growth stage, and the “Bare” status is part of the tree’s life cycle, which now cycles back from “Bare” to “Budding”. Leaves from most trees now decay into “dried leaves”, which can appear under trees when reaching their “Bare” stage.[/p][p][/p][p][/p][p]Temperature Overhaul: Added a temperature indicator that appears only when it’s cold enough to freeze or hot enough to overheat. The temperature and insulation system has been overhauled to go along with this. Values are simply added together instead of being weighted per piece of equipment.[/p][p][/p][p][/p][p]Sticky Situation: Spiders can now spin cobwebs. Moving through them will cause you to lose a turn. [/p][p][/p][p][/p][p]New Recipes: Two new baking recipes have been added for use with a new set of pans. There are a few other new goodies as well. [/p][p][/p][p]Check out the full changelog below: [/p][p][/p][h2]New [/h2]
  • [p]You are cursed! At night, when awake, there is a chance of a random event occurring. The higher your curse level, the more random events, and the more danger you face...[/p]
  • [p]Added a "Seeding" growth cycle for all trees.[/p]
  • [p]Added a display for the temperature stat, showing only when it's cold or hot enough to be freezing or overheating.[/p]
  • [p]Spiders can now produce cobwebs, which can make you skip a turn when moving over them.[/p]
  • [p]Added jack-o'-lanterns, a new scary, curse-warding light source.[/p]
  • [p]Bare trees are now part of the normal plant's life cycle - they will return to budding after a typical cycle or turn count.[/p]
  • [p]Added clay, glass, and metal baking pans.[/p]
  • [p]Added two new baking recipes to be used with pans.[/p]
  • [p]Added two types of sugar.[/p]
  • [p]Added two new cooking recipes with sugar.[/p]
  • [p]Leaves now decay or dry into "dried leaves", which can be used as better compost and tinder.[/p]
  • [p]Added a "pile of leaves" tile event that can appear by or around bare or seeding trees.[/p]
  • [p]Some items can now be damaged when walking on them or as some creatures move over them. This can be mitigated by walking barefoot.[/p]
  • [p]Added new generalized "action" sound effects (previously, just used the crafting sound effect).[/p]
  • [p]Added a new item break sound effect (separate from general failures).[/p]
  • [p]Added a new sound for crafting and crafting failure.[/p]
  • [p]Added glass and clay baking trays.[/p]
  • [p]Added a new Starter Quest regarding repairing and durability. [/p][p][/p]
[h2]Improvements[/h2]
  • [p]The effective radius is now displayed when mousing over a scarecrow doodad.[/p]
  • [p]The Temperature Insulation system has been simplified. Insulation is now entirely flat numbers summed together, rather than weighted averages and percentages.[/p]
  • [p]Updated the menu screen for Cursebreaker — new major releases going forward will all look and feel at least a little unique.[/p]
  • [p]Items dropped on campfires (or open fire sources) will now automatically be "stoked" in the fire, instead of a new fire being created "on top" of the doodad.[/p]
  • [p]Some items, doodads, and tile events can spawn in zones with certain creatures.[/p]
  • [p]Modified the recipe and graphic for bone flutes so they are more distinctive over bone needles.[/p]
  • [p]Added a new tooltip for showing the item stacking keybind under item tooltips.[/p]
  • [p]Fixed a number of cases where options in the custom game "customize" menu didn't display in the tooltips in the in-game pause menu.[/p]
  • [p]Added a random event for temperature checks so tiles will melt properly over time unlike before.[/p]
  • [p]Significantly improved the display of custom game options in the in-game pause menu.[/p]
  • [p]Improved alerted icon positioning for tall and flying creatures.[/p]
  • [p]Added indicators via the status effects UI for the last core stat raised for the Statistician modifier and the last rune received for the Runekeeper modifier. (Thanks Andrej27!)[/p]
  • [p]Changed the default bind for "Toggle Auto-Use" to Ctrl + Right click.[/p]
  • [p]Charcoal will now turn into carbon powder when broken.[/p]
  • [p]Creatures now disappear at the end of their movement animation when moving out of your line of sight, rather than at the start.[/p]
  • [p]Scarecrow items will now exactly match what is placed down as a doodad (previously, it was randomized).[/p]
  • [p]Reduced the size of alerted creature icons slightly.[/p]
  • [p]Reduced the volume of the failure sound effect.[/p]
  • [p]Items with seeds will now break with their seeds remaining.[/p]
  • [p]"Bare" trees can now be healed/regenerated just like other growth stages.[/p]
  • [p]Water still tooltips will now reveal if the tile is too cold for the still to function.[/p]
  • [p]Added an option to disable UI animation. The option to disable UI effects disables animation by default.[/p]
  • [p]The doodad tooltip now mentions whether or not there is a container attached to stills. (Thanks Townfall!)[/p]
  • [p]Changed the default crafting display to "Craftable Only".[/p]
  • [p]Solar stills will now reveal in their tooltips that there is unpurified water in them when placed over shallow water.[/p]
  • [p]A hint now shows in the Stats UI when there are still stats yet to be discovered.[/p]
  • [p]Added a sound effect when jumping.[/p]
  • [p]Some tile events now get removed when jumping onto them, like puddles.[/p]
  • [p]Cooked fish kebabs now return their base components (wooden spear) when destroyed.[/p]
  • [p]Added new information to Help and the Starter Quest to explain sorting and filtering in the crafting dialog.[/p]
  • [p]Tweaked the background behind messages to still fulfil the same purpose, but without being quite as intrusive.[/p]
  • [p]Setting a "Repair" action to be auto-used now only actually uses the action when the target item is at its minimum durability.[/p]
  • [p]When creatures damage items on the ground, there is a new sound effect and particles to indicate it is happening.[/p]
[p] [/p][h2]Balance[/h2]
  • [p]The Fanaticism magical property has been significantly buffed, now working on the Invoke effect for an additional deity, reducing the cooldown between Invokes, and even reducing the chance that runes are consumed at all.[/p]
  • [p]Random events now no longer happen three times per turn globally across the map, but instead happen twice: once near the player, and once outside the player's area.[/p]
  • [p]Drastically improved the conversion rate from one rune tier to the next, which should allow players much greater access to higher-tier runes. Fanaticism gear can still be used to improve the conversion rate further.[/p]
  • [p]The chance of shadow creature spawns has been removed from invoking.[/p]
  • [p]Increased the stoke value of coal.[/p]
  • [p]Increased time needed to filter water in dripstones, decreased time needed for water stills.[/p]
  • [p]Reduced the mining/chopping effectiveness of all tools that are not pickaxes/axes.[/p]
  • [p]Added a chance to wake up from uncomfortable or extreme temperatures.[/p]
  • [p]The chances that creatures will drop runes on death have been rebalanced across the board to roughly match their difficulty.[/p]
  • [p]Reduced spider silk drop chances on giant spiders. Added the ability for trap door spiders to drop spider silk.[/p]
  • [p]Boat paddles can now be fished up randomly.[/p]
  • [p]Decreased the odds of getting "stuck" on Volcanic islands without a boat by modifying loot groups, creature spawning, tree generation and more.[/p]
  • [p]Some items can now break much more easily when thrown.[/p]
[p] [/p][h2]Bug Fixes[/h2]
  • [p]Fixed item highlighting not resetting when hovering over the action bar and from other sources. (Thanks Nama!)[/p]
  • [p]Fixed items getting stuck on the screen. (Thanks Sophie!)[/p]
  • [p]Fixed item greying out effect when previewing a stack not working after moving a stack to another container.[/p]
  • [p]Fixed items indicated for trade in the Trade dialog being used or destroyed not being handled correctly, causing errors and stuck items. (Thanks Ole!)[/p]
  • [p]Corrected hunger and thirst drain when traveling; this was too high due to the travel time changes. (Thanks Chl!)[/p]
  • [p]Fixed random plant events and dryad special abilities not working properly.[/p]
  • [p]The number of full item tooltips that display in the inspect dialog when inspecting a tile is now capped to 8.[/p]
  • [p]Fixed the consecration action saying that the deity is pleased even when you failed to upgrade anything and the total worth of your runes has decreased.[/p]
  • [p]Fixed text with tooltips in hidden menus still showing their tooltips if you mouse over their position. (Thanks muzzy!)[/p]
  • [p]Fixed wooden chests using the wrong skill when using disassembling, repairing, etc.[/p]
  • [p]Fixed an empty grey bar appearing when showing more information in tooltips. (Thanks muzzy!)[/p]
  • [p]Fixed Jelly Cubes not having any slime ball resource drops. (Thanks warriorsforever482!)[/p]
  • [p]Fixed dropping items onto traps not setting them off.[/p]
  • [p]Fixed decayed items not returning the same unique magical naming when they returned their disassembly items (cooked fish kebabs).[/p]
  • [p]Fixed ash turning into incorrect tile types when dug in certain biomes. (Thanks Ole!)[/p]
  • [p]Fixed being able to pet slimes way too quickly. (Thanks warriorsforever482!)[/p]
  • [p]Fixed instances of skill gain proccing multiple times from a single action not also proccing stat gain and rune drop chances multiple times.[/p]
  • [p]Fixed item crushing happening when dropping items. (Thanks Ole!)[/p]
  • [p]Fixed showing attack on the cast action within item tooltips. (Thanks Grub!)[/p]
  • [p]Fixed being able to farm an excessive amount of theurgy skill via repeated consecration of the same runes, especially with Fanaticism gear.[/p]
  • [p]Fixed pouring water on the stills with water already in it not extinguishing the fire.[/p]
  • [p]Fixed some more container item list desyncs (instances where the item list has to regenerate due to it being incorrect, which costs performance.)[/p]
  • [p]Fixed the wrong water type from being created when picking up stills or dripstones in some instances.[/p]
  • [p]Fixed drop being disabled on explosive traps.[/p]
  • [p]Fixed being able to attempt to purify milk.[/p]
  • [p]Fixed the stamina stat always being discovered by default.[/p]
  • [p]Fixed not being able to disassemble basalt walls.[/p]
  • [p]Fixed the change counts at the top of a changelog displaying weirdly.[/p]
[p] [/p][h2]Technical [/h2]
  • [p]Items can now have base components (this system is used for pies), so separate recipes aren't needed for every pie in every different pan and are stacked together.[/p]
  • [p]Replaced the require.js dependency with a custom module loader. Modders: Circular dependencies are no longer possible.[/p]
  • [p]Updated to Electron 38.[/p]
[p] [/p][h2]Modding[/h2]
  • [p]"Mod.get()" can now be used in the top-level/init context of mod files in order to get the mod's "ModInformation", which will be injected with the mod's instance when available.[/p]
[p] [/p][h2]Mods[/h2][p]
TARS
[/p]
  • [p]Fixed not being able to craft most metal items.[/p]
  • [p]Will now create crucibles as part of their main tool set.[/p]
[p]
Debug Tools
[/p]
  • [p]Added support for the new Curse system.[/p]

Testing Underway!

[p]Testing is now underway for our next major update. You know what that means! It means taking a stroll over to the "Betas" section in Steam under Wayward and switching it over to the "Development Branch" and helping us test out all the new treats. There might be a few tricks as well if you catch my drift.[/p][p][/p][h2]Here Be Dragons Drakes[/h2][p] 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: [dynamiclink][/dynamiclink]Report any issues you spot![/p][p][/p][p]

Here’s the unsorted changelog thus far:[/p][p][/p][h2]New[/h2]
  • [p]You are cursed! At night, when awake, there is a chance of a random event occurring. The higher your curse level, the more random events, and the more danger you face...[/p]
  • [p]Added jack-o'-lanterns, a new scary, curse-warding light source.[/p]
  • [p]Added two new baking recipes to be used with pans.[/p]
  • [p]Bare trees are now part of the normal plant's life cycle - they will return to budding after a typical cycle or turn count.[/p]
  • [p]Added a display for the temperature stat, showing only when it's cold or hot enough to be freezing or overheating.[/p]
  • [p]Added a "Seeding" growth cycle for all trees.[/p]
  • [p]Leaves now decay or dry into "dried leaves," which can be used as better compost and tinder.[/p]
  • [p]Spiders can now produce cobwebs, which can make you skip a turn when moving over them.[/p]
  • [p]Added a "pile of leaves" tile event that can appear by or around bare or seeding trees.[/p]
  • [p]Added two types of sugar.[/p]
  • [p]Added two new cooking recipes with sugar.[/p]
  • [p]Some items can now be damaged when walking on them or as some creatures move over them. This can be mitigated by walking barefoot.[/p]
  • [p]Added clay, glass and metal baking pans.[/p]
  • [p]Added new generalized "action" sound effects (previously, just used the crafting sound effect).[/p]
  • [p]Added a new item break sound effect (separate from general failures).[/p]
  • [p]Added a new sound for crafting and crafting failure.[/p]
  • [p]Added glass and clay baking trays.[/p]
  • [p]Added a new Starter Quest regarding repairing and durability.[/p]
[p][/p][h2]Improvements[/h2]
  • [p]The effective radius is now displayed when mousing over a scarecrow doodad.[/p]
  • [p]Added an option to disable UI animation. The option to disable UI effects disables animation by default.[/p]
  • [p]Creatures now disappear at the end of their movement animation when moving out of your line of sight, rather than at the start.[/p]
  • [p]Scarecrow items will now exactly match what is placed down as a doodad (previously, it was randomized).[/p]
  • [p]Reduced the volume of the failure sound effect.[/p]
  • [p]Water still tooltips will now reveal if the tile is too cold for the still to function.[/p]
  • [p]Solar stills will now reveal in their tooltips that there is unpurified water in them when placed over shallow water.[/p]
  • [p]The doodad tooltip now mentions whether or not there is a container attached to stills. (Thanks Townfall!)[/p]
  • [p]Changed the default bind for "Toggle Auto-Use" to Ctrl + Right click.[/p]
  • [p]"Bare" trees can now be healed/regenerated just like other growth stages.[/p]
  • [p]Added a sound effect when jumping.[/p]
  • [p]Some tile events now get removed when jumping onto them, like puddles.[/p]
  • [p]Items with seeds will now break with their seeds remaining.[/p]
  • [p]Cooked fish kebabs now return their base components (wooden spear) when destroyed.[/p]
  • [p]Charcoal will now turn into carbon powder when broken.[/p]
  • [p]Tweaked the background behind messages to still fulfil the same purpose, but without being quite as intrusive.[/p]
  • [p]Added indicators via the status effects UI for the last core stat raised for the Statistician modifier and the last rune received for the Runekeeper modifier. (Thanks Andrej27!)[/p]
  • [p]Setting a "Repair" action to be auto-used now only actually uses the action when the target item is at its minimum durability.[/p]
  • [p]A hint now shows in the Stats UI when there are still stats yet to be discovered.[/p]
  • [p]When creatures damage items on the ground, there is a new sound effect and particles to indicate it is happening.[/p]
[p][/p][h2]Balance[/h2]
  • [p]The Fanaticism magical property has been significantly buffed, now working on the Invoke effect for an additional deity, reducing the cooldown between Invokes, and even reducing the chance that runes are consumed at all.[/p]
  • [p]Random events now no longer happen three times per turn globally across the map, but instead happen twice: once near the player, and once outside the player's area.[/p]
  • [p]The chances that creatures will drop runes on death have been rebalanced across the board to roughly match their difficulty.[/p]
  • [p]Increased time needed to filter water in dripstones, decreased time needed for water stills.[/p]
  • [p]Reduced the mining/chopping effectiveness of all tools that are not pickaxes/axes.[/p]
  • [p]Added a chance to wake up from uncomfortable or extreme temperatures.[/p]
  • [p]Charcoal powder is no longer produced when charcoal is damaged and destroyed from fire.[/p]
  • [p]Reduced spider silk drop chances on giant spiders. Added the ability for trap door spiders to drop spider silk.[/p]
  • [p]Boat paddles can now be fished up randomly.[/p]
  • [p]Decreased the odds of getting "stuck" on Volcanic islands without a boat by modifying loot groups, creature spawning, tree generation and more.[/p]
  • [p]Some items can now break much more easily when thrown.[/p]
  • [p]Drastically improved the conversion rate from one rune tier to the next, which should allow players much greater access to higher-tier runes. Fanaticism gear can still be used to improve the conversion rate further.[/p]
[p][/p][h2]Bug Fixes[/h2]
  • [p]Fixed random plant events and dryad special abilities not working properly.[/p]
  • [p]Fixed pouring water on the stills with water already in it not extinguishing fire.[/p]
  • [p]Fixed the wrong water type from being created when picking up stills or dripstones in some instances.[/p]
  • [p]Fixed being able to attempt to purify milk.[/p]
  • [p]Fixed decayed items not returning the same unique magical naming when they returned their disassembly items (cooked fish kebabs).[/p]
  • [p]Fixed ash turning into incorrect tile types when dug in certain biomes. (Thanks Ole!)[/p]
  • [p]Fixed not being able to disassemble basalt walls.[/p]
  • [p]Corrected hunger and thirst drain when traveling; this was too high due to the travel time changes. (Thanks Chl!)[/p]
  • [p]Fixed Jelly Cubes not having any slime ball resource drops. (Thanks warriorsforever482!)[/p]
  • [p]Fixed being able to pet slimes way too quickly. (Thanks warriorsforever482!)[/p]
  • [p]Fixed being able to farm an excessive amount of theurgy skill via repeated consecration of the same runes, especially with Fanaticism gear.[/p]
  • [p]The number of full item tooltips that display in the inspect dialog when inspecting a tile is now capped to 8.[/p]
  • [p]Fixed item greying out effect when previewing a stack not working after moving a stack to another container.[/p]
  • [p]Fixed the consecration action saying that the deity is pleased even when you failed to upgrade anything and the total worth of your runes has decreased.[/p]
  • [p]Fixed instances of skill gain proccing multiple times from a single action not also proccing stat gain and rune drop chances multiple times.[/p]
  • [p]Fixed some more container item list desyncs (instances where the item list has to regenerate due to it being incorrect, which costs performance.)[/p]
  • [p]Fixed item highlighting not resetting when hovering over the action bar and from other sources. (Thanks Nama!)[/p]
  • [p]Fixed items getting stuck on the screen. (Thanks Sophie!)[/p]
  • [p]Fixed the stamina stat always being discovered by default.[/p]
  • [p]Fixed the change counts at the top of a changelog displaying weirdly.[/p]
[p][/p][h2]Technical[/h2]
  • [p]Updated to Electron 38.[/p]
  • [p]Items can now have base components (this system is used for pies), so separate recipes aren't needed for every pie in every different pan and are stacked together.[/p]
  • [p]Replaced the require.js dependency with a custom module loader. Modders: Circular dependencies are no longer possible.[/p]
[p][/p][h2]Modding[/h2]
  • [p]"Mod.get()" can now be used in the top-level/init context of mod files in order to get the mod's "ModInformation", which will be injected with the mod's instance when available.[/p]
[p][/p][h2]Mods[/h2][p]Debug Tools
[/p]
  • [p]Added support for the new Curse system.[/p]

Runekeeper Update #6

[p]Hey all,

Tonight, we have a patch ready that fixes that pesky invoking bug among lots of other small fixes and improvements. As per normal, there are also a few new things thrown in for good measure. More to come soon!

Have fun!

Bonus Tip: Looking to unlock lots of recipes at the same time? Store your items in chests and position yourself between 7 of them, all surrounding you with lots of different items. New as of this patch, you can now use ALL adjacent chests, including the corners.

Bonus Promo: Check out our feature voting site to vote on plenty of the most requested features to help define our future priorities! https://www.waywardgame.com/vote[/p][p] [/p][h2]New [/h2]
  • [p]You can now squish slime balls, which will slow down the movement and skip turns of things that move over it.[/p]
[p][/p]
  • [p]Added a new magical property to do with decay values for items and doodads.[/p]
[p] [/p][h2]Improvements[/h2]
  • [p]The "Glowing" magical property now works for items placed onto armor stands.[/p]
  • [p]Overfished areas can now regenerate in larger batches.[/p]
  • [p]Random events now run more frequently in the game.[/p]
  • [p]It is now revealed how much time has passed approximately after traveling.[/p]
  • [p]Open fires and doodads that provide fire now have a maximum stoking value (equal to their maximum decay).[/p]
  • [p]Slime "gelatin" has been renamed to "Slime Ball" and can rarely, passively/actively drop from slimes and jelly cubes.[/p]
  • [p]Contained fire sources like furnaces or kilns for example will no longer share a decay value with any fire that is "on top" of them unlike open fire sources like campfires.[/p]
  • [p]Contained fire sources like furnaces or kilns for example will no longer create fires due to other objects on top of them.[/p]
  • [p]Fire will no longer overflow or propagate onto tiles that have puddles or are water tiles, and doodads that simply provide fire (like furnaces) will no longer be inherently flammable.[/p]
  • [p]Improved shipper performance issues.[/p]
[p] [/p][h2]Balance[/h2]
  • [p]Magical Twine can now improve the minimum and maximum durability of items as it enhances them.[/p]
  • [p]The time (in turns) it takes to travel to another island has been significantly increased.[/p]
  • [p]Paper molds now require fabric to craft.[/p]
  • [p]Some wooden crafts now require wooden dowels.[/p]
  • [p]Open fires now burn out faster than doodads for cooking or using the fire in recipes/disassembling/repairing.[/p]
  • [p]Made some adjustments to the randomness that could add too many creature tiers to islands too close to the starting island. (Thanks Franzi!)[/p]
  • [p]Built torches (doodads) are now considered flammable and can burn (without being lit).[/p]
  • [p]You can no longer add fuel or stoke torches past their normal maximum decay.[/p]
  • [p]Each time an NPC is killed, it takes longer for them to spawn per island.[/p]
[p] [/p][h2]Bug Fixes[/h2]
  • [p]Fixed an error when attempting to invoke runes. (Thanks Words Words Words!)[/p]
  • [p]Fixed many issues with durability when using "Magical Twine". (Thanks riftborn!)[/p]
  • [p]Fixed magical motes being able to generate without magical properties when using the "Thaumaturgic" milestone modifier. (Thanks Echora Tallit!)[/p]
  • [p]Fixed some crafts that used wooden planks still requiring a sharpened item instead of a hammer for crafting and disassembling.[/p]
  • [p]Fixed a rare multiplayer desync that could occur when connecting to a game.[/p]
  • [p]Fixed the "Treasurer" milestone modifier incorrectly mentioning "remarkable" piece of armor. (Thanks Lemonboy_free!)[/p]
  • [p]Fixed merchants not dropping their inventory when killed.[/p]
  • [p]Fixed recipes not unlocking properly when using the "Rouseabout" milestone modifier in the "Challenge" mode. (Thanks Vallivanting!)[/p]
  • [p]Fixed fire sometimes spreading or being started on tiles that were already on fire.[/p]
  • [p]Fixed fire elementals being able to light things on fire that shouldn't have been flammable.[/p]
  • [p]Fixed disabling fog in Debug Tools stopping Shippers to navigate towards ports.[/p]
  • [p]Fixed the cloth shirt appearing over pants in some directions. (Thanks Echora Tallit!)[/p]
[p] [/p][h2]Technical[/h2]
  • [p]Upgraded to TypeScript 5.9.[/p]
[p]

[/p]