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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.

Bonus Tip: If you are feeling like you want a bit more challenge (and reward) in the game, try exploring! The further out from our 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 further away you are from your starting island. Need even more control? Try mastering the art of invoking all those runes you have been stockpiling!

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]