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Beacon’s Call Update #2

This beefy update brings a further smoothing out of the early gameplay and mechanics to help new players get into the game a bit easier among many bug fixes and other improvements.

The biggest overhaul here is to do with water - the coastal biome is generally richer with fresh water in the form of rivers scattered throughout the mountains leading you to not require a still in most cases. Speaking of which, a still might not be your best bet for desalination any longer due to the introduction of dripstones, which desalinate water without the use of fire or extra containers, making them a much easier-to-understand device.

There are tons of other changes as well that will help early and late-game players alike including stat gains no longer producing reputation losses among other reputation tweaks and modifications; there's more to come on this system as a whole coming in the next major update.

Bonus Promo: A special shoutout to both Splattercat and Nookirum who both have recently covered the game on their channels:

https://www.youtube.com/watch?v=0pftFxUBjpM

https://www.youtube.com/watch?v=0XcDN-uOmpc

Bonus Tip: Going forward, exploring your island is even more important. You want to find as many freshwater sources as possible. You may want to do this before setting up a base of operations.
[h2]New[/h2]

  • Added "dripstones", a simplified desalination device.

  • Required Steam Workshop mods are now automatically downloaded when joining multiplayer servers.
  • Added a "drop on disassemble" option.
  • Added "fairy rings" to the wetlands biome.

[h2]Improvements[/h2]

  • Changed the reputation stat display to instead display "Ferocity", the threat level of spawned creatures, based on your reputation.
  • Added icons to container dialog titles.

  • Naturally created caves can no longer generate side by side to each other.
  • Improved cave entrance generation. Cave entrances can no longer be narrow corridors and may generate in more interesting spots on the overworld.
  • Items now appear at half resolution in 0.5x interface scale.
  • Normal quality items now have a faint border to help darker items pop out from dialogs.
  • NPCs will now swap positions with players if they are on a cave entrance when they ascend or descend.
  • Randomly discovering and digging up treasure is now more of a surprise and doesn't spawn treasure guardians.
  • Item decay now displays the exact turns remaining when less than 200.
  • Item piles are now distributed around doodads instead of on top of them.
  • When dropping items on piles of items that are visually full, the placement will now cycle through the top row.
  • Piles of items are now shown visually larger/more spread out.
  • Protected spyglasses or sextants can no longer be used for travel if they would break. (Thanks DerSimon!)
  • You can no longer attempt to start fires on cave entrances; however, you can now set fire to collapsed cave entrances. (Thanks httpsnet!)
  • Add internal "contexts" to bindables in order to reduce the number of conflict warnings in the bindings menu.
  • "Toggle container" is now the default action for containers instead of "open container".
  • Improved and fixed some issues with the defense inspection. There are now tooltips on some details in this inspection to help players understand how insulation works a bit better.
  • Lit or unlit torches can no longer receive the elemental damage magical property. (Thanks DerSimon!)
  • FOV transitions are now disabled when movement animation is disabled.
  • The "Not for Sale item" grouping is no longer visible to players.

[h2]Balance[/h2]

  • Coastal islands now can have fresh water springs located in large mountain ranges.

  • Water now has a chance of being depleted when routing it and not being from a large enough source.
  • Water stills have been converted to metal-based boiler devices; a more advanced craft and desalination device.
  • Gaining stats no longer affects reputation.
  • Treasure chest guardians will now only spawn when digging chests at lower reputation levels.
  • Water stills will now desalinate water slightly faster.
  • Krakens no longer spawn by default in cave water on coastal.
  • When digging/mining up cave entrances, you can no longer dig/mine into single tile caves.
  • Water stills have been removed from the Starter Quest and replaced with a boiling fresh water quest.
  • When using the Starter Quest on the coastal biome, you will now spawn by a pond.
  • New players can no longer start with unpurified forms of water.
  • Increased the size at which a water source becomes "permanent" where no water is lost on gather.
  • The wetlands biome no longer produces as much fertile soil (or civilization score). (Thanks Chernosliv84!)
  • Increased the distance in which cave entrances can appear next to each other when digging/mining.
  • You now have to see your trap go off to get skill from it; however, building traps now raises your trapping skill.
  • Reduced the chance of drake firebreathing when in combat.
  • Increased the lockpicking difficulty and durability of chests above wooden.
  • Reduced preservation chance of small bags.
  • Backpacks now provide 2 defense instead of 1.

[h2]Bug Fixes[/h2]

  • Fixed attempting to sleep/rest nearby hostile creatures not waking the player. (Thanks Dragons!)
  • Fixed multiple treasures spawning in the same locations with identical treasure maps to go along with them. Note that this fix will only apply to new islands. (Thanks num ca nem vi!)
  • Fixed being able to replace unpassable tiles with water using puddles. (Thanks httpsnet!)
  • Fixed doodad and item spawn chances being distributed incorrectly.
  • Upon upgrading a save to Beacon's Call (Update 2), any temperature will be recalculated, potentially fixing strange artifacts where heat appears to be generated from nothing. (Thanks httpsnet!)
  • Fixed temperature persisting on lit doodad. (Thanks psusi!)
  • Fixed digging for treasure still producing tile resources/changes when failing a skill check at digging up the treasure.
  • Fixed many issues with lower interface scales.
  • Fixed being able to set things down out of bounds or on void tiles. (Thanks Gyuri (kustox)!)
  • Fixed bows not displaying the correct attack value in their tooltip. (Thanks Axxron, Scourge of the tts!)
  • Fixed several issues when attempting to spawn water creatures when dropping food. (Thanks DerSimon!)
  • Fixed "fire extinguisher" items not triggering "melted" properties. (Thanks Kitsune!)
  • Fixed the "Template" biome from showing up in custom game mode options.
  • Fixed swapping tiles with fish allowing them to go on to land. (Thanks DerSimon!)
  • Fixed not being able to open item containers when facing an NPC.
  • Fixed containers reporting the wrong weight when performing certain actions with items. (Thanks sechsauge!)
  • Fixed skeletal remains not spawning correctly on wetlands biomes.
  • Fixed cypress trees spawning on shallow fresh water on the coastal and wetlands biome (this should have been shallow swamp water).
  • Fixed items with damage modifiers not burning into other items properly. (Thanks DerSimon!)
  • Fix selected save count in the load game menu not getting updated when deleting an individual save.
  • Fixed some plants and mushrooms spawning on grass in the wetlands biome.
  • Fixed certain types of puddles not being removed properly. (Thanks tr1ger1n86!)
  • Fixed stat bar color when empty and UI effects are disabled.
  • Fixed a multiplayer desync that occurred when joining a server. (Thanks Kitsune!)
  • Some old messages that appear in the message log have been fixed.
  • Fixed an instance where lit doodads could show embers even though the stage of the fire was greater. (Thanks Petalwing!)
  • The "Turns" value on save slot tooltips now matches the "Turns" value in the Reputation tooltip. (Thanks httpsnet!)
  • Fixed mods list not always updating when removing mods.
  • Fixed the loading screen being able to get stuck when failing to join a server that has mods.
  • Fixed "alter" action not working on elemental damage type magical properties. (Thanks DerSimon!)
  • Fixed mod count on the main menu not always being correct.
  • Fixed the action slot icon persisting on an item after it had been cleared using the "Clear Slot" button in the actions drawer. (Thanks Petalwing!)
  • Fixed "You cannot do that" messages appearing when pathing to tiles while using a "use slot while moving" action slot. (Thanks DerSimon!)
  • Fixed Starter Quest dialog not remembering the last selection when re-opening the dialog.
  • Fixed player names being incorrectly cased when used in messages where the sentence starts with their name.
  • Fixed issues when attempting to load the same mod locally and through the workshop. (Thanks 柯箴之!)
  • Fixed opened containers within chests not re-opening when loading a game.

[h2]Modding[/h2]

  • Stat gain (ie, Metabolism, Dexterity, and Strength) has been refactored to give modders full control over how custom stats are gained. (Thanks Sensakuma!)
  • Added "@Register.override" a new, automatically-handled way of tweaking vanilla content. (Thanks Sensakuma!)
  • Fixed app.asar not extracting properly. (Thanks huck!)
  • When creating or updating a +script mod, your Node.js version is now compared to the version we recommend, and a warning is shown if it's out of date.
  • Added "@Register.equipType", allowing modders to add their own equipment slots. (Thanks olatuf!)

[h2]Mods[/h2]
Debug Tools

  • You can now teleport to treasure positions.
  • Fixed numerous issues with the island dropdown in the general panel.
  • Fixed the "layers" dropdown.
  • Fixed tooltip flickering due to tile temperature inspection.
  • Remember the last selected panel when re-opening the dialog.

Beacon's Call Update #1

We have a quite sizable update ready to end this weekend off with.

In terms of balance changes, we are striving to make the early game more accessible to new players, but further the challenge as you play. You’ll see some more significant changes in the next couple of updates.

Speaking about one such change, “Player spawns on coastal islands have been rebalanced so starting on small off-shore islands should no longer be possible.”, you can see what effect this has on some previously “harder” spawns here:







The arrows show the old spawn pointing to the new one after this change.

We still have some things we want to improve and definitely more bugs to squish so stay tuned for more patches on the horizon.

Bonus Promo: If you have a spare moment, please leave us a review on Steam! This is a key metric for Steam to promote Wayward to more new/old players and helps us understand what players like/don’t like about the game so we can improve it.

Bonus Tip: Does using actions via the (right-click) action menu feel tedious? Add them to your action bar instead! Simply click on an action slot to bind an action to it. Some good starting actions to set up in each slot is “Chop”, “Mine”, “Butcher”, “Start Fire”, and “Stoke Fire”. These slots will automatically use the best tool or item for the job in your inventory.

[h2]New[/h2]

  • Departing an island with a lit lighthouse on it now adds a bonus to your travel range.
  • You can now put "drop all" in an action slot to drop every item in your inventory. (Up to what fills the tile.)

[h2]Improvements[/h2]

  • Removed messages, action, and item actions from the menu bar for a simplified new user experience and better compatibility for lower resolutions/higher interface scaling.
  • Improved the appearance of the crafting/dismantle dialog tabs.
  • Dialog titles now display their current keybinding.
  • Tweaked the UI for when the game is paused to hopefully make it easier to tell that the game is paused, and what to do to unpause.
  • Merchants will now never stock past 75% of their weight. (Thanks Gyuri (kustox)!)
  • Increased maximum width of tooltips on low resolutions, and reduced maximum width of tooltips on high resolutions, to result in a more consistent tooltip size overall.
  • Improved the readability of the island name/arrival text on small resolution/higher interface scaling.
  • Dialog titles now display their icons.
  • The warning when crafting with items that may break is now disabled by default for a better new player experience.
  • Improved the default column size in category/skill views in the crafting dialog when using interface scales above 1.
  • You can now dismount boats when over top of corpses.
  • Some creatures now count as a fire source when being comforted while resting/sleeping.
  • Updated some outdated areas of the help menu.
  • Older UI buttons now use the same click sound effect as newer UI buttons.

[h2]Balance[/h2]

  • Player spawns on coastal islands have been rebalanced so starting on small off-shore islands should no longer be possible.
  • Standing by heat sources will now increase the chance of healing the frostbite status, but may also hurt you further if the heat source is too hot.
  • Decreased skeleton difficulty.
  • Hobgoblins, acid spitter demons, ice elementals, and dryads now have blunt damage vulnerability while increasing/adding their resistance to slashing or piercing.
  • Increased the rarity of x3/x4 thirst/hunger challenges and increased their difficulty rating in challenge mode.

[h2]Bug Fixes[/h2]

  • Fixed nearby items not being usable with the action bar.
  • Fixed a save corruption leading to the game not loading correctly. (Thanks mathematico!)
  • Fixed filtering not being applied to new items.
  • Potentially fixed mod bindings, actions, and other mod registrations not loading or overlapping in certain situations. (Thanks 柯箴之, Hiran, Lilac, and Umbra Animo!)
  • Fixed tattered map tiles flickering every turn.
  • Fixed "slotted in action bar" icons sometimes getting stuck on items.
  • Fixed field of view flickering in multiplayer.
  • Fixed subtitle spacing on lower interface scaling. (Thanks Heart!)
  • Fixed action bar add/remove buttons appearing far out from the rest of the action slots.
  • Fixed errors when traveling to a new island. (Thanks Torrin and wolfram!)
  • Fixed field of view/lighting-related multiplayer desyncs.
  • Fixed "Drop All" and "Drop All of Quality" actions only being slottable when operating on an exact item.
  • Fixed being able to drop things where not allowed using the "Drop Items at Feet When Facing Tile is Blocked" option.
  • Fixed the "Drop" actions not displaying a red message and preventing use when there's something in the way.
  • Fixed "Drop All (of Quality)" not dropping the correct quality. (Thanks King Smidgens!)
  • Fixed "Drop" actions not displaying a red message and preventing use when the item(s) don't fit in a container.
  • Fixed multiple styling issues relating to input/dropdown menus in dialogs.
  • Fixed being able to load the mods menu before all mods are initialized.
  • Fixed UI quadrant changes resetting when rejoining a server.
  • Fixed merchant/shipper container dialogs staying open after the NPC dies.
  • Fixed action slots incorrectly appearing as though they had no action bound in some cases. (Thanks Petalwing!)
  • Fixed renderer not updating correctly for other players when moving to/from caves.
  • Fixed text describing a book not using the same format as other book description text. (Thanks 柯箴之!)
  • Message conversions/upgrades now happen for all players (even disconnected ones) on the save.
  • Fixed being able to enter screenshot mode when in the pause menu.
  • Fixed pressing escape no longer exiting screenshot mode.
  • Fixed the message UI getting squished when starting a game with it in the top right quadrant.
  • Fixed dialog/container sort selection not being saved for clients in multiplayer games.
  • Fixed some issues with how native scaling is handled.
  • Fixed the crafting dialog being blank when joining a multiplayer game that is paused.
  • Fix the action bar moving to the bottom left when the messages are switched to a dialog.
  • Fixed the title bar not showing when you're using the development branch.
  • Fixed the back button on mods overlapping text if the description was too big.
  • Fixed a few embeds in the news menu displaying as links.
  • Fixed ports in the islands dialog having an unintentional extra white line underneath them.

[h2]Technical[/h2]

  • Fixed some seeded generators sharing internal state objects.

[h2]Modding[/h2]

  • Improved the file generation/updating of "+mod create" and "+mod update" to hopefully result in less stumbling points for new modders.

[h2]Mods[/h2]
Debug Tools

  • Fixed issues when attempting to paint tiles. (Thanks Smogginal Dorksfurth!)
  • You can now apply and remove status effects on players/NPCs.
Magicology

  • Updated item recipes to not require magical bindings.
  • Items are now created after enabling the mod on an existing save.
  • Is no longer considered a cheat mod.
  • Reduced durability/power of given items (so they aren't as cheaty).
TARS

  • Now takes into account a creature's difficulty/tier when deciding if it should attack or run away.
  • Fixed issues related to running away from creatures when trying to rest.
  • Fixed a game freeze when too many items are on the ground.
Balancing Tools

  • Added two new options for disabling NPC and creature attacking.

Multiplayer Meetup #8

Join us for the next "Multiplayer Meetup" taking place on Thursday, May 11th, 7:30 PM PDT.

Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button.

This time around we will be trying to survive in the arid biome with some other modifiers sprinkled in, and no cheating this time! Traveling will be disabled. Respawning will be enabled as it's a bit rough for players who are not arid experts.

To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup #8" at the date/time noted above.

As always, we will be streaming the meetup at Twitch.

What if that day/time doesn't work for me?


Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in order to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. Different dates/times may be chosen next time.

What about latency/ping?


This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turnout, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.

How does multiplayer work in Wayward?


Learn more about multiplayer here: https://www.waywardgame.com/multiplayer

Wayward Major Update “Beacon's Call” Released!

Wayward players, it's time to answer the call of the beacon! The highly anticipated update is finally here and promises to guide you to new horizons and adventures.

After our last major release being the largest update to date, we thought we would scale back this time around and offer another pretty beefy update, but without such a long wait between the releases. Our last one was 280 days between the major releases, but this one clocks in at 218 days instead. We hope to keep this pace up in the future, and hopefully even faster; we always seem to get carried away.

Some stand-out features from this release include:


  • Added the concept of "ports" and lighthouses for mass island-to-island transfer and faster travel.
  • Added wooden bookcases that can hold books for added benefits.
  • Added tamed creature commands that unlock new behaviors as skill increases and creatures are tamed multiple times.
  • Added a new magical golem creature, crafted out of various and sometimes rare resources.
  • Creatures now have a combat strength and danger level, shown in their tooltip.
  • Added cages for picking up creatures for easy travel (and possibly shipment) of tamed creatures.
  • Added various rare gems for unique recipes and trading value.
  • Weapons and armor can now have a variable range of bonus damage and base defense based on their quality. Creatures have been rebalanced with this in mind.
You can preview some of these changes in the below video:

https://www.youtube.com/watch?v=Jv-pJnjPUw0

This release has been pretty content or feature-heavy compared to previous updates, but there are still plenty of performance and quality-of-life updates sprinkled in as well. Check them all out below:

[h2]New[/h2]

  • Added the concept of "ports" and lighthouses for mass island-to-island transfer and faster travel.



  • Added wooden bookcases that can hold books for added benefits.



  • Added tamed creature commands that unlock new behaviors as skill increases and creatures are tamed multiple times.



  • Added a new magical golem creature, crafted out of various and sometimes rare resources.



  • Creatures now have a combat strength and danger level, shown in their tooltip.



  • Added cages for picking up creatures for easy travel (and possibly shipment) of tamed creatures.
  • Added various rare gems for unique recipes and trading value.
  • Weapons and armor can now have a variable range of bonus damage and base defense based on their quality. Creatures have been rebalanced with this in mind.
  • Players can now select a title to use from completed milestones. For example: Drathy (Boundless), or Drathy (Reaper of Souls).
  • Added a new skill bonus magical property found on doodads.
  • Added the new milestone Versatile, requiring the discovery of creatures' vulnerabilities and resistances.
  • Added the "Retailer" milestone which unlocks instant merchant spawning at the cost of the merchant cap being halved.
  • Added the "Masochist" milestone allows every creature to spawn regardless of reputation or biome.
  • Added a new "glowing" magical property.
  • Added new "cold" and "heat" damage-type magical properties.
  • Added an item decay notifier that will pop up an icon when items are decaying in a container or tile.
  • Added a new crafting sort that will only display craftable items (unless filtering).
  • Rather than all vulnerabilities and resistances being visible based on your anatomy skill, individual vulnerabilities and resistances are now discovered as you engage in combat with creatures.
  • Merchants now call out to you from a distance when their inventory has changed.
  • Added two new books.
  • Added a button to toggle all "use when moving" actions that only appears when you've set some up.
  • Added item movement animations for chest-to-chest movement, grab all, and when moving multiple items.
  • Added an animation for the "Set Down" action.
  • Added a new jumping animation.
  • Implemented player and server name filtering.
  • Added a "/noclip" command.

[h2]Improvements[/h2]

  • Protected items that can be damaged can no longer be used via action slots if they could break on use.
  • Redesigned the creature tooltip to match the style of the item tooltip and display additional information.
  • Protected equipped items now unequip automatically if they are about the break.
  • You can no longer equip protected items that would break on damage.
  • Doodads now show their civilization score in their tooltip.
  • You can now swap tiles with friendly NPCs.
  • Added a "Remember UI State for New Saves" option - enabling this allows newly created saves to re-use your previous game's UI state (element/dialog positions) instead of the default state.
  • Replaced the popup confirmation on dangerous movement with your character instead bouncing back and stopping with audio queues, requiring you to press the input a second time to confirm that you want to move dangerously.
  • Added an option for smooth zooming.
  • Some tooltips around the game now have subtitles for important classification information about the thing you're inspecting.
  • Added more information to merchant tooltips.
  • Fog of war now transitions smoothly.
  • You can now double click on containers, maps, books, and bottles to open them.
  • Transferring items with the "quick move" keybinds now transfers to the last container you interacted with.
  • Gloves and other hand equipment now have a "harvest" action.
  • Contextual actions (for example, the actions for the doodad, creature, or NPC you're facing) are now placed in the top of the actions menu.
  • Skills and stats now show what they increased from and to.
  • Improve UX of tamed creature interactions.
  • Improved game start/load time by 40%.
  • Reduced file size and saving times.
  • Improved general game performance.
  • Improved performance when picking up chests with many items or doing other actions that involved moving many items around.
  • Improved general UI performance.
  • Improved performance of UI-based item updates, especially with bulk interactions such as crafting dialog updates, "move" and "drop" all actions and more.
  • Improved performance of the messages UI component when the message history is large.
  • Improved performance of opening containers with many items, or moving many items in containers.
  • Improved the performance of some milestone inspections.
  • Sorting crafts by category or skill will now show in columns and will now be sorted by name within each section. The positions of each craft will be static and feature a white border for visibility. This will be the new default view.
  • Improved default positionings and sizes of some dialogs.
  • All actions now have descriptions.
  • Zero damage events from creatures are now always shown for the player via the overhead notifier.
  • The "Island" in the multiplayer game menu now simply shows what the starting island is.
  • Improved readability of books by making sure notes/descriptions and book text is differentiated visually.
  • NPC tooltips no longer say their names when they haven't been met yet.
  • Message log filter editing has been improved, now displaying previews and tooltips on messages to help assist in creating ideal filters. Made the "All" filter and source both editable to reduce confusion.
  • Messages from previous turns are now faded out slightly.
  • You can now resize the equipment dialog to be a single vertical column.
  • Some tree cones can now be used as kindling.
  • Minecarts now appear as though their wheels are spinning when moving.
  • Opened chest and merchant dialogs will now remember to reopen when loading a game.
  • The "open container" action now specifies the container that will be opened in its name.
  • Improved how older translations appear in the message log.
  • The sail button in the islands dialog now provides a detailed action tooltip, providing reasons why you can't currently sail.
  • The Wayward version name text will no longer be impacted by UI scale.
  • Spawned creatures from items should prefer the tile you interacted with, and moving outwards instead of completely random within 3x3.
  • All items are now contained within at least one group.
  • Small item sprites are now shown on items that change their display graphic (like for tattered maps for example).
  • Reorganized the order of actions in the action menu to be more in line with normal/common/frequent use.
  • Protected items can no longer be used in any action that consumes or destroys the item.
  • Real-time games now load paused and no longer tick instantly. (Thanks Hiran!)
  • Reduced audio delay for UI sound effects.
  • Newer dialogs now display a highlight animation when trying to open them while they're already open.
  • Other players can now swap positions with tamed creatures when PVP is disabled.
  • Messages are now grouped by turn.

[h2]Balance[/h2]

  • Relic items can now have some magical properties upgraded past their normal limits.
  • Damage mitigation from parrying is now less randomized, leading to more overall damage blocked.
  • Damage for creatures attacking other creatures now takes into account their defense vulnerability and resistances.
  • "Hard" night-time spawns now start at -8000 reputation instead of -4000.
  • Sailing to civilization now resets your reputation.
  • Some creatures can now rarely damage items on the ground.
  • Reduced the delay after jumping slightly, allowing faster travel than normal movement.
  • Reduced monster spawn rate slightly.
  • When two creatures fight, their damage will now be reduced against each other when compared against players (since their attack values are balanced for players).
  • Importing a save game with more crafting recipes unlocked than are saved globally no longer automatically unlocks them for all saved games.
  • Thrown weapon damage has been reduced. Slung items are unaffected by this change.
  • Increased negative reputation given through lumberjacking, woodworking and blacksmithing.
  • Increased shark difficulty.
  • Increased the damage of non-weapon thrown items slightly (based on the weight of the item).
  • Shovels no longer have the "harvest" action and double axes have had their harvest tier reduced.

[h2]Bug Fixes[/h2]

  • Fixed being able to repair some doodads that should have had repairability disabled. (Thanks num ca nem vi!)
  • Fixed being able to gather water/drink under boats. (Thanks num ca nem vi!)
  • Fixed "enter" not working for sending messages if the "Unfocus After Sending Message" option is disabled.
  • Fixed being able to use the navigate action without having a sextant. (Thanks DatSheepTho!)
  • Fixed errors when planting seeds under certain conditions. (Thanks riftborn!)
  • Fixed the "Unlock All Crafting Recipes" and "Reset Unlocked Crafting Recipes" buttons not working properly while not having a saved game loaded.
  • Fixed 'may cause burns' craft action prompt not working multiplayer.
  • Fixed "swamp" water being referred to as "sea" in treasure map riddles. (Thanks Shim Panzé III!)
  • Fixed a failure to load saved games with unloaded modded items. (Thanks Captain Tofu!)
  • Fixed a failure to save games due to an issue with merchant NPCs.
  • Fixed being able to equip/unequip/swap items while the game is paused.
  • Fixed dual-wielding only using the primary hand's damage types. (Thanks King Smidgens!)
  • Fixed being able to drag equipment slot icons.
  • Fixed being able to rest/sleep when there was an NPC/untamed creature standing on you.
  • Fixed the "Grab All" button not respecting the filter text. (Thanks 柯箴之!)
  • Fixed NPC being able to duplicate. (Thanks num ca nem vi!)
  • Fixed Starter Quest not showing the "Welcome" quest when starting a new game after quitting a previous game. (Thanks Wolpertinger!)
  • Fixed doodads that broke on a tile not copying all properties back into the item that drops (and deleting all of their contents if it was a container).
  • Fixed only a single challenge getting assigned in "Challenge" mode.
  • Fixed inaccuracies in bartering prices. (Thanks Captain Tofu!)
  • Fixed being able to reveal fog as a ghost in "Casual Mode".
  • Fixed some actions being usable incorrectly.
  • Fixed creatures being able to spawn on the same tile as players in rare instances.
  • Fixed the temperature system forgetting the calculated temperature of some tiles incorrectly, causing temperature to be recalculated too often.
  • Fixed being able to end up in objects after traveling.
  • Fixed tooltip memory leaks.
  • Fixed digging dirt in certain biomes producing incorrect tiles, resources and water types.
  • Fixed input sequences as action bindings not working if the first keystroke is a movement key.
  • At some point, an unknown change fixed the character rapidly changing direction when two opposing direction keys were simultaneously pressed. That change caused the character to continue in the same direction, which was not intended, and now has been fixed. Are you still reading this?
  • Fixed creatures not losing interest when dealing no damage to another creature after some time (unless in attack mode).
  • Fixed slow saves due to large amounts of merchants.
  • Fixed multiple swamp water puddles not producing tiles. (Thanks Hiran!)
  • Fixed a rare issue where items could stay on your cursor when using the drop bind after starting a drag on an item. (Thanks Davnell!)
  • Fixed minimum sizes for dialogs not accounting for the native scale factor.
  • Fixed puddles not freezing properly.
  • Fixed neutral creatures not attacking tamed creatures back.
  • Fixed magical trap damage happening twice for players.
  • Fixed opening doodad containers not opening in a unique dialog position. (Thanks Ratha Wynter!)
  • Fixed multiple actions not being usable with items in protected containers. (Thanks riftborn!)
  • Fixed seawater always overtaking swamp water. (Thanks psusi!)
  • Fixed some fire-related errors.
  • Fixed thirst reducing too quickly. (Hotfixed) (Thanks Kadrak!)
  • Fixed magical skill properties on items not getting upgraded properly. (Thanks Anketam!)
  • Fixed randomly dropped completed tattered map items sometimes being maps that a player has drawn.
  • Fixed the "open container" action not being available when facing a merchant with a trade dialog open or a doodad container with the container dialog open. (Thanks Gyuri (kustox)!)
  • Fixed dismount/ride and attack being bound to the same key by default. (Thanks Vallivanting!)
  • Fixed swapping your weapons not working sometimes.
  • Fixed jumping not working correctly at high strength levels. (Thanks Arnkh!)
  • Fixed some tattered map riddle grammar. (Thanks DatSheepTho!)
  • Fixed 'Grab All' not showing moved item messages.
  • Fixed some items decaying into other items with incorrect starting decay values.
  • Fixed losing a turn when dismounting minecarts and boats. (Thanks riftborn!)
  • Fixed not being able to dismount from a vehicle if there's an item on the tile. (Thanks riftborn!)
  • Fixed not being able to press shift to display "Hidden Unless Holding" tooltips outside of the main game (options, main menu, etc.)
  • Fixed butchering lava beetles releasing lava before the corpse is fully carved.
  • Fixed stamina reduction happening when exiting vehicles. (Thanks riftborn!)
  • Fixed creatures not leaving fire when they were being attacked.
  • Fixed NPCs not emitting light from their torches.
  • Fixed doodad containers not saving their position or sort order/direction.
  • Fixed skeletons collapsing and duplicating themselves. (Thanks daily vlog!)
  • Fixed dragging an equipped item out of the equipment dialog not making the previous spot look ghost-like.
  • Fixed "Close Container" being present in the action menu when an inventory container was opened. (Thanks Gyuri (kustox)!)
  • Fixed keeping your inventory items when dying while traveling (after respawning). (Thanks King Smidgens!)
  • Fixed a rare issue where you could continue moving automatically after a save was loaded if the game saved while moving down tracks. (Thanks Gyuri (kustox)!)
  • Fixed failure to damage creatures when attacking not giving skill/reputation. (Thank Gyuri (kustox)!)
  • Fixed some UI quadrants/positions for HUD elements shifting incorrectly.
  • Fixed ghosts not being able to spawn on applicable certain tiles.
  • Fixed 'Invalid serializer island chain' errors when saving. (Thanks Jesus05!)
  • Fixed issues revealing fog of war after traveling. (Thanks josephgbryan!)
  • Fixed item names in tooltips not reflecting tattered map status.
  • Fixed lava beetles not spawning on tiles on fire.
  • Fixed various errors that could occur when doing things near the edge of the world.
  • Fixed loading a multiplayer game set to "Simulated Turns" not pausing by default.
  • Fixed "Server Shutting Down" errors when attempting to connect to a server.
  • Fixed a save conversion/upgrade error.
  • Fixed mouse tooltips not having padding between them and the cursor.
  • Fixed undiscovered islands in the islands dialog not having a tooltip.
  • Fixed multiplayer clients sometimes timing out during island travel.
  • Fixed multiplayer desyncs related to "Alter" and "Exude" actions.
  • Fixed multiplayer desyncs related to opening chests that were on fire.
  • Fixed navigating through the in-game help leading to an inescapable greyed-out screen. (Thanks Dub!)
  • Fixed newly discovered crafts not showing up with highlighted color (yellow) if they couldn't be crafted.
  • Fixed merchants not getting the proper equipment in some biomes.
  • Fixed pathing issues for tamed creatures that can break doodads.
  • Fixed reloading the game deleting messages past 50.
  • Fixed reorganising menu bar buttons making the button icons go waaaay off to the left.
  • Fixed slimes producing a sound and message stating they combined when they maybe didn't.
  • Fixed some action tooltips with contextual names displaying duplicate action icons. (Thanks 柯箴之!)
  • Fixed some links not working correctly in the help menu.
  • Fixed some ores/mountain resources not generating correctly on some biomes.
  • Fixed item notifiers not showing the correct item types for the displayable item system (like those used with tattered maps).
  • Fixed menu bar button keybindings sometimes not working when the menu bar is hidden.
  • Fixed the win/death screens being blurry.
  • Fixed alpha not working correctly for overlays.
  • Fixed tamed mudskippers/fish blocking/freezing path to tile on occasion.
  • Fixed old or server saves showing an empty thumbnail.
  • Fixed temperature changes happening one turn later.
  • Fixed the default crafting/inventory/container view/sort not being selected properly when first loading a game.
  • Fixed the endurance magical property being applied incorrectly in some instances. (Thanks DerSimon!)
  • Fixed the first message that would appear to be invisible if it had no source type.
  • Fixed the game save tooltip reporting an incorrect save size when loading two saves consecutively.
  • Fixed throwing items not showing usage errors in tooltips. (Thanks Hiran!)
  • Fixed tooltip visibility options other than the default (hold shift to show more information) not being applied when loading the game.
  • Fixed the crafting dialog title being an incorrect size when changing interface scale.
  • Fixed some news formatting issues.

[h2]Technical[/h2]

  • Running Wayward on the Steam Deck will now use the native Linux client by default instead of Proton.
  • Upgraded the pseudo-random algorithm for new islands to reduce artifacts and increase performance.
  • Hard crashes are now logged and dumped into a "crashes" folder in the main Wayward directory for diagnosis.
  • Improved rendering performance of multiple viewports.
  • Updated to Electron to version 22.3.5.

[h2]Modding[/h2]

  • Breakpoints are now more useful for us and modders — when developer tools are enabled, if the game hasn't been able to run the input (keyboard/mouse) loop in over a second, it considers all buttons "un-pressed." This prevents getting keys stuck down if you triggered a breakpoint while moving or holding an action slot button down, for example.
  • Improved moddability of creatures, allowing special attacks to be set in creature descriptions.
  • The "+mod" commands now default to working with the current directory if a directory was not provided.
  • Added more commonly used revision control software folders to the ignore list when uploading mods. (Thanks 柯箴之!)
  • Fixed some documentation. (Thanks Amax!)

[h2]Mods[/h2]
Magicology

  • Introducing "Magicology", a mod that adds mana, magic wands, spells, and summonable creatures.
Debug Tools

  • You can now inspect items with right-click. The item inspector now supports modifying durability/decay, and viewing contents (for item containers.)
  • Added an option in the game end screen to "revert death," which restores your inventory and equipped items along with a heal.
  • Fixed the heal action not healing the frostbite status effect.
  • Added a "decay" bulk item action.
  • Fixed durability bars not working and tooltips being inaccurate after using bulk actions to set durability higher than normal.
  • Added a new "Temperature" panel, listing some global temperature information and providing multiple overlays for tile-based temperature.
  • Fixed missing FOV updates when placing templates & updating growing stages.
  • Fixed spawning particles and sound effects not working.
  • Fixed setting "All" skills not working.
  • Fixed the game freezing when fully zooming out
  • FOV is now updated when painting tiles.
  • You can now teleport onto tiles with non-blockable things on them.
  • You can now set skills up to 200%.
  • FOV transition is now removed when toggling fog.
  • The tame button now keeps creatures tamed forever.
TARS

  • Will now run away further from creatures when trying to sleep.
  • Fixed TARS taking a long time thinking about what to do.
  • Fixed attempting to fish on improper tiles/spots.
  • Won't fish near sharks when they can't handle sharks.
  • Fixed attempting to perform actions after leaving a game.
  • Fixed hoarding water stills in their inventory instead of placing them down.
  • Fixed forgetting to desalinate seawater after gathering water.
  • Fixed trying to place things over tracks.
  • Fixed some memory issues related to the 'Debug Logging' option.
Balancing Tools

  • Added the ability to select the quality of the equipment created.
Bacon’s Call 🐷

Development Branch Warning

If you are on the development branch, please ensure your important saves and global save data are backed up.

Due to some upstream changes in the platform we use, we need to revert the version we use. Doing so will delete/remove all save data in the game.

By default, your saves and global save data (options, milestones, etc.) are backed up automatically (the last 10 versions), but only if they are newer saves (May 4th, 2021 and newer). If they are older saves, you will need to load and save them to produce the automatic back-ups, or simply export the save(s) you want to keep.

These automatic back-ups are located in the main Wayward folder under "backup". In most cases, these will be all you need to re-import once the change occurs. More information on save importing/exporting and back-ups is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=2854947692

Archiving/copying the "save" directory in the Wayward folder will not work! Everything will need to be re-imported manually after this change occurs.

Once the change happens, your Wayward game will not load. This is intentional so nobody loses their saves if they have not seen this warning. To fix this, ensure you have everything backed up that you need as written above, open the "launch_options.json" file and edit the "internalVersion" from "2" to "3". After saving, the game will launch normally. If you did not see this warning in time, and you don't have all the backups you need, please reach out. We will help you on a case-by-case basis and will likely need you to send us your entire "save" directory.

To re-iterate, the steps you need to take are the following if you are reading this and are playing on the development branch:

1. Start the game.
2. Load any game you wish to keep. Save and quit that game. Repeat this for all saves.
3. Ensure everything is looking good in the "backups" folder.
4. Play the development branch as normal until the change occurs.
5. Once the change occurs, the game will no longer open. This is when you change the "internalVersion" from "2" to "3" as mentioned above.
6. Start the game and re-import your global save data and any save games as per the guide link above.


[h2]UPDATE: The change is now live![/h2]

Make the changes in your "launch_options.json" file as described above and re-import your global save data and game saves from your manual or automatic back-ups.

If you are missing anything, please make an entire back-up/archive of your "save" folder before doing anything and reach out to me so we can restore anything missing.

Apologies on all of this!

Let me know if you have any questions!