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Runekeeper Update #1

Tonight we are releasing a small patch to address some of the issues found so far in Runekeeper. More to come as always after a big major update!

Bonus tip: You can combine items into stacks within your inventory by using Ctrl + left-click on the item you want to stack. You can change this binding in the options.

Bonus promo: We are now on Bluesky! Follow us here: https://bsky.app/profile/waywardgame.bsky.social

[h2]New[/h2]

  • You can now use shift + scroll to move stacked items to or from the active inventory.

[h2]Improvements[/h2]

  • “Repeat from action history” mode now turns itself off when doing anything other than repeating an action to prevent accidental usage. (Thanks muzzy!)
  • Added support for displaying the correct keys for alternate keyboard layouts. (Thanks muzzy!)
  • Coastal water-based templates now feature gravel instead of dirt.
  • Cave entrances now attempt to be surrounded by more passable tiles.
  • Added the ability to get runes through dismantling.
  • The Ascend or Descend action is no longer discovered by default for new players in order to further simplify the initial actions drawer, and must be instead discovered by right-clicking (or using the spacebar in front of) a cave entrance and using the action, or by using the dedicated Ascend or Descend binding.

[h2]Balance[/h2]

  • Increased the amount of natural cave spawns across all biomes.
  • Reduced or removed the chance of gaining runes based on the tier of territory you are in.
  • The "Auto Pickup While Moving" option has been removed in favour of the action slot "Auto-Use" and "Target Hovered Tile" options, which obey the same turn-passing rules as manually picking up items.

[h2]Bug Fixes[/h2]

  • Fixed the Starter Quest not working properly in certain situations. (Thanks K4_E!)
  • Fixed quickmoving items to containers with an "open" stack of the same type causing a desync where the new items either display at the start or the end.
  • Fixed "Dig" and "Enchant" actions not properly awarding runes.
  • Fixed a multiplayer desync that occurred when joining a game while another player was resting.
  • Fixed being able to import milestone modifiers that aren't unlocked. (Thanks ApocRider!)
  • Fixed choosing an action in the actions drawer not defaulting the "Target Hovered Tile" option to the correct state.
  • Various item bindings are now disabled entirely when dragging an item to hopefully prevent some UI edge cases. (Thanks muzzy!)
  • Reduced the chance of the starting water source from the Starter Quest going into the ocean.
  • Fixed the "bleeding" status effect overlay not working.
  • Fixed an infinitely long durability bar when dragging an item that's about to break. (Thanks muzzy!)
  • Fixed non-modifier action slots being used when releasing the modifier first of a modifier action slot. (Thanks muzzy!)
  • Fixed creatures not becoming alerted when attacking you.
  • Fixed explored areas on the map not always getting revealed in multiplayer games.
  • Fixed the pause button being invisible with certain options set. (Thanks Soul5hadows!)
  • Fixed being able to gain "Theurgy" skill by refining or reinforcing runes. (Thanks Rheo!)
  • Fixed the Runekeeper milestone modifier only updating the "last received rune" when receiving multiple runes at once. (Thanks muzzy!)
  • Fixed the Runekeeper milestone only progressing when receiving multiple runes at once. (Thanks muzzy!)
  • Fixed the Doctor milestone not being possible to progress. (Thanks muzzy!)

[h2]Modding[/h2]

  • Re-enabling a mod will now re-initialize languages and stylesheets. (Thanks GWIDON!)

[h2]Mods[/h2]
TARS

  • Fixed a multiplayer desync when traveling to another island.
  • Fixed TARS not idling correctly in multiplayer games.
  • Now tries to stay off ice & other slippery surfaces.
  • Fixed getting stuck when connected to a multiplayer game while encumbered.
  • Fixed navigation issues when using sailboats/swimming.
  • Improved objective planning.
  • Fixed an infinite loop when trying to gather water.

Wilderness survival roguelike Wayward adds creature territories, deities, item stacking and lots more

Wayward is an Early Access wilderness survival roguelike that's highly rated by players, and it just had a massive update launch with "Runekeeper".

Read the full article here: https://www.gamingonlinux.com/2024/12/wilderness-survival-roguelike-wayward-adds-creature-territories-deities-item-stacking-and-lots-more

Major Update "Runekeeper" Released

[h2]Welcome to "Runekeeper", the biggest update to date![/h2]

If you have been following along through the updates and newsletters, you will know that through many iterations and scraped ideas, we finally have a replacement for reputation: creature territories. Creatures and difficulty will increase as you move out into different parts of the island or travel to new ones. You can also modify this system slightly using a new mechanic involving runes and deities (there's a mini spoiler in the new trailer below). Be free, and play however you want now without having to worry about managing your reputation! Share your thoughts on this new system or on any of the other changes we put out this time around. It's a big one!

We also have a new trailer for 2024/2025 (it's close enough, right?).

https://www.youtube.com/watch?v=arpFIS7cXHs

[h3]Some stand-out features this time around include:[/h3]

Creatures now have simplistic "territories" — creatures near your spawn point are now easier than creatures far away, and creatures will stay in their original areas more often.



You have attracted the attention of multiple unknown forces — deities. As you survive and make decisions, these deities will award you with tokens in their likeness. Invoke them, and in turn, receive their blessing.



You can now "stack" and "unstack" like items. Item stacks display as if they are the first item in the stack (respecting your sort), with a quantity of how many total items are in the stack. You can press "ctrl" to temporarily expand the stack your mouse is over.



Added wheelbarrows, allowing you to push and pull additional storage.



Added armor stands, allowing you to store armor and weapon sets visually with the ability to quick-swap certain builds.



You can now right-click on any visible location to perform actions there, your character will automatically walk to wherever they need to.



Added a new action bar that gets filled with context menu action history as you play.



Merchant trading has been redesigned.



The full novel changelog can be read through below:

[h2]New[/h2]

  • Creatures now have simplistic "territories" — creatures near your spawn point are now easier than creatures far away, and creatures will stay in their original areas more often.
  • You have attracted the attention of multiple unknown forces — deities. As you survive and make decisions, these deities will award you with tokens in their likeness. Invoke them, and in turn, receive their blessing.
  • You can now "stack" and "unstack" like items. Item stacks display as if they are the first item in the stack (respecting your sort), with a quantity of how many total items are in the stack. You can press "ctrl" to temporarily expand the stack your mouse is over.
  • Added wheelbarrows, allowing you to push and pull additional storage.
  • Added armor stands, allowing you to store armor and weapon sets visually with the ability to quick-swap certain builds.
  • You can now right-click on any visible location to perform actions there, your character will automatically walk to wherever they need to.
  • Added a new action bar that gets filled with context menu action history as you play.
  • Merchant trading has been redesigned.
  • The stats layout has been reworked, associating status effects with their related stats and providing stat names.
  • Added primitive musical instruments that can be used to command multiple creatures at a time.
  • Added a tamed status icon above tamed creatures.
  • There is now a visual on the depth when digging.
  • Added a new option to make action slots be used on the tile you're mousing over.
  • Status effect iconography has been redesigned, allowing players to more easily know at a glance how threatening a new effect is.
  • The actions drawer now supports selecting a specific item type from a list of all discovered item types, and selecting a range of qualities.
  • Added "Thaumaturgic", a new milestone and modifier for finding every type of magical property.
  • All containers now have a "dump contents" action.
  • Added bindings for toggling whether individual static UI components are visible (like the action bar, messages, etc.) These bindings are not set by default.
  • Added animal cartilage, and new food recipes/food preservation through the use of gelatin crafted from cartilage or shark fins.
  • 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 binding for toggling whether all auto-use action slots are enabled.
  • Added conifer resins, pitch, and glue for use in new recipes and reinforcing.
  • Added a new magical property "persistence" which increases max item durability far beyond normal means among other bonuses.
  • Magical Binding now has a new action and use involving attack and defense bonuses.
  • Added the Afflicted and Exsanguinated milestones.
  • You can now set an action slot to "Use Hovered Item", allowing you to set up slots to quickly use actions on hovered items.
  • Status effect tooltips have been completely redesigned, providing more information and presenting it more clearly.
  • Added a new "shadowy" creature.
  • Added a permanent notifier for when creatures are alerted, red exclamation point for hostile, yellow for scared.
  • You can now set maxed skills as your in-game title.
  • Added a "heel" or "follow, but don't attack" command for tamed creatures.
  • Ranged actions can now be used at any angle.
  • 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.
  • All stats are now inspectable, providing general information on how the stat works, along with new information such as their related core stat and the skills you can use to improve them.
  • Added a new stat "potency" equipped magical property that increases the bonuses that items provide when used.
  • Added a new milestone & modifier "Statistician" for discovering the stats that each skill can raise.
  • Added a new custom game option for disabling scared creature mechanics.
  • Added a new type of skeleton with unique item drops that can appear from skeletal remains based on the current zone/tier.
  • Added crucibles, a new device for smelting ores.
  • Added a bindable to "Toggle Tooltips Visible", with no bindings by default. (Thanks Hiran!)
  • Added the "Runekeeper" milestone and modifier.
  • Added luck, a new stat affecting chances. There are not many places where luck currently takes effect, nor many things that modify luck — this will be expanded on later.
  • 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 a custom game option to enable viewing container dialogs for the items on the tile you're facing.
  • Added an audio cue when encumbered or overburdened.
  • Added sandstone arrows and arrowheads.
  • The chance to craft mastercrafted items is now revealed at 100% skill.
  • Added a "Skip Quest" button to the Starter Quest.
  • The skills dialog now displays skill icons & can be resized to display multiple columns.
  • Added a rare, secret challenge modifier.
  • Added eggshells (for chicken and penguin eggs), a new form of compost.
  • Added a challenge modifier for starting at sunset.
  • Added a new challenge modifier "Cursed!"
  • There are now modifiers in challenge mode for spawning in other biomes.
  • Added a multiplayer option to pause the server when desync occurs.
  • Added a Steam beta dropdown to developer options.
  • Added a setting to disable item notifiers.
  • Added stripped leather, a new high-tier cordage.
  • Each island now progresses or "ticks" independently.
  • Minecarts can now push other minecarts. The faster the tier of minecart, the more minecarts can be pushed.
  • Added an automatically updating notice when launching the development branch of the game.
  • Added several new sound effect variations around inventory management.
  • 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 "gamemoderun" support.
  • Added OLED burn-in protection for HUD/UI elements.
  • Added a new help article about "Item Protection".
  • 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 notifiers when dual-wielding is enabled/disabled.
  • Added fish bones and glue.
  • You can now drag actions from context menus to the action bar.
  • Added two new books.
  • Added aberrant versions of all fish.

[h2]Improvements[/h2]

  • Tamed creatures now smartly follow you through cave entrances.
  • The "Path to Tile: Preview" bindable has been removed in favor of it working automatically based on the modifiers of the "Path to Tile" bindable. IE, if you have "Path to Tile" set to "Shift + Click", it will automatically show the path preview on "Shift."
  • Doodads used in crafts can now receive the "Aptitude" magical property.
  • The "Grab All" button has been changed to a "Move All" button on all dialogs, transferring to the current quick-move target.
  • The "Best for Crafting" sort is now more accurately calculated to include "Aptitude" items. (Thanks Andrej27!)
  • There is now a chance for looted bags/backpacks to contain some items.
  • Each item will now have an associated skill (or skills) so that actions taken upon it (like refining) will use a more closely related skill. (Thanks DragonOvLeaves!)
  • Players will no longer be woken up from rest/sleep if the player around them can't actually get to them.
  • Added a visual for "over-fished" tiles.
  • The default control for idle is now "." and "Spacebar" now opens the action menu for the facing tile. (Thanks muzzy!)
  • The default bind for toggling auto-use on an action slot has been changed to CTRL + Space instead of just ALT (to prevent accidental hover inputs).
  • Reworked trapdoor spider AI. They are no longer hidden by default, instead choosing locations to hide in. They no longer move while hidden, and will sometimes come out of hiding to go somewhere else.
  • Civilization score is now done per zone in addition to the whole island, impacting the creature spawning of individual areas in the island.
  • Reimplemented the "Uses:" list for item tooltips, reducing noise and improving visual consistency.
  • Fire now has a chance to produce particle effects when damaging doodads or items.
  • "Reference links" in the game's text, such as the hoverable links to items, creatures, doodads, skills, etc, now display a new "help" cursor to indicate that they are clickable for more information.
  • Random creature movement has been reworked to feel less random and more like creatures deciding to move to specific places.
  • You can now see the stack of tiles when inspecting them.
  • Attack stats in tooltips now display values for main-hand and off-hand use. (Thanks Andrej27!)
  • Renamed all "Toggle X" actions to "X or Y", for example, "Toggle Container" is now "Open or Close Container."
  • Individual stats are now discovered for new players as they progress through the game.
  • You can now disable the warning when attempting to gather from plants with no resources. (Thanks Hiran!)
  • You can now disable the game playing audio in the background. (Thanks Kowalth!)
  • The item that an action slot will use is now displayed on the action slot. Action slots set to use the "best item" show a star above the action.
  • Spawned creatures from items will now have some despawn protection. (Thanks DragonOvLeaves!)
  • The Steam overlay is now more consistently implemented and will no longer report itself working in some cases where it did not.
  • The various "Drop on Action" gameplay settings now support the "Drop into Containers" option.
  • Tamed creatures now move around less when near the player/not busy with another task.
  • Deep holes will allow water to be routed 100% of the time.
  • Players with high taming skills can see the exact turn count when creatures untame at.
  • You can now see how many times you've tamed or petted a tamed creature.
  • All previous mechanics involving reputation (such as claw worm spawning, treasure chest creature difficulty, and creature spawning in general) are now based on the zone's tier you are in.
  • Tooltip headers have been redesigned to improve consistency and user experience between them.
  • The "Range" and "Attack" that are specified in tooltips for weapons/tools will now update dynamically based on skill.
  • When two items have the same effective tier for an action, instead of choosing the one of higher quality as the "best" item, the game now chooses the item with the higher base action tier (ie, the action tier when the item is normal quality), due to the base being higher implying that the item is better suited for the action. (Thanks riftborn!)
  • Stat gain messages now display the skill that caused them to raise.
  • The Doctor milestone modifier has been reworked into something a bit more interesting.
  • When a creature is regenerating or healing from a damage type and they are already at maximum health, it will now show a +0 (instead of -0).
  • There are now actions for moving the contents of containers (in both doodad & item form) between containers and to your inventory.
  • Petting will now also increase the creature's maximum health (to a much lesser extent than re-taming/offering).
  • Shippers will now spawn closer to lit lighthouses.
  • Drawn maps are no longer stocked on merchants. (Thanks Dewred!)
  • The Doctor milestone has been reworked to now be a discovery milestone and requires discovering all possible cures. Its information is displayed in status tooltips.
  • Added a dedicated, toggleable option for "Disable Modifier Unlock Requirements" that is not locked behind Developer Mode, so players that don't want content locked behind milestones don't have to use a developer option to mark them all as completed.
  • Lava is now lit with a darker shade of orange/red.
  • Resting or sleeping will no longer reset hunger/thirst timers so they immediately tick down after one turn while resting/sleeping.
  • Added an option to disable the quit confirmation in cases where save data would not be lost.
  • Dismantling hide now uses the "Leatherworking" skill instead of "Tailoring".
  • Tweaked and made consistent the color of bone items.
  • Added an animation to the "till" and "pack ground" actions. (Thanks riftborn!)
  • Dripstones and stills now have variable turns taken for desalination based on type.
  • Multiplayer "Error code 2" now reveals the issue and potential fix for the user and/or server admin.
  • The snow scarecrow will now leave behind non-meltable items when melted.
  • When an item with a colored border (ie, by quality or by it nearly being destroyed or decayed) is highlighted, the border now is a brighter version of the normal color. (Thanks muzzy!)
  • Fishing a tile that cannot support any fish or items will now say so (instead of saying overfished).
  • Gathering no longer automatically picks up items.
  • Mud is now spawned around swamps and will be located under swamp tiles when dug.
  • Trapdoor spiders and claw worms now produce holes when revealed or spawned.
  • Protection now persists through building and picking up items, for example, building a sailboat, riding it, and then picking it back up.
  • Discovering an item of a new quality now displays a celebratory message.
  • Items of undiscovered qualities on the ground now appear as the closest discovered quality instead of a "?"
  • When tiles are referenced in messages/tooltips, they will now show their quality, magical status, renamed names and more.
  • The "Replay" button will now reset turn modes and multiplayer options.
  • Added tooltips for all buttons on the action bar.
  • Menu sections are now highlighted when scrolled to via a section button.
  • Damage notifier icons are now shown on heavily damaged items when thrown or fired on the tile instead of above the player.
  • Dripstones and stills now show a purification counter in their tooltip.
  • Rewrote the "not suitable to plant" message so that it makes sense when trying to plant a coconut. (Thanks Shim Panzé!)
  • Equipped lit torches now provide heat.
  • Swapping positions with creatures no longer causes an extra delay.
  • Reduced the chance of merchants saying they had new stock after they already equipped or consumed it.
  • Creatures will now keep a total of how many pets they have received which will impact (in addition to times tamed) command unlocks, taming chances, and more.
  • Added a new "leaves" group which goats will now accept.
  • "Drop All" and "Move All" action slot actions now use what is filtered in the player's inventory.
  • Move/drop all binds and actions no longer move/drop equipped items.
  • To help the user experience working through a quest line, "Next Quest:" buttons are now pinned to messages, ensuring that the player views the quest text as their pinned quest requirements update.
  • The same item(s) can be traded back and forth several times between a merchant and a player at a cost penalty.
  • Organic tiles will now always provide static resources when dug to better conform with doodads/plant resources. (Thanks DanekJovax!)
  • Protected items that can't be used in crafting and dismantling will no longer be counted in the crafting/dismantle tooltip. (Thanks Feral Grumpicorn!)
  • Changed some default action binds away from WASD keys, for example, Dismantle and Disassemble which caused many accidental actions.
  • Multiple random items sourced from the same milestone modifier or challenge modifier into the same container are no longer duplicates.
  • Some items are now excluded for random item milestone modifiers.
  • Added a "Days" or "Nights" counter to the ferocity tooltip/inspection.
  • The message log now supports infinite scroll, loading additional messages as necessary.
  • The message log no longer forcibly keeps you at the latest message if you're trying to look at earlier messages. Scrolling back down to the latest message locks the scroll there again.
  • The message log has been reimplemented for performance.
  • Action slots no longer automatically switch to "best item" until you attempt to use the slot a second time. (Thanks muzzy!)
  • Efficacy, success, quality chances and percentages are no longer shown when not meeting the requirements (as they were not accurate).
  • The "worth" magical property now has a greater range of values possible.
  • Magical doodads and bookcases that grant skill bonuses are now shown in the skill tooltips. (Thanks DanekJovax!)
  • Killing creatures via traps, tamed creatures, or fire now provides the correct loot quality bonuses. (Thanks Art Shrival!)
  • The "Hide Equipped Headgear" option now hides your equipped headgear for other players too (only if PVP is disabled.)
  • You can now cage untamed creatures which uses the trapping skill and the creature's difficulty as a chance modifier.
  • Cages now have different action tiers based on type/quality.
  • Creatures now have an innate "worth" when caged to be used for trading and other purposes.
  • Fires will now be more visible on tiles that contain items. (Thanks DerSimon!)
  • Advancing island turns is now nearly instant at the cost of accuracy.
  • 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.
  • Desktop users of Steam Deck will now be able to do normal desktop functions like toggling fullscreen mode and exporting local save files. (Thanks Geschrieben!)
  • "Swords" are now referred to as "short swords".
  • "Leather Hide" is now just "Hide" and "Tanned Leather" is now just "Leather".
  • Void now displays as a separate unique graphic in maps.
  • Health vignetting no longer shows in screenshot mode.
  • Being hit additional times while delayed no longer increases your delay further.
  • Added a message for when pouring water on a creature/player had no effect.
  • Puddles now provide audio/visual cues when stepped on.
  • "Enable Smooth Zooming" is now disabled when "Disable Movement Animations" is enabled.
  • Piles of rocks now use the "mine" action instead of "chop" as their tool-based gather action.
  • Container dialogs are no longer closed and reopened when changing state, such as when picking up a chest, or boarding/dismounting vehicles. The sort & sort direction now also persist between the states.
  • The optional smooth zoom animation is now curved, starting fast and slowing down near the end, to make it feel better to use.
  • Doodads that will be destroyed on pick-up will now warn you. (Thanks riftborn!)
  • Picking up any vehicle will now only damage them by 1 instead of their damage multiplier.
  • Improved support for slow multiplayer connections.
  • You can now use the mouse to organize all items of a type or quality within a single container.
  • You can now navigate backward and forward through your Inspect dialog inspection history.
  • You can now sort skills by "recent".
  • The milestones dialog now displays milestone icons & can be resized to display multiple columns.
  • Added particle effects to crafting/dismantling/disassembling actions with colors based on the item.
  • NPCs will now prefer to attack their attacker instead of the nearest player.
  • "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.
  • The doodad version of "skill" magical properties will now have an "encircling" affix.
  • Doodads that block the line of sight will now illuminate their surrounding tiles properly when on fire. (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.)
  • New items were added to the challenge mode's "get item" quests.
  • 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.
  • "Copal" has been removed and replaced with "Hide Glue" with similar uses/efficacy.
  • Updated "A Powdery Catalog" book. (Thanks Feral Grumpicorn!)
  • When building or picking up containers, the container dialog now stays open.
  • The skills and milestones dialogs now save their sort options when reloading the game. (Thanks 柯箴之!)
  • The "days" shown on server details now are a cumulative total and average respectively across all islands.
  • NPCs can no longer spawn within the line of sight of 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.
  • "Gather With Hands" now has a description.
  • Trampling fire now produces messages for partial/failure events.
  • Equipment slots and action slots can now be inspected with the Inspect dialog.
  • The islands dialog now displays waves as decorations between the islands.
  • Updated the appearance of the weight tooltip.
  • 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.
  • Action slots containing an item now highlight when the mouse is over the item in your inventory.
  • Useful item hover binds are now described in the inventory management help article.
  • Your carry & max weight are now displayed 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.

Looks like we ran out of room! Steam doesn't support a changelog this big. To view the full thing, head on over to the blog post.

Development Branch Update (Part 2!)

As described in the latest newsletter, the development branch has been out for quite some time now, but we were waiting on addressing some issues before announcing an update in this post. The creature spawning/reputation/rune changes are in and after going through some iterations, is at a good level of polish now. We have also been adding tons of new things as well (like usual). Just a recap for those not following along:

There's a few issues that are remaining, but we are getting close to a new release! If you are feeling like doing a playthrough with the new system in place, we would love to hear your feedback!

[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 ever-growing, largely unsorted changelog thus far:

[h2]New[/h2]

  • Creatures now have simplistic "territories" — creatures near your spawn point are now easier than creatures far away, and creatures will stay in their original areas more often.
  • You have attracted the attention of multiple unknown forces — deities. As you survive and make decisions, these deities will award you with tokens in their likeness. Invoke them, and in turn receive their blessing.
  • You can now "stack" and "unstack" like items. Item stacks display as if they are the first item in the stack (respecting your sort), with a quantity of how many total items are in the stack. You can press "ctrl" to temporarily expand the stack your mouse is over.
  • Added wheelbarrows, allowing you to push and pull additional storage.
  • Added armor stands, allowing you to store armor and weapon sets visually with the ability to quick-swap certain builds.
  • Added a new action bar that gets filled with context menu action history as you play.
  • You can now right click on any visible location to perform actions there, your character will automatically walk to wherever they need to.
  • Merchant trading has been redesigned.
  • The actions drawer now supports selecting a specific item type from a list of all discovered item types, and selecting a range of qualities.
  • Added a tamed status icon above tamed creatures.
  • The stats layout has been reworked, associating status effects with their related stats and providing stat names.
  • Added conifer resins, pitch, and glue for use in new recipes and reinforcing.
  • Added primitive musical instruments that can be used to command multiple creatures at a time.
  • Status effect iconography has been redesigned, allowing players to more easily know at a glance how threatening a new effect is.
  • Added animal cartilage, and new food recipes/food preservation through the use of gelatin crafted from cartilage or shark fins.
  • Magical Binding now has a new action and use involving attack and defense bonuses.
  • Added "Thaumaturgic", a new milestone and modifier for finding every type of magical property.
  • Added luck, a new stat affecting chances. There are not many places where luck currently takes effect, nor many things that modify luck — this will be expanded on later.
  • All containers now have a "dump contents" action.
  • Added a bindable to "Toggle Tooltips Visible", with no bindings by default. (Thanks Hiran!)
  • Added bindings for toggling whether individual static UI components are visible (like the action bar, messages, etc.) These bindings are not set by default.
  • Added a binding for toggling whether all auto-use action slots are enabled.
  • Added "gamemoderun" support.
  • Added the Afflicted and Exsanguinated milestones.
  • Status effect tooltips have been completely redesigned, providing more information and presenting it in a clearer way.
  • Ranged actions can now be used at any angle.
  • Added a new option to make action slots be used on the tile you're mousing over.
  • All stats are now inspectable, providing general information on how the stat works, along with new information such as their related core stat and the skills you can use to use to improve them.
  • Added a new stat "potency" equipped magical property that increases the bonuses that items provide when used.
  • Added a new milestone & modifier "Statistician" for discovering the stats that each skill can raise.
  • Added eggshells (for chicken and penguin eggs), a new form of compost.
  • Added stripped leather, a new high-tier cordage.
  • There is now a visual on the depth when digging.
  • You can now set an action slot to "Use Hovered Item", allowing you to set up slots to quickly use actions on hovered items.
  • Added a new custom game option for disabling scared creature mechanics.
  • 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 a custom game option to enable viewing container dialogs for the items on the tile you're facing.
  • Added sandstone arrows and arrowheads.
  • Added a new "shadowy" creature.
  • Added a "Skip Quest" button to the Starter Quest.
  • Added a rare, secret challenge modifier.
  • Added a challenge modifier for starting at sunset.
  • Added a new challenge modifier "Cursed!"
  • There are now modifiers in challenge mode for spawning in other biomes.
  • 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".
  • Added an automatically updating notice to launching the development branch of the game.
  • Added a number of new sound effect variations around inventory management.
  • 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.
  • The skills dialog now displays skill icons & can be resized to display multiple columns.
  • 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 notifiers when dual-wielding is enabled/disabled.
  • Added fish bones and glue.
  • You can now drag actions from context menus to the action bar.
  • Added two new books.
  • The chance to craft mastercrafted items is now revealed at 100% skill.
  • Minecarts can now push other minecarts. The faster the tier of minecart, the more minecarts can be pushed.
  • Added aberrant versions of all fish.
  • Added a new magical property "persistence" which increases max item durability far beyond normal means among other bonuses.
  • Added a new type of skeleton with unique item drops that can appear from skeletal remains based on the current zone/tier.
  • Added crucibles, a new device for smelting ores.
  • Added a "heel" or "follow, but don't attack" command for tamed creatures.
  • 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.
  • 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.

[h2]Improvements[/h2]

  • The Steam overlay is now more consistently implemented and will no longer report itself working in some cases where it did not.
  • Each item will now have an associated skill (or skills) so that actions taken upon it (like refining) will use a more closely related skill. (Thanks DragonOvLeaves!)
  • Renamed all "Toggle X" actions to "X or Y", for example "Toggle Container" is now "Open or Close Container."
  • Rewrote the "not suitable to plant" message so that it makes sense when trying to plant a coconut. (Thanks Shim Panzé!)
  • The "Best for Crafting" sort is now more accurately calculated to include "Aptitude" items. (Thanks Andrej27!)
  • Tamed creatures now smartly follow you through cave entrances.
  • Shippers will now spawn closer to lit lighthouses.
  • The "Path to Tile: Preview" bindable has been removed in favor of it working automatically based on the modifiers of the "Path to Tile" bindable. IE, if you have "Path to Tile" set to "Shift + Click", it will automatically show the path preview on "Shift."
  • Added an option to disable the quit confirmation in cases where save data would not be lost.
  • Added a dedicated, toggleable option for "Disable Modifier Unlock Requirements" that is not locked behind Developer Mode, so players that don't want content locked behind milestones don't have to use a developer option mark them all as completed.
  • Reworked trapdoor spider AI. They are no longer hidden by default, instead choosing locations to hide in. They no longer move while hidden, and will sometimes come out of hiding to go somewhere else.
  • Spawned creatures from items will now have some despawn protection. (Thanks DragonOvLeaves!)
  • Drawn maps are no longer stocked on merchants. (Thanks Dewred!)
  • The Doctor milestone modifier has been reworked into something a bit more interesting.
  • The Doctor milestone has been reworked to now be a discovery milestone and require discovering all possible cures. Its information is displayed in status tooltips.
  • You can now disable the game playing audio in the background. (Thanks Kowalth!)
  • The light color from cave entrances is now matched the biome's fog color.
  • Lava is now lit with a darker shade of orange/red.
  • Random creature movement has been reworked to feel less random and more like creatures deciding to move to specific places.
  • The "Grab All" button has been changed to a "Move All" button on all dialogs, transferring to the current quick-move target.
  • Civilization score is now done per zone in addition to the whole island, impacting the creature spawning of individual areas in the island.
  • The various "Drop on Action" gameplay settings now support the "Drop into Containers" option.
  • "Reference links" in the game's text, such as the hoverable links to items, creatures, doodads, skills, etc, now display a new "help" cursor to indicate that they are clickable for more information.
  • Tooltip headers have been redesigned to improve consistency and user experience between them.
  • All previous mechanics involving reputation (such as claw worm spawning, treasure chest creature difficulty, creature spawning in general) are now based on the zone's tier you are in.
  • Stat gain messages now display the skill that caused them to raise.
  • When a creature is regenerating or healing from a damage type and they are already at maximum health, it will now show a +0 (instead of -0).
  • Reimplemented the "Uses:" list for item tooltips, reducing noise and improving visual consistency.
  • Individual stats are now discovered for new players as they progress through the game.
  • The "Range" and "Attack" that is specified in tooltips for weapons/tools will now update dynamically based on skill.
  • Dismantling hide now uses the "Leatherworking" skill instead of "Tailoring".
  • "Leather Hide" is now just "Hide" and "Tanned Leather" is now just "Leather".
  • Tweaked and made consistent the color of bone items.
  • Multiplayer "Error code 2" now reveals the issue and potential fix for user and/or server admin.
  • The snow scarecrow will now leave behind non-meltable items when melted.
  • Added a "Developer Mode" option for Steam Deck users to toggle fullscreen mode in the event they are playing in desktop mode. (Thanks Geschrieben!)
  • Fishing a tile that cannot support any fish or items will now say so (instead of saying overfished).
  • Added a visual for "over-fished" tiles.
  • Doodads used in crafts can now receive the "Aptitude" magical property.
  • You can now see the stack of tiles when inspecting them.
  • Mud is now spawned around swamps and will be located under swamp tiles when dug.
  • Trapdoor spiders and claw worms now produce holes when revealed or spawned.
  • Deep holes will allow water to be routed 100% of the time.
  • Protection now persists through building and picking up items, for example building a sailboat, riding it, then picking it back up.
  • Discovering an item of a new quality now displays a celebratory message.
  • Items of undiscovered qualities on the ground now appear as the closest discovered quality instead of a "?"
  • When tiles are referenced in messages/tooltips, they will now show their quality, magical status, renamed names and more.
  • The "Replay" button will now reset turn modes and multiplayer options.
  • You can now see how many times you've tamed or petted a tamed creature.
  • Added tooltips for all buttons on the action bar.
  • Menu sections are now highlighted when scrolled to via a section button.
  • Players will no longer be woken up from rest/sleep if the player around them can't actually get to them.
  • Swapping positions with creatures no longer causes an extra delay.
  • Tamed creatures now move around less when near the player/not busy with another task.
  • Petting will now also increase the creature's maximum health (to a much lesser extent than re-taming/offering).
  • Reduced the chance of merchants saying they had new stock after they already equipped or consumed it.
  • Creatures will now keep a total of how many pets they have received which will impact (in addition to times tamed) command unlocks, taming chances, and more.
  • Added a new "leaves" group which goats will now accept.
  • "Drop All" and "Move All" action slot actions now use what is filtered in the player's inventory.
  • Move/drop all binds and actions no longer moves/drops equipped items.
  • Players with high taming skills can see the exact turn count when creatures untame.
  • The same item(s) can be traded back and forth several times between a merchant and a player at a cost penalty.
  • Organic tiles will now always provide static resources when dug to better conform with doodads/plant resources. (Thanks DanekJovax!)
  • Protected items that can't be used in crafting and dismantling will no longer be counted in the crafting/dismantle tooltip. (Thanks Feral Grumpicorn!)
  • Multiple random items sourced from the same milestone modifier or challenge modifier into the same container are no longer duplicates.
  • Some items are now excluded for random item milestone modifiers.
  • Added a "Days" or "Nights" counter to the ferocity tooltip/inspection.
  • The message log now supports infinite scroll, loading additional messages as necessary.
  • The message log no longer forcibly keeps you at the latest message if you're trying to look at earlier messages. Scrolling back down to the latest message locks the scroll there again.
  • The message log has been reimplemented for performance.
  • The "worth" magical property now has a greater range of values possible.
  • Magical doodads and bookcases that grant skill bonuses are now shown in the skill tooltips. (Thanks DanekJovax!)
  • The "Hide Equipped Headgear" option now hides your equipped headgear for other players too (only if PVP is disabled.)
  • You can now cage untamed creatures which uses the trapping skill and the creature's difficulty as a chance modifier.
  • Cages now have different action tiers based on type/quality.
  • Creatures now have an innate "worth" when caged to be used for trading and other purposes.
  • There is now a chance for looted bags/backpacks to contain some items.
  • "Swords" are now referred to as "short swords".
  • Damage notifier icons are now shown on heavily damaged items when thrown or fired on the tile instead of above the player.
  • Void now displays as a separate unique graphic in maps.
  • Health vignetting no longer shows in screenshot mode.
  • Being hit additional times while delayed no longer increases your delay further.
  • Added a message for when pouring water on a creature/player had no effect.
  • When an item with a colored border (ie, by quality or by it nearly being destroyed or decayed) is highlighted, the border now is now a brighter version of the normal color. (Thanks muzzy!)
  • There are now actions for moving the contents of containers (in both doodad & item form) between containers and to your inventory.
  • Resting or sleeping will no longer reset hunger/thirst timers so they immediately tick down after one turn while resting/sleeping.
  • Gathering no longer automatically picks up items.
  • Updated "A Powdery Catalog" book. (Thanks Feral Grumpicorn!)
  • "Gather With Hands" now has a description.
  • To help the user experience of working through a quest line, "Next Quest: " buttons are are now pinned to messages, ensuring that the player views the quest text as their pinned quest requirements update.
  • "Enable Smooth Zooming" is now disabled when "Disable Movement Animations" is enabled.
  • Piles of rocks now use the "mine" action instead of "chop" as their tool-based gather action.
  • Container dialogs are no longer closed and reopened when changing state, such as when picking up a chest, or boarding/dismounting vehicles. The sort & sort direction now also persist between the states.
  • The optional smooth zoom animation is now curved, starting fast and slowing down near the end, to make it feel better to use.
  • Doodads that will be destroyed on pick-up will now warn you. (Thanks riftborn!)
  • Picking up any vehicle will now only damage them by 1 instead of their damage multiplier.
  • You can now sort skills by "recent".
  • 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" shown on 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]

Wayward Newsletter #13

Welcome the 13th iteration of the Wayward newsletter, featuring a long-awaited status update, showcasing mods, and other tidbits!

[h2]Status Update[/h2]

Firstly, no, Wayward is not dead. Behind the scenes, but not super behind the scenes, we have been pushing updates to the development branch pretty much the whole time. Unfortunately, we ran into several design snags while attempting to rid the game of that pesky reputation mechanic. Read more about that in the last newsletter if you haven’t already:

https://store.steampowered.com/news/app/379210/view/3882727783075132076

In order to satisfy all the playstyles with the new rune/deity-based systems, we still had to cling on to flawed progression metrics that could easily be gamed and circumvented to min/max the difficulty all the while being nearly as tedious/confusing as the previous system. We are now scraping that plan and coming up with something completely different. Deities and runes will still be in the mix, but not as a means to curb difficulty, at least directly.

Our current plan is that progression in the game (as in, harder creatures, access to new/better materials) will work more closely like other overworld RPG games instead of creatures of all types randomly spawning around you all based around a flawed, magical number.



Instead, creatures will have territories that increase in difficulty the further away from your spawn point and the further away from your starting island. These creatures like to stay close to their territory and will no longer chase you half across the world. This will allow players to keep their current playstyle and progress further only when they want to (or they run out of resources/things to do).

More information on this system is coming up soon!

[h2]Tile Targeting[/h2]

This hasn’t been the only thing we have been working on of course. We have also implemented tile targeting, meaning you can now hover over a tile and perform actions there using the action menu (via right-click), which means you can actually aim your ranged attacks now!



You can also action slot these types of actions as well to save a few clicks/key presses:



[h2]Improved Creature Control[/h2]

Tamed creatures now have a symbol above them to easily spot which creatures are tamed or not. You can now also control a group of creatures within a small radius using new flute items which can give multiple creatures commands at the same time without having to try to navigate to each of them.



These are just a few small previews of what is to come in what has become the biggest major update to date! Sorry about the wait!

[h2]Mod Showcase[/h2]

Check out some of the recent modifications the community has created!

Blood Rites by SKIPPY

Do something with all that blood laying around! Blood containers, blood drinking, vampires and more!

https://steamcommunity.com/sharedfiles/filedetails/?id=3299372812

Windows Mod by TTastic

A very popular request, and a planned feature; TTastic does us all a favor and adds it into the game for us (for now!).

https://steamcommunity.com/sharedfiles/filedetails/?id=3271896900

Unbreakable Goodies by fercoraya

A remake of the popular "Master Crafter" mod. It makes mastercrafted and relic items unbreakable.

https://steamcommunity.com/sharedfiles/filedetails/?id=3008033731

[h2]Feature Voting[/h2]

We always like to draw attention to our feature voting site which serves as an informal roadmap for the game. Take a look and vote on the features you'd like to see next:

https://www.waywardgame.com/vote

[h2]Discord[/h2]

To join in to discuss all of the above or anything else related to Wayward, join our Discord!

https://discord.gg/wayward

[h2]End of Windows 7 Support[/h2]

Along with Steam earlier this year, Wayward, going forward will be required to cease Windows 7 support due to upstream software changes. This means the next major release will no longer be supported on Windows 7. That being said, there are technically ways around this and of course, we offer the latest major release versions dating all the way back to May 11, 2016 (beta 2.0.5).

[h2]Leave A Review![/h2]

If you have a few minutes, please leave us a review on Steam. We use any feedback we get to make the game better!

https://store.steampowered.com/app/379210/Wayward/

Thanks for reading and stay tuned!