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Beta 2.10.1 Released

Hey all,

Happy Saturday! Hoping you all are having some fun with the new update. We wanted to address some issues quickly that some players are facing. It's not everything we want to do or fix up in the short term, but it's a good start. Stay tuned for more!

Bonus Tip: You can bring up fish out of the water (ones you can't even see) by casting your line or net in open water. You can increase your chances of this by using bait. Bait items include chopped fish, spider meat, worm meat, or earthworms. The bait will automatically be used from your inventory as your attempt to fish.

[h2]New[/h2]

  • Added a new random quest requirement to challenge mode — discover buried treasures. You will spawn with treasure maps.

[h2]Improvements[/h2]

  • Added the amount of items you have out of how many you need in the dismantling tooltip.
  • Polished the look of status effect tooltips.

[h2]Bug Fixes[/h2]

  • Fixed the dismantle tooltip's label being duplicated numerous times after dismantling an item.
  • Automatically fallback to WebGL1 if WebGL2 fails to compile shaders, which potentially fixes issues where some players were getting black screens while playing.
  • Fixed "{ARTICLE:exceptional specimen}" showing in the Notes dialog. (Thanks William!)
  • Fixed occasional "You cannot do that yet!" messages when moving while a map dialog is opened.
  • Fixed the items that would be used in dismantling not being highlighted.
  • Fixed tooltip flashing/layout shifting when turns/ticks pass.
  • Fixed rare desyncs for some actions that damaged items.
  • Fixed tattered map desyncs.
  • Fixed issues when loading the same mod locally and through the Steam Workshop.
  • Fixed the news menu showing duplicate "event" articles. (Thanks Amax!)
  • Fixed quick settings tooltips being on the right rather than based on the mouse position.
  • Fixed some instances of tooltip text displaying strangely, for tooltips that appear on the left side of your mouse.
  • Fixed not being able to use buttons on disabled mods.
  • Fixed new unlock highlights only showing in Challenge mode, the one place where they should not have shown.
  • Fixed a context menu showing when you dismiss multiple pinned notes at once. (Thanks Gra!)

[h2]Balance[/h2]

  • Decreased magic chance on non-exceptional items and increased chance on exceptional items slightly.

[h2]Mods[/h2]
Debug Tools

  • Fixed performance issues after sleeping. (Thanks Primed_ape!)

Seafarer+ now live for wilderness survival roguelike Wayward with a new temperature system

Wayward is an Early Access survival roguelike about being out in the wilderness, and now it's getting a little bit tougher with the Seafarer+ update adding in a new temperature system.

Read the full article here: https://www.gamingonlinux.com/2021/04/seafarer-now-live-for-wilderness-survival-roguelike-wayward-with-a-new-temperature-system

Wayward Major Update “Seafarer+” Released!



It's that time again! Time for a major Wayward update to be released into the wild. And into the wild, you shall go. A harsher wild this time around, one where you are not only surviving your bodily needs, but now also surviving the elements with the introduction of temperature in this update. Temperature is only a taste of what is to come as this update is one of the biggest ones we have ever released. A few notable changes include:


  • Added a new temperature system, along with three temperature-related status effects, a new "insulation" property for equipment and containers, and more!
  • Added a new "Mastercrafted" item quality, only obtained through high-skill and efficacy crafting.
  • Treasure hunting has been completely redesigned.
  • Added tin ore, a lightweight but very soft and low durability metal that can be used in blunt-only weaponry, tools, armor, or mixed with copper to create bronze.
  • Added the powerful bronze metal, an alloy crafted with copper and tin and to be used in late-game weaponry, tools and armor. Iron can still outclass bronze in certain regards relating to blunt resistances and blunt-based tools.
  • Added tool use properties/values (and quality bonuses) for reinforce, start fire, repair, carve, dig, gather, rest, and more. Learn more about this by inspecting items to see their action information.
  • Magical item properties (previously called legendaries) are no longer tied to a certain quality and can exist on multiple quality types now and are no longer restricted to a single property per item.
  • Added lots of new content to ice cap biomes including new wall/floor types (ice/snow), items, equipment, creatures, plants, and more!
  • Added multiple new creatures, some with unique mechanics and items.
  • Added in attack animations for each damage type.
To help celebrate the release, Wayward is -20% off for the next 7 days.

Less talk, more video:

[previewyoutube][/previewyoutube]

The original plan with this release was to further what we brought forth with the original "Seafarer" update, but to include even more of our lofty goals and deep systems to improve the "feeling" of these new island types. Those island types being of the new ice cap and arid biomes, now each with their own set of temperature challenges. Even with everything here, we still have more we want to do. So stay tuned!

On with the gigantic changelog:

[h2]New[/h2]

  • Added a new temperature system, along with three temperature-related status effects, a new "insulation" property for equipment and containers, and more!
  • Added a new "Mastercrafted" item quality, only obtained through high-skill and efficacy crafting.
  • Treasure hunting has been completely redesigned.
  • Added tin ore, a lightweight but very soft and low durability metal that can be used in blunt-only weaponry, tools, armor, or mixed with copper to create bronze.
  • Added the powerful bronze metal, an alloy crafted with copper and tin and to be used in late-game weaponry, tools and armor. Iron can still outclass bronze in certain regards relating to blunt resistances and blunt-based tools.
  • Added tool use properties/values (and quality bonuses) for reinforce, start fire, repair, carve, dig, gather, rest, and more. Learn more about this by inspecting items to see their action information.
  • Magical item properties (previously called legendaries) are no longer tied to a certain quality and can exist on multiple quality types now and are no longer restricted to a single property per item.
  • Added lots of new content to ice cap biomes including new wall/floor types (ice/snow), items, equipment, creatures, plants, and more!
  • Added multiple new creatures, some with unique mechanics and items.
  • Added in attack animations for each damage type.
  • Certain actions such as pouring water or some crafts will now produce puddles that can accumulate and create shallow water sources.
  • New tamed and untamed icons will appear above creatures as well as show which items they picked up from the ground as an offering.
  • Added a new "Cold" damage type with new resistances/vulnerabilities applied to creatures and equipment.
  • Added both ice and snow walls and flooring. Snow huts and other constructed houses can be found made of them on world generation in the ice cap island type.
  • You can now hover over text in messages to see tooltips, such as the names of items, doodads, creatures, etc.
  • Status effects, item breaking warnings, and broken items will now pop-up above the player.
  • You can now inspect items and other tooltips. Added a prompt to those and world tooltips.
  • Certain items, doodads, and tiles will now melt into puddles under the right temperature (or heat) conditions. When enough puddles exist, certain tiles can cool down or turn into shallow water sources.
  • Items fired, shot, or thrown are now animated.
  • Added two new magical components.
  • Added the "Apocryphal" milestone for discovering every type of magical item.
  • Added the milestone, "Diverse", played every type of game mode. This milestone is enabled for all game modes.
  • Added all metal types of knives.
  • There are now low durability sandstone versions of bullets, hammers, and anvils.
  • Added fast world update simulations for passing turns after travel and removed the previous limit of 5000 turns passing.
  • Added two new books.
  • Added an item sort for sorting by magical properties.
  • Added a new option to disable item pick-ups when idling (using the spacebar or by clicking your character) that is disabled by default.
  • Added a button to mods to allow opening the mod's folder.
  • Added the ability to sort by worth (trade value).
  • Mod icons can now be viewed in-game.
  • Added the current update title to the main menu screen.
  • Mod `README.md` files can now be viewed in-game.
  • Doodads now have support for notifiers and water stills will display a notifier when the water is ready to drink or gather.
  • Added a new magical "insulation" property for equipment and containers.
  • Bindings that are also bound on other bindables now show a clickable warning icon that filters to those bindables.

[h2]Improvements[/h2]

  • Item tooltips have been redesigned. They feature new layouts, better readability, and in the case of crafting/dismantle tooltips, feature more information.
  • For certain milestones, their tooltips now contain a list of which things have been discovered. (Thanks warriorsforever482!)
  • Opened containers will now keep their sort and order after traveling.
  • Added new recipe difficulty, "Master" for the new tiers of blacksmithing items as well as some other items.
  • The tier and quality of bedding items (leaf bedroll, hammock, etc.) will now increase turns slept/rested and stats replenished when sleeping or resting.
  • The tier and quality of gathering and harvesting tools will now decrease the chance of damaging plants when gathering and harvesting.
  • The tier and quality of carving tools will now increase the quality of items gained when carved.
  • The tier and quality of fire-making devices (hand drills, bow drills, etc.) will now add a bonus to the fire's length/decay when starting fires.
  • The tier and quality of reinforcement items (animal glue, melted copal, etc.) will now increase maximum and minimum durability when reinforcing items.
  • The tier and quality of repairing items (stone hammer, grindstone, etc.) will now decrease durability loss when repairing items.
  • The tier and quality of fishing rods or nets will now increase the chance of catching fish and items when fishing.
  • The tier and quality of treasure gathering tools will now increase the acceptable digging range when gathering treasure.
  • The tier and quality of preserving items (slime gelatin, niter, etc.) will now add a bonus to the decay timer of the preserved item.
  • The tier and quality of refining tools will now decrease the reduction of durability when refining items.
  • Tamed creatures will now move around in closed/fenced areas when they cannot follow you.
  • Water contamination is now randomized and converts between two types of water more naturally.
  • Freshwater sources can now "contaminate" seawater sources provided there is a lot more freshwater than seawater at the connection point. Previously any single tile of seawater would contaminate all connected freshwater.
  • Added a progress bar when island time is being adjusted while traveling.
  • Protected items now have a lock icon.
  • There are now icons associated with item qualities.
  • All ranged weapons will share the same action now, "Fire", and all ammunition will have a new action called "Shoot" which will attempt to use them with an equipped ranged weapon.
  • Hovering status effects (encumbered, exhausted, starving, dehydrated) now highlights any relevant stats.
  • Your stamina reduction and travel time are now dependent on the boat's tier and quality while traveling.
  • Your maximum weight will now increase when in a boat. This increase is based on the boat's tier and quality.
  • Amount of items gathered at a time is no longer determined by the tool's attack and skill but rather done through new tool properties combined with skill.
  • Ice shards can no longer be used for carving, but can instead be equipped as a weapon.
  • Fire that is created without fuel or on top of flammable objects will no longer burn to ash.
  • Item quality now follows a more standardized approach (ala WoW) for colors.
  • You can now gather with anything that you could harvest with previously.
  • Item quality is no longer mentioned in item names, but rather, is shown in color and in item tooltips.
  • Starting fires will now look in adjacent containers/tiles for kindling/tinder/fuel.
  • Milestone modifiers that spawn tamed creatures at the start will now no longer prefer to spawn water-based creatures.
  • Players, creatures, and NPCs can now "splash" water, creating puddles.
  • Magical items now have animations or are signified with an "M" with UI animations disabled.
  • Some mod tooltip information has been moved to a "more information" mod menu, in order to keep the tooltip containing the most relevant info.
  • Added a warning icon to the mods button on the main menu when mods are disabled due to moving to a new version.
  • Mod tooltips now have more colors for usability.
  • The icon for a mod's "View Steam Workshop Page" button has been changed from an eye to a Steam logo.
  • Mods that cannot be enabled due to errors no longer make their buttons (such as "uninstall" or "more information") partially transparent.
  • Added a count for how many mods are enabled, vs how many are installed, to the mods button on the main menu.
  • New version releases in the news menu now don't include their changelog, instead including a button that links to the changelog menu.
  • Added lightbox support to images in news articles.
  • Added an unread indicator to the news button on the main menu.
  • Improved the formatting of news articles.
  • Added tabs to the news menu.
  • Pinned note messages are now disabled by default (existing players will have to turn the setting off.) There is now an "unread notes" indicator on the "notes" button.
  • Clicking on the "notes" button now displays the first unread note. Displaying unread notes dismisses pinned note messages.
  • You can now select next/previous dropdown values using shift + scroll wheel. You can also edit a range input (like SFX volume) with shift + scroll wheel.
  • The idle bind now displays more information, listing that it's also used to ascend/descend stairs and pick-up items under you.
  • Plants and mushrooms that cannot grow in certain situations will now be destroyed (leaving their resources behind) instead of just removed completely.
  • The defense tooltip has been redesigned, now providing much more information when using "see more" and "inspect".
  • Tile tooltip opt-out, console source filtering, and UI experiments are now all compressed by default, cleaning up the options menu.
  • The facing tile is now highlighted when using the action menu.
  • Improved the look of line of sight so shadows are closer to objects that block sight.
  • Coconut meat is now considered a "fruit".
  • Doodads tooltips now include which magical properties they have.
  • "Transmogrify" and "enchant" actions have been swapped as transmogrification (previously enchant) will now only reroll magical properties. Its other mechanic has been moved to a new magical component.
  • Item tooltips are now removed as you type in filters. (Thanks Matthew Cline!)
  • Certain items will now put out lit doodads when they are on top of them (like snow over a lit campfire).
  • Melee is now the first/default action for spears instead of gathering.
  • Added a tooltip when hovering over a multiplayer game in the server browser as to the reason you are not able to join.
  • Added social buttons to the main menu.
  • Added ability to edit MOTD via multiplayer menu for dedicated servers.
  • Changed the naming of some armor pieces to be more accurate/varied.
  • Improved the walk to tile graphics when used over lighter tiles (like snow).
  • Title casing now correctly uses lowercase for short articles, conjunctions, and prepositions.
  • You can no longer smother fire with snow; however, you can still drop it over fire to melt and extinguish the fire that way.
  • Minor tile events are now a single list inspection rather than individual ones.
  • You can now preview the doodad's tier when built/lit in the crafting tooltip.

[h2]Bug Fixes[/h2]

  • Fixed digging some tiles set down by the player not keeping their durability.
  • Fixed certain tiles being too hard to route water from.
  • Fixed the "Drop on Gather" option not applying when digging. (Thanks num ca nem vi!)
  • Fixed beach sand not changing its quality as you gathered resources from it (it can now change to gravel rarely).
  • Fixed not being able to pour water back into wells.
  • Fixed solar stills replacing tiles underneath them incorrectly. (Thanks Al Huma!)
  • Solar stills will no longer work in caves. Who did this and didn't tell me?
  • Fixed multiplayer desyncs related to players leaving during another player's action packet.
  • Fixed creature pathfinding performance in some instances. (Thanks num ca nem vi!)
  • Fixed paddling with a raft while in a backpack not always reducing your weight. (Thanks riftborn!)
  • Fixed failing to harvest anything granting full skill gains.
  • Fixed creatures being able to become tamed while out of sight in singleplayer games. (Thanks Matthew Cline!)
  • Fixed igniting torches from fire devices (via item menu) requiring kindling (they should only require tinder). (Thanks riftborn!)
  • Fixed renamed doodads still showing magical property names.
  • Fixed inconsistencies when toggling fog of war on the host in a multiplayer game. (Thanks neurodaemon!)
  • Fixed digging tiles back up from being placed not retaining their weight, quality, or magical properties.
  • Fixed unlocking crafting recipes through developer mode not working while in-game.
  • Fixed not being able to ignite torches with a fire starting device directly in some instances.
  • Fixed message in bottles never uncommonly returning mushy paper as before.
  • Fixed being able to use cooked fish kebabs for pemmican. (Thanks lilzoark!)
  • Burning items will no longer potentially create unlimited tiles of ash underneath them. (Thanks AI Player 2!)
  • Building up levels of water in the ice cap using flooring or terrain will no longer produce incorrect water tile types.
  • Fixed equipped items rendering beneath the player while standing over open doors or growing trees with a cloak equipped.
  • Fixed player not animating when paddling from land and other paddle-related issues.
  • Fixed the "void" counting as an obstacle for thrown/shot items.
  • Fixed some items not burning properly.
  • Fixed protected items being dropped into deep water when "Drop All" actions are used. (Thanks terribleperson!)
  • Name-based sorting will now sort by A-Z and reversed as Z-A instead of the opposite. (Thanks riftborn!)
  • Fixed snow particles showing as blue.
  • Fixed replaying games (from the death screen replay button) always using the same milestone modifiers, even when changing them. (Thanks Petalwing!)
  • Fixed player hair rendering under open gates.
  • Fixed slimes merging not updating hitching post status. (Thanks num ca nem vi!)
  • Fixed sorting by worth not producing any message.
  • Fixed the container weight magical property not having any effect in some instances.
  • Fixed creature tooltips for non-aberrant creatures including the text that the creature is abnormally aggressive. Only affected old saves.
  • Fixed version and build mismatch multiplayer error messages having swapped arguments.
  • Fixed attempting to equip an item into the wrong slot passing a turn. (Thanks riftborn!)
  • Fixed YouTube embeds in news articles being too small and causing errors.
  • Fixed multiple hoe graphics to remove erroneous coloring.
  • Fixed soundtracks not containing additional cover artwork. (Thanks Amax!)
  • Fixed sorting by weight not calculating the weight of items inside containers.
  • Fixed items in your inventory decaying by how much the island fast-forwarded by when traveling. (Thanks Meron!)
  • Fixed offering not updating player weight. (Thanks DragonOvLeaves!)
  • Fixed a terrain template issue where rocks could appear in glaciers.
  • Fixed NPCs not creating particles when walking in shallow water.
  • Fixed an issue where dropdown menus could become stuck on double-clicking to open.
  • Fixed quality of tile not updating on tooltip when tile type changed. (Thanks num ca nem vi!)

[h2]Balance[/h2]

  • The chance of gaining skills will now somewhat depend on the item used in actions that support it. The higher the tool's tier and quality, the higher chance of gaining skill points.
  • Removed blunt vulnerabilities from copper equipment.
  • Taming creatures will now continuously add minimum/maximum health to the creature instead of subtracting it each time.
  • Copper tools (and weapons that can be used as tools) are now less efficient than their wrought iron counterpart when used for their "sharpness" qualities (like when carving, lumberjacking, etc.). Blunt-based activities (like mining) remain unchanged.
  • Removed limestone requirement for producing copper ingots.
  • Iron is slightly more common in coastal caves.
  • Starting vegetables and fruits can now be harvestable/gatherable (can appear as flowering/ripening on occasion).
  • Increased base amount of the worth property for magical items.
  • Increased impact of item tiers on consumed items when crafting quality or magical items.
  • Buried treasure will now have more loot than found treasure chests.
  • Cave entrances will now never spawn as a single tile; however, higher rarity cave chests will be a bit rarer to compensate for this new ease of access to the main cave areas.
  • Increased the amount of maximum talc gathered from rocks and sandstone with talc.
  • Enhance (previously transmogrify) will now only alter magical properties and not the quality of an item. Reduced difficulty of enhancing as a result.
  • Reduced time required to produce wisp dust from wisps.
  • All knives now have a higher "Sharpened" tier than axes of the same type.
  • Solar stills will no longer function in the ice cap or lower temperatures without an external heat source around it.
  • Limestone can now appear under rocks with snow.
  • The success rate of starting and spreading fires is now also based on temperature slightly.
  • Decreased the rarity of metals and sandstone resources in arid caves.
  • Sandstone can now contain limestone and can be found in the arid biome.
  • Copper can no longer randomly spawn in caves or under snowy rocks in the ice cap biome.
  • Tool/item quality and tier will now impact the amount of reputation gained/lost on some actions.
  • Merchant NPCs now scale their overall strength with negative reputation.
  • The "Pulchritudinous" milestone modifier now provides specifically an equippable magical item.
  • Interacting with a hitch, door, chest (either through opening or lockpicking) that is on fire will now burn the player.
  • Increased chance at damaging plants when harvesting/gathering slightly.
  • "You see" messages will no longer appear if the event occurred while the player was resting.
  • Reduced effectiveness of skill level for reducing stamina usage, success chance, and amount of items gained when gathering resources. The new tool properties and quality will now play a role as well.
  • Increased the chances of crafting or finding increased quality items slightly.
  • Pouring seawater over small freshwater sources can now pollute them.
  • Increased the bonus durability given by the "Crafter" milestone modifier.
  • You can no longer start fires over snow/ice without fuel as well as tinder/kindling (in the case of starting fires with fire devices).

[h2]Modding[/h2]

  • Modding new walls, doors, and fences are now possible (they are no longer hardcoded).
  • Item recipes can require multiple doodads now.
  • The Wayward Schemas VSCode extension now adds syntax highlighting to interpolations in language files.
  • Languages can now provide `contextRules` for how title casing works.
  • Language pluralization rules `pluralRules` and `singularRules` are now arrays, making it possible to change the precedence of rules.
  • Tile events now have the ability to render under doodads through the `renderBelowDoodads` property.
  • Mods can now create registrations in bulk via `@Register.bulk`, which has support for all existing registration types.
  • You can now link your mod's GitHub repository in your `mod.json` and it will be displayed in the mod's menu.
  • Simplified the "actions" system so that action instances now have an `execute` method rather than requiring a new `ActionExecutor` instance. This change also should improve typechecking performance for modders.
  • Special language utilities (segments) now use capital letters to better differentiate them from translatable language for translators.

[h2]Technical[/h2]

  • Improved performance on all scrollable dialogs in the game.
  • Improved performance of dropping/moving many items at a time.
  • Improved performance of item quality/highlight outlines (and they are no longer disabled in "Disable UI Effects" mode as a result).
  • Crafts will no longer update when the crafting dialog is closed, an option for improving performance when needed.
  • Improved game rendering performance.
  • Improved performance of hovering over items/crafts.
  • Improved the performance of water contamination/conversion.
  • Improved sprite loading speed.
  • Wayward has been updated to TypeScript 4.2.
  • Added trace recording button to developer options section.
  • Wayward has been updated to Electron 11.4.2.
  • The "An error has occurred!" message now has a tooltip with more information, and you can right-click to copy it and share it with us for debugging purposes.
  • Improved translation performance.
  • Fixed group tooltips in `GroupDropdown` components sometimes showing up when new screens were initialized.

[h2]Mods[/h2]
TARS

  • No longer makes more food than required when idle.
  • Added a dialog that displays current goal and enabled/disabled status that can be opened with `Shift + T` (by default).
  • Updated README with more information about how it works.
  • Fixed issues with gathering water in some instances.
  • Fixed infinite loop when trying to dismantle an item if the required item is protected.
  • Now idles to recover from low stamina when sailing.
  • Fixed two TARS players getting stuck after running into each other.
Debug Tools

  • Fixed the layer dropdown not updating which layer you're on if you travel into a cave entrance with another panel visible.
  • Added a button to clear your inventory.
  • You can now add items of a randomly chosen type to your inventory.
  • You can now add any number of each item to your inventory, rather than just one.
  • You can now add one of every kind of item to your inventory.

Testing Beta 2.10 "Seafarer+"

Well, it's taken awhile to get here, but we finally have something "close" to the eventual release ready for testing. There's still a few fixes to get in, and a few more content updates before this fully goes live, but it's pretty close now.

If you want a sneak peek at what we have in store, download and try the development branch today! Change your branch in Steam to "development". More information on that here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594

As always, make sure to back-up your important saves and data before switching to and while using the development branch!

Thanks for helping us find any issues! You can play the game normally, or help us debug or polish any of the following from the (unsorted) changelog below:

Subject to change before release!

Beta 2.10.0 "Seafarer+"


[h2]New[/h2]


  • Treasure hunting has been completely reworked.
  • Added a new temperature system, along with three temperature-related status effects, a new "insulation" property for equipment and containers, and more!
  • Certain items, doodads and tiles will now melt into puddles under the right temperature (or heat) conditions. When enough puddles exist, certain tiles can cool down or turn into shallow water sources.
  • Added a new magical "insulation" property for equipment and containers.
  • Certain actions such as pouring water or some crafts will now produce puddles that can accumulate and create shallow water sources.
  • Added an item sort for sorting by magical properties.
  • Status effects, item breaking warnings, and broken items will now pop-up above the player.
  • Added lots of new content to ice cap biomes including new wall/floor types (ice/snow), items, creatures, plants, and more!
  • There are now low durability sandstone versions of bullets, hammers and anvils.
  • Added two new magical components.
  • Added a new "Mastercrafted" item quality, only obtained through high-skill and efficacy crafting.
  • You can now hover over text in messages to see tooltips, such as the names of items, doodads, creatures, etc.
  • Added the milestone, "Diverse", played every type of game mode. This milestone is enabled for all game modes.
  • Added the "Apocryphal" milestone for discovering every type of magical item.
  • Added the current update title to main menu screen.
  • Magical item properties (previously called legendaries) are no longer tied to a certain quality and can exist on multiple quality types now and are no longer restricted to a single property per item.
  • Added two new books.
  • Added both ice and snow walls and flooring. Snow huts and other constructed houses can be found made of them on world generation in the ice cap island type.
  • Added in attack animations for each damage type.
  • Added tin ore, a lightweight but very soft and low durability metal that can be used in blunt-only weaponry, tools, armor, or mixed with copper to create bronze.
  • Added multiple new creatures, some with unique mechanics and items.
  • Added the powerful bronze metal, an alloy crafted with copper and tin and to be used in late-game weaponry, tools and armor. Iron can still outclass bronze in certain regards relating to blunt resistances and blunt-based tools.
  • Added tool use properties/values (and quality bonuses) for reinforce, start fire, repair, carve, dig, gather, rest, and more. Learn more about this by inspecting items to see their action information.
  • Doodads now have support for notifiers and water stills will display a notifier when the water is ready to drink or gather.
  • New tamed and untamed icons will appear above creatures as well as show which items they picked up from the ground as an offering.
  • Added the ability to sort by worth (trade value).
  • Added all metal types of knives.
  • Items fired, shot, or thrown are now animated.
  • Added a new option to disable item pick-ups when idling (using the spacebar or by clicking your character) that is disabled by default.
  • Added fast world update simulations for passing turns after travel and removed the previous limit of 5000 turns passing.
  • Added a new "Cold" damage type with new resistances/vulnerabilities applied to creatures and equipment.
  • Added a button to mods to allow opening the mod's folder.
  • Mod icons can now be viewed in-game.
  • Mod README.md files can now be viewed in-game.
  • Bindings that are also bound on other bindables now show a clickable warning icon that filters to those bindables.


[h2]Improvements[/h2]


  • Minor tile events are now a single list inspection rather than individual ones.
  • Water contamination is now randomized and converts between two types of water more naturally.
  • Fresh water sources can now "contaminate" seawater sources provided there is a lot more fresh water than seawater at the connection point. Previously any single tile of seawater would contaminate all connected fresh water.
  • For certain milestones, their tooltips now contain a list of which things have been discovered. (Thanks warriorsforever482!)
  • Players, creatures and NPCs can now "splash" water, creating puddles.
  • New version releases in the news menu now don't include their changelog, instead including a button that links to the changelog menu.
  • Plants and mushrooms that cannot grow in certain situations will now be destroyed (leaving their resources behind) instead of just removed completely.
  • Added an unread indicator to the news button on the main menu.
  • Improved the formatting of news articles.
  • Added a warning icon to the mods button on the main menu when mods are disabled due to moving to a new version.
  • Added a count for how many mods are enabled, vs how many are installed, to the mods button on the main menu.
  • Added lightbox support to images in news articles.
  • Added tabs to the news menu.
  • You can no longer smother fire with snow; however, you can still drop it over fire to melt and extinguish the fire that way.
  • Hovering status effects (encumbered, exhausted, starving, dehydrated) now highlights any relevant stats.
  • The idle bind now displays more information, listing that it's also used to ascend/descend stairs and pick-up items under you.
  • Tile tooltip opt-out, console source filtering, and UI experiments are now all compressed by default, cleaning up the options menu.
  • Added a progress bar when island time is being adjusting while travelling.
  • You can now select next/previous dropdown values using shift + scroll wheel. You can also edit a range input (ie, sfx volume) with shift + scroll wheel.
  • Fire that is created without fuel or on top of flammable objects will no longer burn to ash.
  • Pinned note messages are now disabled by default (existing players will have to turn the setting off.) There is now an "unread notes" indicator on the "notes" button.
  • Coconut meat is now considered a "fruit".
  • Milestone modifiers that spawn tamed creatures at the start will now no longer prefer to spawn water-based creatures.
  • Magical items now have animations or are signified with an "M" with UI animations disabled.
  • Certain items will now put out lit doodads when they are on top of them (like snow over a lit campfire).
  • "Transmogrify" and "enchant" actions have been swapped as transmogrification (previously enchant) will now only reroll magical properties. Its other mechanic has been moved to a new magical component.
  • Protected items now have a lock icon.
  • Doodads tooltips now include which magical properties they have.
  • There are now icons associated with item qualities.
  • Title casing now correctly uses lowercase for short articles, conjunctions, and prepositions.
  • Item tooltips are now removed as you type in filters. (Thanks Matthew Cline!)
  • Item quality now follows a more standardized approach (ala WoW) for colors.
  • Item quality is no longer mentioned in item names, but rather, is shown in color and in item tooltips.
  • Tamed creatures will now move around in closed/fenced areas when they cannot follow you.
  • Improved the look of line of sight so shadows are closer to objects that block sight.
  • Starting fires will now look in adjacent containers/tiles for kindling/tinder/fuel.
  • The facing tile is now highlighted when using the action menu.
  • Improved the walk to tile graphics when used over lighter tiles (like snow).
  • The tier and quality of carving tools will now increase the quality of items gained when carved.
  • The tier and quality of fishing rods or nets will now increase the chance of catching fish and items when fishing.
  • The tier and quality of treasure gathering tools will now increase the acceptable digging range when gathering treasure.
  • The tier and quality of gathering and harvesting tools will now decrease chance of damaging plants when gathering and harvesting.
  • The tier and quality of preserving items (slime gelatin, niter, etc.) will now add a bonus to the decay timer of the preserved item.
  • The tier and quality of refining tools will now decrease reduction of durability when refining items.
  • The tier and quality of reinforcement items (animal glue, melted copal, etc.) will now increase maximum and minimum durability when reinforcing items.
  • The tier and quality of repairing items (stone hammer, grindstone, etc.) will now decrease durability loss when repairing items.
  • The tier and quality of bedding items (leaf bedroll, hammock, etc.) will now increase turns slept/rested and stats replenished when sleeping or resting.
  • The tier and quality of fire making devices (hand drills, bow drills, etc.) will now add a bonus to the fire's length/decay when starting fires.
  • Your stamina reduction and travel time is now dependent on the boat's tier and quality while traveling.
  • Your maximum weight will now increase when in a boat. This increase is based on the boat's tier and quality.
  • Changed the naming of some armor pieces to be more accurate/varied.
  • Added new recipe difficulty, "Master" for the new tiers of blacksmithing items as well as some other items.
  • Melee is now the first/default action for spears instead of gathering.
  • Amount of items gathered at a time is no longer determined by the tool's attack and skill but rather done through new tool properties combined with skill.
  • Added ability to edit MOTD via multiplayer menu for dedicated servers.
  • Added a tooltip when hovering over a multiplayer game in the server browser as to the reason you are not able to join.
  • You can now gather with anything that you could harvest with previously.
  • Ice shards can no longer be used for carving, but can instead be equipped as a weapon.
  • Opened containers will now keep their sort and order after traveling.
  • Added social buttons to the main menu.
  • Clicking on the "notes" button now displays the first unread note. Displaying unread notes dismisses pinned note messages.
  • Mods that cannot be enabled due to errors no longer make their buttons (such as "uninstall" or "more information") partially transparent.
  • Some mod tooltip information has been moved to a "more information" mod menu, in order to keep the tooltip containing the most relevant info.
  • Mod tooltips now have more colors for usability.
  • The icon for a mod's "View Steam Workshop Page" button has been changed from an eye to a Steam logo.


[h2]Bug Fixes[/h2]


  • Fixed an issue where dropdown menus could become stuck on double clicking to open.
  • Fixed NPCs not creating particles when walking in shallow water.
  • Fixed not being able to pour water back into wells.
  • Fixed YouTube embeds in news articles being too small and causing errors.
  • Fixed the "void" counting as an obstacle for thrown/shot items.
  • Fixed message in a bottles never uncommonly returning mushy paper.
  • Fixed certain tiles being too hard to route water from.
  • Fixed creature pathfinding performance in some instances. (Thanks num ca nem vi!)
  • Fixed soundtracks not containing additional cover artwork. (Thanks Amax!)
  • Solar stills will no longer work in caves. Who did this and didn't tell me?
  • Fixed items in your inventory decaying by how much the island fast forwarded by when traveling. (Thanks Meron!)
  • Fixed snow particles showing as blue.
  • Fixed digging tiles back up from being placed not retaining their weight, quality or magical properties.
  • Fixed drop on gather option not applying when digging. (Thanks num ca nem vi!)
  • Fixed digging some tiles set down by the player not keeping their durability.
  • Fixed protected items being dropped into deep water when "Drop All" actions are used. (Thanks terribleperson!)
  • Fixed a terrain template issue where rocks could appear in glaciers.
  • Fixed solar stills replacing tiles underneath them incorrectly. (Thanks Al Huma!)
  • Fixed being able to use cooked fish kebabs for pemmican. (Thanks lilzoark!)
  • Fixed creature tooltips for non-aberrant creatures including the text that the creature is abnormally aggressive. Only affected old saves.
  • Fixed equipped items rendering beneath the player while standing over open doors or growing trees with a cloak equipped.
  • Fixed some items not burning properly.
  • Fixed paddling with a raft while in a backpack not always reducing your weight. (Thanks riftborn!)
  • Fixed beach sand not changing its quality as you gathered resources from it (it can now change to gravel rarely).
  • Fixed player hair rendering under open gates.
  • Name-based sorting will now sort by A-Z and reversed as Z-A instead of the opposite. (Thanks riftborn!)
  • Fixed sorting by worth not producing any message.
  • Fixed the container weight magical property not having any effect in some instances.
  • Fixed sorting by weight not calculating weight of items inside containers.
  • Burning items will no longer potentially create unlimited tiles of ash underneath them. (Thanks AI Player 2!)
  • Fixed igniting torches from fire devices (via item menu) requiring kindling (they should only require tinder). (Thanks riftborn!)
  • Fixed renamed doodads still showing magical property names.
  • Fixed creatures being able to become tamed while out of sight in singleplayer games. (Thanks Matthew Cline!)
  • Fixed inconsistencies when toggling fog of war on the host in a multiplayer game. (Thanks neurodaemon!)
  • Fixed instance of an incorrect flooring graphic showing on outside walls.
  • Fixed slimes merging not updating hitching post status. (Thanks num ca nem vi!)
  • Fixed attempting to equip an item into the wrong slot passing a turn. (Thanks riftborn!)
  • Fixed player not animating when paddling from land and other paddle related issues.
  • Fixed multiple hoe graphics to remove erroneous coloring.
  • Fixed not being able to ignite torches with a fire starting device directly in some instances.
  • Fixed failing to harvest anything granting full skill gains.
  • Fixed version and build mismatch multiplayer error messages having swapped arguments.
  • Fixed unlocking crafting recipes through developer mode not working while in-game.
  • Fixed offering not updating player weight. (Thanks DragonOvLeaves!)


[h2]Balance[/h2]


  • Buried treasure will now have more loot than found treasure chests.
  • Pouring seawater over small fresh water sources can now pollute them.
  • The success rate of starting and spreading fires is now also based on temperature slightly.
  • Increased impact of item tiers on consumed items when crafting quality or magical items.
  • Starting vegetables and fruits can now be harvestable/gatherable (can appear as flowering/ripening on occasion).
  • Increased amount of maximum talc gathered from rocks and sandstone with talc.
  • Improved game rendering performance.
  • Solar stills will no longer function in the ice cap or lower temperatures without an external heat source around it.
  • You can no longer start fires over snow/ice without fuel as well as tinder/kindling (in the case of starting fires with fire devices).
  • Taming creatures will now continuously add minimum/maximum health to the creature instead of subtracting it each time.
  • Reduced time required to produce wisp dust from wisps.
  • Enhance (previously transmogrify) will now only alter magical properties and not the quality of an item. Reduced difficulty of enhancing as a result.
  • The "Pulchritudinous" milestone modifier now provides specifically an equippable magical item.
  • Increased the bonus durability given by the "Crafter" milestone modifier.
  • Increased the chances of crafting or finding increased quality items slightly.
  • Copper tools (and weapons that can be used as tools) are now less efficient than their wrought iron counterpart when used for their "sharpness" qualities (like when carving, lumberjacking, etc.). Blunt-based activities (like mining) remain unchanged.
  • Limestone can now appear under rocks with snow.
  • Iron is slightly more common in coastal caves.
  • Decreased rarity of metals and sandstone resources in arid caves.
  • Copper can no longer randomly spawn in caves or under snowy rocks in the ice cap biome.
  • Tool/item quality and tier will now impact amount of reputation gained/lost on some actions.
  • "You see" messages will no longer appear if the event occurred while the player was resting.
  • Interacting with a hitch, door, chest (either through opening or lockpicking) that is on fire will now burn the player.
  • Removed limestone requirement for producing copper ingots.
  • Increased chance at damaging plants when harvesting/gathering slightly.
  • Reduced effectiveness of skill level for reducing stamina usage, success chance, and amount of items gained when gathering resources. The new tool properties and quality will now play a role as well.
  • The chance of gaining skills will now somewhat depend on the item used in actions that support it. The higher the tool's tier and quality, the higher chance of gaining skill points.
  • Cave entrances will now never spawn as a single tile; however, higher rarity cave chests will be a bit more rare to compensate ease of access to main cave areas.
  • Sandstone can now contain limestone and can be found in the arid biome.
  • Merchant NPCs now scale their overall strength with negative reputation.
  • Increased base amount of the worth property for magical items.
  • Removed blunt vulnerabilities from copper equipment.



[h2]Modding[/h2]


  • Language pluralization rules pluralRules and singularRules are now arrays, making it possible to change the precedence of rules.
  • The Wayward Schemas VSCode extension now adds syntax highlighting to interpolations in language files.
  • Tile events now have the ability to render under doodads through the renderBelowDoodads property.
  • Mods can now create registrations in bulk via @Register.bulk, which has support for all existing registration types.
  • Special language utilities (segments) now use capital letters to better differentiate them from translatable language for translators.
  • Languages can now provide contextRules for how title casing works.
  • Modding new walls, doors and fences is now possible (they are no longer hardcoded).
  • Item recipes can require multiple doodads now.
  • You can now link your mod's GitHub repository in your mod.json and it will be displayed in the mod's menu.
  • Simplified the "actions" system so that action instances now have an execute method rather than requiring a new ActionExecutor instance. This change also should improve typechecking performance for modders.


[h2]Mods[/h2]

TARS

  • No longer makes more food than required when idle.
  • Added a dialog that displays current goal and enabled/disabled status that can be opened with Shift + T (by default).
  • Updated README with more information about how it works.
  • Fixed issues with gathering water in some instances.
  • Fixed infinite loop when trying to dismantle an item if the required item is protected.
  • Now idles to recover from low stamina when sailing.
  • Fixed two TARS players getting stuck after running into each other.


Debug Tools

  • Fixed the layer dropdown not updating which layer you're on if you travel into a cave entrance with another panel visible.


[h2]Technical[/h2]


  • Improved translation performance.
  • Improved the performance of water contamination/conversion.
  • The "An error has occurred!" message now has a tooltip with more information, and you can right click to copy it and share it with us for debugging purposes.
  • Wayward has been updated to TypeScript 4.2.
  • Wayward has been update to Electron 11.2.3.
  • Added trace recording button to developer options section.
  • Improved performance on all scrollable dialogs in the game.
  • Improved performance of hovering over items/crafts.
  • Improved performance of item quality/highlight outlines (and they are no longer disabled in "Disable UI Effects" mode as a result).
  • Improved performance of dropping/moving many items at a time.
  • Crafts will no longer update when the crafting dialog is closed, an option for improving performance when needed.
  • Improved sprite loading speed.
  • All knives now have a higher "Sharpened" tier than axes of the same type.

Wayward Newsletter #9

Hey all,

While we are still working away on beta 2.10, "Seafarer+", our next major release, I thought I would share a bit of what we are working on while new players enjoy the deal going on right now of -25% off Wayward on Steam for the next few days. Enjoy!

[h2]Item Qualities, Magical Properties, and Mastercrafted items[/h2]

There is a new item quality system implemented which reduces some of the confusion in the previous system in terms of colors and naming, which have both been redone. This new system decouples the old legendary item system that only allowed for a single magical property to be included on legendary quality items. Now, any item can have magical properties, and sometimes even multiple properties. The amount is still tied to the item's quality, but no longer specifically tied to legendary items, which have now been renamed to "exceptional".



There is, however; a new maximum tier quality, called "Mastercrafted"; only possible to obtain through high efficacy crafting with decent skills. These items are super durable, have a huge impact on skills/actions used by them, and can feature up to four magical properties per item.





[h2]Treasure Hunting & Maps[/h2]

Treasure hunting and maps have had a complete overhaul. The mapping system now looks a lot more thematic and hand-drawn, improving the aesthetic substantially. The treasure maps can also be reversed and rotated, increasing their difficulty and improving the gameplay portion of finding the locations. We plan to improve this new gameplay feature by expanding the treasure hunting system to include riddles and hints as well. Oh ya, and there's even a chance a map can feature more than one treasure now! Preview this new system in the video below.

[previewyoutube][/previewyoutube]

Maps will now fade and deteriorate like before, but now look a whole lot spiffier when doing so.



[h2]Action Tiers & Item Inspection[/h2]

As hinted at above, items will now vary in effectiveness when used in certain actions or skills. For example, a fishing net will be better at catching fish than a fishing pole (among other benefits). This effect is furthered by the item quality as well. Here's a look at this system including a sneak peek at the new item inspection mode which will reveal even more information on each item.







[h2]Animations & Notifiers[/h2]

We have teased the new attack animations a bit, but there is also a bunch of new notifiers available; those icons that pop-up over your character, that now show over creatures in certain instances as well.

Every attack damage type has a unique animation, including traps that animate over the creature or player. Ranged items like throwing, slings, and bows will now animate the ammunition along its trajectory. There are new pop-up notifiers showing creatures becoming tame or untamed, status effects to your player (like getting poisoned or burned), items close to breaking or destroyed when crafting or on use, water ready to drink on water stills, and more!

The purpose of all this is to provide more visual feedback to the player without the need for reading through your messages with each action. This video showcases most of these new additions.

[previewyoutube][/previewyoutube]

[h2]Tin and Bronze[/h2]

What's the point of copper without bronze? Well, with the addition of tin, bronze is now obtainable! This new maximum tier metal is better than iron in most ways; however, has less durability and is a lower tier in some specific cases; so both materials still have their individual uses. Tin will now take all the hate from copper going forward!



[h2]Melting & Temperature[/h2]

We already talked a bit about the new temperature system in our last newsletter, but we are furthering this system by allowing things to melt or decay faster or slower depending on the temperature. For example, snow tiles too close to raging fires, or raw meat in a hot backpack.

This example video is a sped up a bit just so you can see tiles melting and turning into puddles. If there is enough water on a tile, it will convert itself to a pool of shallow water. We also see at the beginning that apples decay slower while in the colder climate of the ice cap, and even slower while in a chest.

[previewyoutube][/previewyoutube]

[h2]New Timeline[/h2]

We bite off a bit more than we could chew here with everything, and as a result, we will be delaying this release a bit until we get everything polished. It will be no doubt one of our biggest single releases to date. That being said, if you are interested in any of the above, all of  it is playable and more in the development branch and we are already gathering feedback from players as we make the changes.

Stay tuned for more!