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Wayward News

Beta 2.9.2 Released

Another weekend, another release! So, it turns out there was more issues to fix up. Quite a bit more in fact. Thanks for all the reports! Keep them coming if you find any new issues.

There's a few new feature and improvements thrown in for good measure too. Enjoy!

Bonus Tip

For an alternative water source, you can build wells. These wells produce water based on where they are built. The rate of water corresponds directly with where they are built in relation to the cave system below them. Build them over impassable terrain like rocks in the caves and they will slowly trickle in groundwater. Build them over underground lakes and water sources and you will get an unlimited source of water. Build them over dirt, gravel, or other passable terrain and they will not produce any water. If you have a cave entrance nearby, you can count the steps or tiles to judge where to build it above ground.

Bonus Promotion

Check out our Twitter for keeping up-to-date on everything Wayward. We tend to post smaller updates and news pieces there that are too small for a Steam news post.

[h2]New[/h2]

  • Added a new "Drop on Dismantle" option.
  • Added a new note for hunger/starvation.


[h2]Improvements[/h2]

  • Containers now re-open when reloading a game or traveling.
  • Items crafted now properly checks your inventory and containers within your inventory in order, instead of checking sub-containers last. (Thanks riftborn!)
  • Clicking the clear/exit button in filters now removes focus from the filter.


[h2]Bug Fixes[/h2]

  • Fixed a crash involving the skills dialog. (Thanks Levvy!)
  • Fixed cases where extinguished lit doodads (like furnaces, campfires, etc.) could decay and become destroyed. (Thanks Ursa!)
  • Fixed an issue where inputs could become "stuck" on after typing in the crafting/inventory filters. (Thanks Jiamil!)
  • Fixed creatures being able to walk over NPCs.
  • Fixed treasure being able to spawn in void in cave layers. (Thanks Vardis!)
  • Fixed macro bindings being lost on reload.
  • Fixed the wrong terrain type being set when placing down tiles in the "Ice Cap" region. (Thanks Vardis!)
  • Fixed world tooltips not working after dragging and dropping an item to the game screen. (Thanks Vardis!)
  • Fixed duplicate messages showing up when rejoining multiplayer games.
  • Fixed needing to use the "Show More Information" bind once after changing the "Always Show More Information" option. (Thanks Amax!)
  • Fixed render depth/order not working correctly at certain positions on the map. (Thanks Amax!)
  • Fixed macro input being doubled up and reset at the wrong times, causing double click to sometimes not work on items. (Thanks riftborn!)
  • Fixed join server retry button not always working correctly.
  • Fixed multiplayer clients sometimes displaying messages for other players.
  • Fixed save interrupts not always showing.
  • Fixed permanently burning not reducing player health in the challenge mode at certain health/strength values.
  • Fixed some status effects not properly affecting regeneration/reduction of stats.
  • Fixed "Worth" item value dropping unexpectedly due to reinforcement/durability calculations. (Thanks Vardis!)
  • Fixed damage notifiers moving sporadically after killing creatures while moving.
  • Fixed ash appearing over rock/impassible terrain. (Thanks riftborn!)
  • Fixed the permanently poisoned challenge modifier reducing player strength/health to very low values.
  • Fixed the "Operator" milestone not being obtainable. (Thanks Caerold!)
  • Display the correct message when gathering/harvesting if the "Drop on Gather/Harvest" option was enabled but the tile beneath you was full.
  • Fixed stats not showing properly after loading a save game that uses milestone modifiers until one turn has passed.
  • Fixed dedicated servers timing out (and not reconnecting to matchmaking server) after traveling on lower-end hardware.
  • Fixed milestone modifiers not applying after travel. (Thanks num ca nem vi!)
  • Fixed the "Explorer" milestone being unobtainable. (Thanks Oragepoilu!)
  • Fixed closing the action menu with a click off of the menu not showing tooltips afterward in certain instances. (Thanks AxelDominatoR!)
  • Fixed quickslots changing item types when using items that turned into others.
  • Fixed solar stills being referred to as water stills in some cases. (Thanks Vardis!)
  • Fixed several cases of capitalization issues in notes. (Thanks Ursa!)
  • Fixeded some typos. (Thanks riftborn!) (Thanks Vardis!)
  • Fixed incorrect upgrade check on saves, leading to very large saves after repeated loads. (Thanks Amax!) (Hotfixed)
  • Fixed multiple multiplayer desyncs related to merchants, wells, and creature movement/offering. (Hotfixed)
  • Fixed the backup command not backing up if backups weren't enabled. (Hotfixed)


[h2]Balance[/h2]

  • Permanent status effect challenges will no longer modify player strength/health or give additional healing items. They are balanced through their effect rates now.
  • Made stoke values for items consistent. (Thanks 𝕽𝖆𝖓𝖉!)


[h2]Modding[/h2]

  • Comments are now supported in mod JSON files (mod.json, language files, etc), using Microsoft's jsonc-parser module. (Thanks Amax!)
  • Fixed modded items with undefined weight causing your weight to show as NaN.
  • Fixed status effect icon paths not being relative to mod directory.


[h2]Technical[/h2]

  • In-game messages are now once again logged to the console & log files.
  • Fixed source map warnings showing in developer console.


[h2]Mods[/h2]
Reincarnate

  • Lava will no longer count as a valid tile to spawn on. (Thanks Amax!)
Troposphere

  • Added a new item group to all troposphere items and added additional groups to all items that matched ones from the base game.
  • Snowflakes can now be used as "liquid" items or used for drinking and can be found via storm stones or boulders rarely.
Debug Tools

  • Added /DebugToolsPermission chat command. This lets dedicated servers enable debug tools for players.
TARS

  • Will no longer kill itself while resting repeatedly in multiplayer or real-time games when hungry.
  • Will no longer eat grass seeds.
  • Fixed TARS not always functioning correctly after respawning if permadeath was disabled.
  • Fixed more water still issues.
  • Fixed issues with gathering water.
  • Fixed TARS sometimes getting stuck in infinite loops when trying to acquire items.
  • Will now attempt to only move items TARS needs into its inventory when gathering and dismantling items.
  • Fixed being unable to repair copper items.

Beta 2.9.1 Released

Hey all,

First off, I want to thank you all for the great turn-out for this major release so far. I've had tons of fun checking out all the new changes/content and traveling with everybody in multiplayer.

This patch will hopefully fix most lingering, serious issues to the game while we get started on the next major patch. As mentioned previously in the major update patch notes, we want to get started right away on a bigger update instead of supplying a bunch of smaller patches. In theory, this is the last smaller one, but we'll continue to fix any issues as they are encountered and reported. As always, you can stay up-to-date with our nightly changes on the development branch in the middle of bigger releases where we aren't patching as often.

If you were unfortunate enough to have the seed corruption issue, please send me your save along with the seed that you set an I can restore the issue for you. It looks like this issue was pretty rare, but we have fixed any future issues concerning it.

Bonus Tip

Did you know that planting seeds and growing plants in fertile soil will not only make them grow faster but also spread to adjacent tiles once they reach the "ripening" stage? Each plant has their own unique growth rate and spread amount.

Bonus Promotion

Check out our Subreddit that has recently just got a bunch of new activity: https://www.reddit.com/r/Wayward/

[h2]New[/h2]

  • Added a custom game options to disable traveling effects for all players or just offline players.

[h2]Improvements[/h2]

  • New islands are now deterministic and based on the original seed.
  • Turns now pass normally when players are ghosts.
  • Changed order of custom game options based on perceived frequent/important usage.
  • Removed the ability to trade with merchants after they had already moved away from your facing position (while in multiplayer).
  • Void tiles will now be placed on the edges of all cave layers for compatibility with old saves.
  • Links in the changelog menu now appear the same way as other links.

[h2]Bug Fixes[/h2]

  • Fixed seeds with large numbers not being saved properly. (Thanks ODevil!)
  • Seeds are now sanitized, preventing potential strange terrain generation with unorthodox values.
  • Fixed performing actions from item menus moving the menu position instead of closing it after performing an action that caused the player to update their direction. (Thanks riftborn!)
  • Fixed container dialogs changing their position/size when traveling. (Thanks num ca nem vi!)
  • Fixed other items being used swapped as your boat after traveling in rare instances. (Thanks Caerold!)
  • Fixed being able to move items into merchant's inventories (without trading). (Thanks Oragepoilu!)
  • Fixed fish (and some other items) returning bones both when being cooked and when eaten. (Thanks Abs!)
  • Fixed quickslotting containers not toggling open/close properly on hotkey press. (Thanks Caerold!)
  • Fixed torches spawned in caves not having proper decay values set.
  • Fixed game options not being correctly initialized for old save games. Fixes the new respawning system not being available in old save games that were set to "Casual". (Thanks AxelDominatoR!)
  • Fixed moving not causing item menus to close (like action menus do).
  • Fixed the export and counterclockwise buttons not working on the character selection screen at low resolutions. (Thanks Aurum!)
  • Fixed a problem that could cause the selected mod language to not be loaded on startup. (Thanks Lovefield!)
  • Improved reliability of traveling in multiplayer.
  • Fixed players that log in over water not swimming by default.
  • Fixed many multiplayer desyncs.
  • Fixed line of sight still being applied as a ghost in multiplayer.
  • Fixed being able to still be on your boat after traveling with PVP enabled and spawning on land.
  • Fixed paddling facing deep water tiles extinguishing held lit torches/candles.
  • Fixed excessive recent packet logging in multiplayer.
  • Fixed errors when mods try to get bindings for unregistered bindables.
  • Fixed the Helmsman milestone needing to travel to four islands instead of three. (Thanks Caerold!)
  • Fixed fog of war resetting when rejoining dedicated servers.
  • Fixed Steam and Discord Rich Presence showing the wrong player counts for multiplayer games.
  • Improved the grammar in the failed to cook message. (Thanks 𝕽𝖆𝖓𝖉!)
  • Fixed an oversight when players could attempt to travel in caves. (Thanks Arnkh!)
  • Fixed an error when exporting save games that have not yet been loaded/saved in the latest version. (Thanks Arnkh!)
  • Fixed joining games from Discord not initializing Steam integration correctly.
  • Fixed an issue where clients could not move on dedicated servers. (Hotfixed)

[h2]Balance[/h2]

  • Reduced the chances of traveled to islands being "Coastal" types.
  • Reduced obscuring effect on tattered maps slightly.
  • Slimes will no longer combine into Jelly Cubes at reputation levels where they couldn't spawn normally.
  • All mushrooms will no longer increase thirst/dehydration and will spawn more commonly frequently in the coastal island.
  • Added more difficult creature spawns to "Arid" caves.

[h2]Modding[/h2]

  • Fixed invalid argument segments disappearing from output strings.
  • Fixed the list segment not working correctly for some values.
  • The list segment now supports {...}, formatting a list of all arguments.
  • Fixed the escape segment not removing its own curly braces.
  • Fixed status effect registration. (Thanks Noita!)
  • Fixed modded status effect handlers not re-initializing on loading saved games. (Thanks Noita!)
  • Increased reliability of publishing/updating mods. (Hotfixed)
  • Publishing Workshop mods that contain symlinks will no longer throw errors. (Hotfixed)

[h2]Technical[/h2]

  • Various logging events will no longer be logged without "Developer Mode" enabled.
  • Added support for enabling/disabling sync checks from commands.
  • Reduced the amount of logging to log files.

[h2]Mods[/h2]
TARS

  • Improved logic when waiting for water from a water still in multiplayer.
  • Removed "leave desert" functionality that no longer applies for coastal islands.
  • Will now ensure the base is built near a suitable water source.
  • Fixed sometimes not being able to build an anvil.
  • Fixed being unable to repair items that require an anvil and fire.
  • Fixed rare infinite loop when trying to move items to chests.
  • Fixed TARS switching hands constantly after dying in some instances in casual mode.
  • Will now respawn when dying in casual games.
  • Fixed memory errors/issues after running for extended periods of time through multiple games.

Wilderness survival roguelike Wayward gets a big free expansion

Currently in Early Access, Wayward is a wilderness survival roguelike from developer Unlok and the 9th major update is out now with the Seafarer expansion.

Wayward Beta 2.9 "Seafarer" Released



Hey all!

Introducing, "Seafarer", the 9th major release of Wayward on Steam, and the end of limited exploration in the game. You can now sail the seas and explore new worlds and sets of islands. A few stand-out features in this release also include:

  • Added infinite persistent travel to up to three different types of islands, "Coastal", "Arid" and "Ice Cap".
  • Players in multiplayer can now travel together to new islands using a new voting system.
  • Encumbrance, dehydration, starvation, and exhaustion are all now status effects that appear in the UI. Their tooltips provide additional information and are more accurate with increased anatomy skill.
  • Added new locked forms of all chests with varied/tiered loot and quality for both generated chests and unearthed treasure chests.
  • The "Traverse the Seas" action and functionality have been removed in exchange for the new traveling system. The bull boat/sail boat can now be used to "paddle" like the raft.
  • Water now has a depletable but slowly regenerative amount of fish and items. You will need to move to other areas to successfully fish when depleted.
  • Dying in casual mode or with the "respawn" option enabled now causes players to become a ghost with a "respawn" button available. The ghost can travel around to any revealed location in the world.

https://www.youtube.com/watch?v=dwIAok4T9yE

This release was one of those big ones. Adding infinite procedural generation while keeping the world feel smaller and meaningful was no easy task. But it's also one of those things that tons of players were clamoring for. Like some of the other big releases under our belt like beta 2.5 which added multiplayer; a feature I previously said would probably never happen. This was also one of those things design wise I was pretty strongly against initially and thought tech-wise, we would probably never manage to do. Well, I am constantly proven wrong by both what I think players would want most, and what my co-developers are able to pull off. Shout-out to:

  • Gary 'Spacetech' Wilber (Programming)
  • Dusty 'Goaticide' Melling (Art/Design)
  • Mackenzie 'Chiri' McClane (Programming/UX)

We still have lots of iterate on with the concept of island types and seafaring in general. Our plan with this cycle is to focus on a pretty large content patch somewhere in the set of 2.9.x releases, so the releases might be a bit more sparse than normal after a major release. This is because we want to focus on some bigger additional content for Seafarer. Things like temperature, more biome content and other unique island-based features like charting/mapping features. We'll still be providing bug fixes of course.

As with all major releases so far, I'll be doing some streaming tonight as well as over this week at random points. This time I'll be doing it live on the Wayward Steam store page. You can tune in from there, or from the Broadcasts page: https://steamcommunity.com/app/379210/broadcasts/

Check out our Discord for more information and future community news: https://discord.gg/wayward or just add me as a friend on Steam to chat.

Also, like other major releases, Wayward is currently on sale for -20% off for a full week.

Speaking of Steam, as most of you might know, that in the ashes of the recent Steam Summer sale, you might have some extra Steam "points" laying around. I would encourage everybody to give out some rewards to all the community contributors out there for Wayward. Reviews, guides, Workshop mods, screenshots, and more! Show them some love!

Have fun! Vaughn 'Drathy' Royko

[h3]Wall of text changelog below:[/h3]

[h2]New[/h2]

  • Added infinite persistent travel to up to three different types of islands, "Coastal", "Arid" and "Ice Cap".
  • Added 6 new creatures, 3 new plants, 6 new terrain types and 12 new items, all to exist exclusively in the new "Ice Cap" island type.
  • There is a new "void" tile in the cave layer that acts as an impassable terrain type that can be used to remove items.
  • Players in multiplayer can now travel together to new islands using a new voting system.
  • At high cartography skill levels, you will now begin to reveal fog/unexplored tiles when decoding maps. Drawing maps will reveal all fog/unexplored tiles in the area at medium skill levels.
  • Inspecting a tile now opens a dialog containing all the information, rather than putting it into messages. The dialog automatically updates as the tile contents change.
  • Encumbrance, dehydration, starvation, and exhaustion are all now status effects that appear in the UI. Their tooltips provide additional information and are more accurate with increased anatomy skill.
  • You can now import and export your list of milestone modifiers.
  • You can now add "macro" bindings, a sequence of inputs such as double/triple click. Double click has been added as a default bind for showing context menus, to improve touch support.
  • Added new locked forms of all chests with varied/tiered loot and quality for both generated chests and unearthed treasure chests.
  • Dying in casual mode or with the "respawn" option enabled now causes players to become a ghost with a "respawn" button available. The ghost can travel around to any revealed location in the world.
  • Added a "shark tooth" item, a new brittle, but higher tiered sharpened item.
  • Added a saveDirectory launch option that will allow you to modify the save directory for the game.
  • Added the "Helmsman" milestone, for traveling to all the different island types.
  • Added a "aloe vera bandage" item, a new type of bandage that can heal health as well as cure both bleeding and burned status effects.
  • Added the milestone, "Multitasker", for using each skill at least once.
  • Added a note for sailing to civilization.
  • Added a borderless launch option that will open the game without a frame (when not running in fullscreen).
  • Added two new books.

[h2]Improvements[/h2]

  • The "Traverse the Seas" action and functionality have been removed in exchange for the new traveling system. The bull boat/sail boat can now be used to "paddle" like the raft.
  • You will now see a secondary preview of your path when holding down control (by default) when already moving along the path.
  • The "bleeding", "poisoned", and "burned" status effects now show additional information based on your anatomy skill.
  • Improved player path-finding when traversing over water.
  • You can now select multiple saves at once in the load game menu with right click or S for deletion.
  • You can now see the game's averaged reputation between all players in the reputation tooltip.
  • You can now use ctrl+drag (by default) to move all of an item type.
  • The sextant will now show which island/area coordinates you are in as well as the normal x/y.
  • Crafts will only be updated after movement has stopped to avoid lag caused from adjacent containers/items.
  • Using drop, move or grab all actions while filtering items will now only apply those actions to the matching filtered items.
  • The game's displayed difficulty now takes into account all players reputations.
  • The "skip splash screen" option now completely skips the splash screen.
  • Merchants will now wear and gather stock/inventory suitable to the island type they are in.
  • Dialogs no longer change their min/max sizes as the UI scale is changed.
  • Newly imported slots in the load game menu now appear with a yellow border.
  • When moving the mouse from a mini-button to the button it's on, that button's tooltip will now be shown.
  • Worlds no longer wrap in on themselves from the edges.
  • The new dialogs can now be moved and resized with touch.
  • Added "input", "enable", and "disable" sound effects, to improve audio cues on UI interactions.
  • Navigating between UI components with the keyboard now shows any tooltips for the focused component.
  • The skills dialog's skill tooltips no longer show legendary items that are not equipped.
  • Tooltips now have slightly lighter backgrounds and a subtle border to more clearly separate them from other UI components.
  • You can now pet creatures that are tamed by other players.
  • Improved the order of rendering items and tile events over/above creatures and players.
  • Increased the maximum size of the player stats when viewed in a tooltip to allow space for larger values.
  • Redesigned context menus, as seen on newer UI components, to improve usability and increase consistency.
  • The "food" group has been removed/replaced by other groupings.
  • Certain terrain templates (houses, oases, etc.) will have individually set chances for items/doodads/skeletons to appear.
  • World tooltips are now event-based — changes will be reflected in the tooltip without it having to disappear and regenerate.
  • There are now two levels of height when creatures (or players) are flying over either short or tall objects/terrain.
  • Improved accuracy of sorting by craft requirements/consumables.
  • You can now reset the position of a dialog by right clicking on the dialog's name.
  • Improved death animation so fog of war is not revealed first before fade-in.
  • Legendary featherweight items now also show their total weight instead of just their reduced weight.
  • The search bar in the help menu now sticks to the top of the menu rather than scrolling away. Filtered-out help articles that share rows with filtered-in help articles are now shown as transparent.
  • Switched the default positions of the "notes" and "quests" dialog in order to improve usability for new players.
  • Redesigned menu tabs. The active menu tabs are now highlighted as you scroll and navigate.
  • The default "drop all" bind has been changed to Ctrl+Q to match other "all item" binds.
  • Introduced many items that will now spawn on certain terrain types on world generation.
  • You now have to be in a sailboat to sail to civilization.
  • Certain terrain types will now reduce in durability and eventually be burned when there is an uncontained fire on them.
  • Items and item groups that are used in recipes are now searchable in the crafting dialog when filtering.
  • Improved the readability of disabled mods in save tooltips.
  • Tattered maps will no longer reset when traveling (and store which set of island(s) they belong to).
  • Sorting by name now takes legendary types into account.
  • Tweaked the background color of non-interactable UI elements in menus in order to make it more obvious that they're non-interactable.
  • Slider inputs in menus can now be adjusted with the left and right arrow keys.
  • The skills dialog now shows more clearly when & which legendary items are applying bonuses to a skill.
  • Closing containers will now close any sub containers.
  • You can now cancel move-to-tile pathing with right click, by default.
  • The milestones dialog now updates after resetting milestone progress.

[h2]Bug Fixes[/h2]

  • Fixed winning screen not showing to host in challenge mode.
  • Fixed water contamination spread not working or saving properly.
  • Fixed tilling removing tile qualities.
  • Fixed instances of burn damage occurring twice or protection not being used properly.
  • Fixed an oversight that resulted in items having higher decay values than intended.
  • Fixed an issue where hoarding legendary bonuses were not applied when crafting them.
  • Fixed fire being able to propagate over and be fueled from germinating plants.
  • Fixed being able to start fires in the caves with a lens. (Thanks fils.delaroche!)
  • Corrected an oversight so that auto save can now occur (depending on settings) in games with respawning, while host player is a ghost, and in dedicated servers.
  • Fixed creatures clipping into the top of tall doodads like trees.
  • Fixed gaining reputation when attempting to fish in areas with no fish (like, for example: LAND).
  • Fixed a bug where salvaging no items from disassembling an item could still lead to a salvaged message. (Thanks zuoanqh!)
  • Fixed the tooltips of multiple challenge modifiers not being accurate when playing multiple challenge games.
  • Fixed decay level not transferring to dismantled items. (Thanks riftborn!)
  • Fixed the dismantle warning not providing the item name that may break on use. (Thanks Matthew Cline!)
  • Fixed tall doodads clipping into player graphics while wearing a helmet.
  • Fixed differences between moveComplete and noInput events in multiplayer versus singleplayer. (Thanks DJAntonBruckner!)
  • Fixed inaccuracies in describing fire source bonuses in relation to sleeping/resting in the help menu. (Thanks zuoanqh!)
  • Fixed items clipping into trees and other tall doodads and obscuring players too much.
  • Square dialogs (IE, the map dialog) now can only be resized by the corners, they snap to other dialogs, and no matter how you resize them, will always remain square.
  • Fixed some sprite batches being out of sync on movement. (Thanks num ca nem vi!)
  • Fixed pathing through hitched and tamed creatures causing infinite movement. (Thanks num ca nem vi!)
  • Fixed players always spawning randomly on PVP-enabled multiplayer games when rejoining.
  • Fixed several server arguments not applying when loading an existing dedicated server game. (Thanks aikainnet!)
  • Fixed resting or sleeping on placed doodad bedding items being offset incorrectly.
  • Fixed an error when exporting the message history.
  • Fixed needing treasure in your main inventory to sail. (Thanks Azated!)
  • Fixed dropdowns not playing "select" and "activate" sounds when using keyboard support.
  • Fixed some actions from spamming messages when used in certain ways from quickslot hotkeys.
  • Fixed attributes cutting off when using alternate font style and interface scaling.
  • Fixed a bug where unlit torches/candles would automatically be destroyed when being lit from torches or have really low starting values when being lit through fire-making devices.
  • Fixed a rare bug in multiplayer games connected using the Steam Relay Network which could cause an "Unable to join game" dialog to appear while playing
  • Fixed instances where flying creatures did not "float" over certain tall/blocked objects.
  • Fixed carpet not being flammable.
  • Fixed an instance where the water still graphic could become corrupted or inaccurate to the amount of fuel it had.
  • Fixed a tattered map exploit where you could gather treasure in a guaranteed location in the world on maps that spawned on world generation.
  • Fixed the scrollbar being hidden in the message dialog when many messages were shown and scrolled to the bottom.
  • Possibly fixed some uncommon client-side mod loading issues in multiplayer games. (Thanks Amax!)
  • Fixed legendary featherweight containers not showing the weight of items contained inside within the item's tooltip.
  • Fixed up/down arrows to re-send previous chat messages not working anymore.
  • Fixed the tile inspection tooltip not always showing when you first loaded a world or when you closed an interrupt in specific cases.
  • Fixed multiplayer settings being reset when loading a multiplayer save without hosting. (Thanks Amax!)
  • Fixed mods showing in red when viewing which mods are enabled while hosting a server. (Thanks Amax!)
  • Fixed choosing a new game from the multiplayer menu not appending "Untitled Save" with a number. (Thanks Amax!)
  • Fixed items that are renamed not being filtered properly.
  • Fixed no issues being reported when trying to join a multiplayer game with mods that could not be loaded.
  • Fixed container errors on older save games.
  • Fixed "killed by" messages appearing for save slots that were in casual mode/had re-spawning enabled.
  • Fixed crafting and consuming fish kebab not damaging the wooden pole. (Thanks riftborn!)
  • Fixed keyboard support for dropdowns.
  • Fixed multiple multiplayer desyncs.
  • Fixed some errors grammatical.
  • Fixed some fires going out instantly when being started from a lit torch.
  • Fixed performing actions on the tile you are facing counting as "under" you in some cases. (Thanks DJAntonBruckner!)
  • Fixed some graphical issues with clay water stills.
  • Fixed an exploit regarding moving a raft to a chest or selling it to a merchant while paddling. (Thanks AI Player 2!)
  • Fixed being able to "rest on ground" inside boats while on shallow water or while facing a placed bedding item.
  • Fixed wooden shields not burning properly. (Thanks Caerold!)
  • Fixed being able to use the keyboard to select and edit the seed input when "Daily Challenge" mode is enabled.
  • Fixed a rare instance where creatures could not be tamed from offerings on ground if two or more players were around and the closest player was not in line of sight to the creature.
  • Fixed static in-game UI elements overlapping status effects.

[h2]Balance[/h2]

  • Water now has a depletable but slowly regenerative amount of fish and items. You will need to move to other areas to successfully fish when depleted.
  • Reduced slime splitting and combining chances heavily.
  • The Starter Quest has been reduced in complexity due to the removal of sandstone/desert accessibility features.
  • Attaching a container to stills is now only blocked by items if they fill the tile completely.
  • Desalinating water from water/solar stills now takes 250 turns instead of 300.
  • Tattered maps can now point to treasure in the cave layer uncommonly with negative reputation.
  • Decreased the chance of burning pain passing on its own.
  • Logs will now dismantle into 4 wooden poles (down from 5). Logs (and all crafts that use them) have been reduced in weight slightly.
  • Iron deposits have been reduced within the starting "Coastal" island type, but increased heavily in the other island types.
  • Quality will now have a much stronger impact on an item's decay value.
  • Clay is now very rare within the "Coastal" island type (appearing in caves/swamps), but appears much more commonly in "Arid" island types.
  • Traveling and sailing to civilization will now no longer damage you based on food/water during the traveling sequence.
  • You can no longer use sundials to gain skills (or stats) after 40% camping skill.
  • You will now be able to tell the exact hour when using a sundial (instead of an estimate) when over 40% camping skill now instead of 50%.
  • You will now receive malignancy when overflowing fire by stoking the fire too much.
  • You will now receive malignancy when witnessing fire spreading uncontrollably.
  • Deeper water will now spawn more commonly in the caves.
  • Snow and lava is now rare on the starting "Coastal" island type.
  • You are now required to decode maps before they can be gathered or dug/fished up.
  • Item decay is now partially transferred to cooked/crafted results.
  • The "Navigator" milestone is no longer "hidden", and the modifier now reduces your hunger/thirst less.
  • Increased drop rate of grass seeds when tilling/digging grass tiles, but increased gathering difficulty slightly and increased growth time of grass slightly.
  • Aberrant slimes/jelly cubes now have a chance to split into non-aberrant forms.
  • Unlocking locked chests will now have a chance to summon guardians. The "Locksmith" milestone modifier will now just increase this chance instead of adding that feature.

[h2]Modding[/h2]

  • The Wayward Documentation and Modding Guide has been separated.
  • Added canMoveItem & canMoveItem events.
  • All UI colors are now set as variables, allowing for easier customization/modding and better consistency.
  • Improved translation support for item menu actions.
  • Items and doodads now have a spawnOnWorldGen property which allows you to control which biome, depth, and terrain they can spawn on world generation.
  • Doodad descriptions can now have custom variation calculations to choose which sprites to use based on the current doodad state.
  • You can now register new world layers, allowing multiple mods to add new world layers and coexist.
  • The "target" property in a mod's tsconfig.json is now updated automatically with the +mod update command.
  • You can now use the arguments after +language and +stylesheet in the +mod create command in order to specify the paths to the language JSON and CSS files.
  • Added a +mod help command.
  • Fixed mod event handlers and injections being registered on init instead of load, causing mods that were not loaded in multiplayer games to still receive events.

[h2]Technical[/h2]

  • Updated Wayward to Electron 8.3.1.
  • Input/simulation has been separated from the rendering loop, leading to more responsive/accurate inputs.
  • Game rendering no longer happens while no changes are taking place, reducing CPU and GPU usage.
  • You can now reload all stylesheets with F6.
  • The game's input system was rewritten to be more performant and easier to work with.
  • Wayward has been upgraded to TypeScript 3.9.
  • Improved performance of pinned messages.
  • Added a new UI experiment "HQ font rendering" accessible in the developer options which uses workarounds to sharpen up the text in the pixel font (may cause performance issues).
  • Added more logging for rare save corruption instances to narrow down the issue.

[h2]Mods[/h2]
Debug Tools

  • Fixed "add item to inventory" adding more items based on how many times the dialog was closed and opened again.
  • Fixed teleporting an entity between world layers not working.
  • Added an option to teleport between world layers.
  • Fixed plants not showing the proper growth cycle when generated with spawned templates.
  • Added a "refresh tile" button to the terrain inspection dialog.
  • Added the ability to disable individual layers from rendering.
  • Fixed fog not being updated properly as a ghost when reloading the game.
  • Improved the usability of the selection panel, adding an effectless "select" action and a label counting how many targets there are. The list is now logged to the console.
  • Fixed noclip speed and animations while over water.
  • Players can now be set with invulnerable and noclip statuses at the same time.

Wayward Newsletter #7

Hey all,

Thanks for taking a look at our 7th newsletter. Oh ya, and also happy Wayward anniversary! We have some news to share on beta 2.9 as well as information on how you can help support the project going forward as we approach some really big game-changing milestones for Wayward development.

Steam Broadcast & Live Q&A

As this post goes live, I'll be testing the Steam broadcasting waters so to speak with a live Q&A while playing some Wayward instead of the normal Twitch streaming I do. Tune in now (for the next couple of hours)!

[h2]Beta 2.9 Teasers & Information[/h2]
Traveling

Coming up in beta 2.9, we will see the ability to travel to new sets of islands without losing your current save and world, essentially, leading to infinite world generation and exploration.

https://www.youtube.com/watch?v=Z13Ep4hKJPo

Ice Cap

Here's a sneak-peek at the new snowy biome. It's one of three themes for new island types. Each island type will feature new content, resources, and many things unique only to that island type. Beta 2.9 will feature arid, ice cap, and coastal island types for starters. We'll be working on more as we go as well.



Arid

Although the desert biome has always been present in every set of islands, it will now be much more fully featured with its own unique resources and cave system. Something worth traveling for!



Usually we have everything we are working on available on our development branch. With this one, we are going to wait a bit before pushing it out for everybody to test and play with as there will likely be some game breaking bugs that we want to iron out first. Stay tuned for that!

[h2]Supporting Wayward[/h2]

Wishlist & Follow

First of all, if you haven't already purchased Wayward, make sure to wishlist it for the future, especially if you are one of those waiting for a non-early access release (or just waiting for a big discount) before taking the plunge. If you already have bought it, make sure to give us a follow so you can keep up with all the news and releases we announce on Steam (like this newsletter).



Tagging

Steam recently added a bunch of new tags in order to label games more accurately. Due to the tumultuous history of the "roguelike" genre, we now have a "traditional roguelike" tag that properly describes games like Wayward. You can help us categorize Wayward (and any other game) with the proper tags by editing them on the store page here:



Here's all the tags that I found (arguably) fit Wayward when looking through them all:



Reviews

If you haven't had a chance to leave us feedback, make sure you write a review on the game. We use review feedback as one of the ways to improve the game and add more to our ever-growing to-do list.

If you’ve already reviewed the game, make sure to upvote any reviews you find helpful as this helps show more useful reviews to those deciding on purchasing the game or not.

[h2]Community Features[/h2]

Save Games

Ever since beta 2.0 when we first released on Steam, we have had support for Steam Workshop-based saves. You can see everybody's uploads here.

Explore somebody else's world, or upload your own via the in-game export featured in the load game menu:



And choose the "Steam Workshop" option to share your creation or world. It's always fun snooping through other player's giant walls of wooden chests.

Screenshots

Taking a screenshot of your in-game creations is probably the easiest way to create community content for Wayward, not including all the time you spent building those floors and walls…

Here’s a few of my recent favorites from the community.

AI Player 2 finishes their base:



eXp術 reaches the iron age:



Mr. Rogers cries in slime tears:



GhettoVan shows off their island moat:



Discord

The largest gathering place for our small community. If you haven’t joined already, make sure to do so here.

Steam Chat

If you are looking to chat with the Wayward community on a much smaller scale and without a separate application, then your best bet is the Wayward Steam chat. Join the chat here.

Feature Voting

If you haven't already checked it out, make sure to visit the feature voting page on our website to vote on upcoming features.

It's looking like the next, next release is going to be dungeons, but it's a bit too early to say for sure. Dungeons are one of those “really big game-changing milestones” I was talking about.

I hope everybody is doing good, well, as good as they can be at the moment. Stay safe!

Stay tuned and thanks for the support over the years!