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Wayward News

March Multiplayer Meetup

Join us for our third "Multiplayer Meetup" taking place on Saturday, March 26th, 7:30 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on.

We have a gimmick this week. We are going with a custom game type with respawning allowed. That's because it's probably going to be a bit difficult to survive in a world without trees. There will be a few added challenges and secrets thrown in for good measure of course.

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

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


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

What about latency/ping?


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

How does multiplayer work in Wayward?


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

Beta 2.11.5 Released

While we are already working away on the next major release, please enjoy this smaller update to improve the game and fix up some of the remaining bugs on our radar. Stay tuned for more minor/major updates!

Bonus Tip: For merchants to travel to your island, you need to increase your "civilization" score, which can be found while hovering over the reputation icon. Civilization score can be increased by building walls, flooring, and other interactions. They will appear on player-made flooring; so the more you pave over nature (which can have its own drawbacks), the better chance they will travel and trade with you.

[h2]New[/h2]

  • Added an option to set the maximum number of advancing turns in world options.

[h2]Improvements[/h2]

  • Added initial support for Steam Deck.
  • Protected items can now be used for disassembling as long as their durability is over 0.
  • The fire/lava dangerous warning prompt will now only show if it will actually hurt/damage the player.
  • Adjusted the camera position to improve centering on the player's sprite.
  • Attempting to pick up items/excrement, lockpicking, opening containers, using hitches, opening doors, or digging on tiles that are on fire or in lava will now produce a warning if enabled.
  • "Allow Hardcore Respawn" is no longer toggleable when not running a hardcore game.
  • Merchants will no longer stay in place (while a trading dialog is open) while they are taking fire damage.
  • Cooked fish kebabs can now be disassembled.
  • Scrollbars will now appear wider for accessibility/touch interfaces.
  • Improved readability of magical "Endurance" and "Regeneration" properties tooltip text. (Thanks Nobody Important!)
  • Increased the maximum zoom level.
  • Removed a scrollbar that could appear on stats in certain resolutions/scales.

[h2]Bug Fixes[/h2]

  • Fixed character/creature/item graphics not using the correct scale on certain operating systems and hardware. (Thanks ldellapiana!)
  • Fixed issues when quickslotting multiple of the same item. (Thanks SMMFO!)
  • Fixed "Remove from Quickslot" removing all instances of that item in quickslots.
  • Fixed desyncs related to background option updates.
  • Fixed a duping and disassembly issues with fish kebabs. (Thanks DerSimon!)
  • Fixed switching slots not working properly.
  • Fixed several burning events not specifying the proper location of the burn on the player.
  • Fixed a duplication issue with slither suckers. (Thanks num ca nem vi!)
  • Fixed a freeze/crash related to fires when advancing island time.
  • Fixed an instance where the game is shown in color after the player is a ghost after reloading a previous game.
  • Fixed "phantom" doodads displayed in the fog until revealed not to be there. (Thanks Anketam!)
  • Fixed some items that produced heavier items when burned. (Thanks DerSimon!)
  • Fixed efficacy not allowing a rating of 0%. (Thanks DerSimon!)
  • Fixed creatures being able to follow ghosts still.
  • Fixed desyncs related to clients joining the server while they were on other islands.
  • Fixed respawning as a new character not resetting skills or reputation.
  • Fixed issues where the inventory would appear greyed out after crafting (again!). (Thanks animexamera!)
  • Fixed the quality of tiles dug up not matching their original quality after stacking more than a single tile. (Thanks Destro!)
  • Fixed the inventory being able to produce a horizontal scrollbar in some instances. (Thanks DerSimon!)
  • Fixed multiple visual glitches when doing certain actions over top of any doodad while wearing certain equipment. (Thanks Wuffy!) (Thanks Rayb!)
  • Fixed the pacifier and friendly milestones spawning more than one creature. (Thanks Benzi!)
  • Fixed a rare issue that would prevent multiplayer clients from executing actions.
  • Fixed targetting actions (like repairing) allowing the action on itself when placed in the first spot in your inventory. (Thanks Ursa!)
  • Fixed weight calculating incorrectly when placing containers in other containers. (Thanks Raxy9975!)
  • Fixed civilization score discrepancies when tiles melted.
  • Fixed item actions not working for items outside of main inventory. (Hotfixed) (Thanks Thadon!)
  • Fixed the bronze shovel having incorrect values for its digging and mining properties. (Thanks Ursa!)
  • Fixed underline/linked text formatting issues.
  • Fixed using hitching posts that were on fire not burning the player properly.
  • Fixed up some incorrect word usage. (Thanks Setimu).
  • Fixed auto item actions not producing warnings when applicable.

[h2]Balance[/h2]

  • The tile or doodad quality now affects civilization score.
  • Fertile soil now provides a civilization score.
  • Bronze items (and a few other select items) are now tradable but are not sold on merchants.
  • The dangerous action warning option is now disabled by default.

[h2]Technical[/h2]

  • Improved "Default" power mode to automatically run in "low power" mode when the device is on battery power.
  • Improved performance of various UI animations.
  • Running the game in "low power" mode will disable all continuous animations which will stop all rendering when idle.

[h2]Mods[/h2]
TARS

  • Fixed various warnings/errors while executing stat recovery plans.
  • Fixed issues when crafting a water container while encumbered.
  • Now detects when corpses/items decay while moving to them.
  • Will no longer move to a corpse or item if it will be decayed by the time it gets there.
  • Added additional options for survival mode.
  • Fixed TARS acting weird when dropping items while encumbered.
  • Split up options section into multiple panels to reduce clutter.
  • Added options to control how TARS will use protected items.
  • Added "Treasure Hunter" mode, which will solve maps & find treasure.
  • Improved logic for starting water stills.
  • Speed up base organization.
  • Fixed issues recovering stamina while moving when overburdened
  • Fixed TARS sometimes trying to use the same item for multiple purposes and not being able to craft because of that.
  • Fixed TARS trying to dig while things were blocking the tile.
  • Fixed TARS accidentally wandering into caves and getting stuck.
  • Added option that can instruct TARS to only harvest using hands.
  • Fixed TARS continuously creating anvils until the whole world was covered in them.
  • Fixed bugs in objective planning calculations related to chests.
  • Fixed erratic movement when trying to till tiles.
  • Fixed new games not loading when quitting a game that was not at the starting island.
  • Fixed getting stuck harvesting in harvest mode.
  • Included distance in "moving to" status message.
  • Improved creature hunting logic.
  • Learned that caves exist.
Debug Tools

  • Fixed WebGL context leaks when using the selection panel.

February Multiplayer Meetup

Join us for our second "Multiplayer Meetup" taking place on Friday, February 18th, 1:00 PM PST. Convert to your local time here. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on.

This month we will be using the same map/save as the last meetup post-slime/zombie apocalypse, but with some added secrets and modifications. There are about a dozen of these unique points of interest. Can you find them all?

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

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


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

What about latency/ping?


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

How does multiplayer work in Wayward?


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

Beta 2.11.4 Released

In this week's release, we fixed another big chunk of issues and improved various parts of the game. We are planning for at least one more release in the 2.11.x series, so stay tuned for more!

Bonus Tip: I recently put out a new video showcasing some new tips and tricks as kind of an addendum to my beginner's guide video here:

https://www.youtube.com/watch?v=OgPQXlF75w0

If you haven't watched the first video, check it out here:

https://www.youtube.com/watch?v=1G2_PGmSxU0

Bonus Promo: If you haven't checked out TARS yet, give it a whirl! It has improved by leaps and bounds over the last little while. TARS will even help with repetitive tasks like harvesting now! Check it out here:

https://steamcommunity.com/sharedfiles/filedetails/?id=1218286592

[h2]Improvements[/h2]

  • Protected items can now be used for dismantling as long as their durability is over 0.
  • Updated the accepted item list for item quests in challenge mode to include new items and items that exist in other island types.
  • The crafting and skill tooltips for reputation now take milestone modifiers/custom game options into account. (Thanks Kalako!)

[h2]Bug Fixes[/h2]

  • Fixed picking up items via idling/moving not updating player weight sometimes. (Thanks WinterBearPark!)
  • Fixed magical malevolence properties not allowing gaining malignity when at maxed benignity among other issues. (Thanks Anketam!)
  • Fixed the magical "Aptitude" property not working for normal quality items. (Thanks DerSimon!)
  • Fixed gathered tiles not producing the correct resources when digging. (Thanks TheLukeyBoi!)
  • Fixed performance issues with fire and temperature. (Thanks Ursa!)
  • Fixed occasional tooltip errors in the mod manager menu when closing the steam overlay after uninstalling a mod.
  • Fixed certain items not always being removed when sailing to civilization if they were in a sub-container.
  • Fixed NPC inspections not working.
  • Fixed being able to occupy the same tile as creatures other than fish. (Thanks DerSimon!)
  • Fixed various tooltip errors.
  • Fixed an error when hovering over the merchant name in the "Mercantile" note. (Thanks Lardi!)
  • Fixed auto action hover item highlights not always matching the item that will be used.
  • Fixed island event messages being able to appear for players on other islands.
  • Fixed a possible error when using the upgrading action and other issues when attempting to use the action on a facing tile.
  • Fixed interrupt screens not allowing quickslots to be used afterward if using a hotkey for selecting a menu item. (Thanks NightsFire!)
  • Fixed an infinite loop when opening containers with no screen space left. (Thanks Shirow!)
  • Fixed the stepping into fire warning triggering even if the tile was blocked in some cases.

[h2]Balance[/h2]

  • Increased the chances of gathering earthworms and added them to more tile types.
  • Increased the effectiveness of seed tiers for reputation gain bonuses. (Thanks DerSimon!)
  • Increased the maximum value for magical "Lightening" properties.
  • The added score reduction when playing challenge mode in real-time or simulated turns is now based on tick speed.
  • The score in challenge mode now decreases slower.

[h2]Modding[/h2]

  • Speed up mod publishing by excluding the node_modules/@wayward folder.
  • Fixed issues creating new NPC types from mods.
  • Updated tsconfig.mod.base.json compile target to ES2021.

[h2]Technical[/h2]

  • Improved performance of flow field in multiplayer games.

[h2]Mods[/h2]
TARS

  • Fixed TARS trying to gather water while a solar still is blocking the tile.
  • Fixed TARS getting confused when trying to offer items to tame creatures.
  • Added a "Tame Creature" task.
  • Sped up planner calculations.
  • Learned how solar stills work.
  • Added a "Move to Creature" task.
  • Added "Harvester" mode.
Debug Tools

  • The selection viewport will now rerender when turns pass.

Beta 2.11.3 Released

Thanks to all those that participated in the multiplayer meetup last week! It was a smashing success; if success means being overrun by slimes and zombies for two hours. Some of the below changes should help smooth out some of the stuff we all discovered when that many players all join together. Thanks for the stress test!

Bonus promo: Join us on Discord and gain some insight from the resident experts on Wayward who have all clocked in thousands of hours in the game.

Bonus tip: To unlock recipes, you only need to be adjacent to or holding one of each item in a craft to unlock it. One strategy to unlock as many recipes as possible is to have three chests adjacent to you, all with many different items. Fill them up with things you haven't crafted before or rare things you found. Walking in between them could unlock a few interesting things for you.

[h2]New[/h2]

  • Added a new screen vignette effect (that can be disabled in options) when your health is low.

[h2]Improvements[/h2]

  • Replaced "Clear Ghost Data" multiplayer option with "Allow Hardcore Respawns" option which allows hosts to respawn as well and is also exposed via dedicated server arguments.
  • Planting seeds or spores will now increase gardening as well as the skill associated with the item (botany or mycology).
  • Improved reliability of Steam network connections.
  • Reduced multiplayer bandwidth usage by around 400%.
  • Screen DPI (and the "zoomFactor" option) will no longer change the amount you can zoom in or out.
  • Updated the description of magical aspect to be more in line with its use. (Thanks lilzoark!)
  • Added all plantable items to the "seeds" loot group for Dryads.
  • Added dedicated server arguments for setting gameplay modifiers.
  • Improved reliability of automatic WebRTC fallback if the Steam network connection gets stuck.

[h2]Bug Fixes[/h2]

  • Fixed an issue where the wrong items were being named in the disassemble warning. (Thanks Shirow!)
  • Fixed the sleeping/resting dialog prematurely hiding itself in multiplayer games.
  • Fixed multiplayer desyncs related to the "Pacifier" and "Friendly" milestones.
  • Fixed items being able to require themselves to disassemble.
  • Fixed dedicated servers not handling fog of war radius updates correctly. (Thanks Shirow!)
  • Fixed some magical properties that can be given to lit torches and candles being removed after being extinguished or vice versa. (Thanks Skarn!)
  • Fixed the durability tooltip for plants not showing the proper message.
  • Fixed not being able to select milestone modifiers when creating a multiplayer game in the dedicated server GUI.
  • Fixed some options tooltips not being displayed in the options menu.
  • Fixed a multiplayer desync related to creature trapping.
  • Fixed the "Player Connecting..." screen still able to be shown after leaving a game.
  • Fixed crafting tooltips toggling on and off in multiplayer games as ticks pass (again).
  • Fixed some previous saves resulting in infinite loading for clients. (Thanks Shirow!)
  • Fixed multiplayer desyncs related to refining items that can be disassembled. (Thanks Shirow!)
  • Fixed the possibility of "You see..." messages showing up while traveling to other islands
  • Fixed books staying open even after walking away from or destroying them. (Thanks riftborn!)
  • Fixed active sorting making sound effects when it sorted items.
  • Fixed overlapping sound effects triggering on travel. (Thanks riftborn!)
  • Fixed the respawn button not working when clicking on the text portion of the button.
  • Fixed rejoining as a new character (now respawning as a new character) not using the same milestone modifiers set. (Thanks Shirow!)
  • Fixed +console mode spamming errors. (Thanks Shirow!)
  • Fixed "Unable to verify port" message adding commas to the port number.
  • Fixed a graphical issue with fire. (Hotfixed) (Thanks NightsFire!)

[h2]Balance[/h2]

  • The maximum health bonus for repeated taming is now capped based on the creature's base maximum health. (Thanks alacandor!)
  • Full tiles of items will now act as obstacles when using ranged attacks.
  • Items that are disassembled from crafted items will now have their durability reduction scaled instead of just a single point each time.
  • Random events now happen to a random player each tick instead of all players.
  • Slimes will no longer split when using fire damage.
  • Slime splitting chances will now scale with how much their health is over their normal maximum health.
  • You can no longer fail to plant seeds or spores; however, their durability combined with your skill will transfer to the plant's health (durability) now.

[h2]Technical[/h2]

  • Improved logging of multiplayer desync errors.

[h2]Mods[/h2]
TARS

  • Fixed getting stuck gathering water when the water was far away from the water still
  • Fixed getting stuck in a loop when around hitched creatures that are too powerful.
  • No longer tries to mine plants. Mining is for fish!
  • Fixed TARS getting confused if it accidentally tames creatures.
  • Fixed issues where TARS would incorrectly move items into chests when near the inventory weight limit.