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Wayward News

Beta 2.10.6 Released

Patch night! This week we are taking a stab at fixing up some more issues, some of which have unsurprisingly been in the game undiscovered for years. Always great to get those ones sorted out! TARS fans will also get a kick out of this release with a heavy overhaul and a giant bunch of new features. Wayward technological singularity is closely approaching!

The beta 2.10.x patches will be slowing down coming up as we focus more on our next big major release, but we still have a bit to go yet!

Bonus Tip: You can quickly equip items in your inventory or containers by hovering over them and pressing "E", you can quickly drop them by pressing "Q", and you can quickly move them (to an opened container for example) by pressing "Shift + Left Click". These binds can all be changed in the options.

Bonus Promo: Anketam has created a new spoiler-filled, "Mastercrafting Guide" available on Steam here. It goes over the requirements and strategies to create mastercrafted items. Check it out if you don't mind the spoilers!

[h2]New[/h2]

  • Added an option to unfocus the chat box after sending a message.

[h2]Improvements[/h2]

  • Items that use durability as a "charge" like bait will now take into account item quality, making quality items allow for more "charges". (Thanks warriorsforever482!)

[h2]Balance[/h2]

  • Reduced amount of ash needed to create ash cement, reducing the total ash cost for making flooring/walls.
  • Increased the item quality cap for aberrant loot/corpse resources, leading to higher quality items in the late game and/or far traveled islands. (Thanks Nobody Important!)

[h2]Bug Fixes[/h2]

  • Fixed multiple desyncs related to temperature and melting tiles.
  • Fixed the treasure hunting note not being possible to get. (Thanks mwebb759!)
  • Fixed building over water producing incorrect items when dug back up. (Thanks mwebb759!)
  • Fixed aberrant corpses getting a double bonus for resource quality from far traveled islands.
  • Fixed backpacks that were destroyed staying open. (Thanks mwebb759!)
  • Fixed torches staying lit when getting off of a raft/boat when paddling or teleporting. (Thanks mwebb759!)
  • Fixed being able to open up multiple of the same dialog after spamming the keybind.
  • Fixed an error when typing a "\" in a dropdown.
  • Fixed the chat box/filters being cut off at certain interface scales when messages were expanded.
  • Fixed some item tooltips showing the wrong stat amounts for consuming them. (Thanks Anketam!)
  • Fixed setting a bindable to the "/" key appearing as "undefined".
  • Fixed highlighted items sometimes not being unhighlighted when interrupts are shown.
  • Fixed an error when joining a server while the server browser refreshed.
  • Fixed temperature tooltips showing even when Debug Tools were disabled.
  • Fixed multiple desyncs related to tilled tiles.
  • Fixed walking into blocked tiles decreasing map durability (and raising skill/stats). (Thanks mwebb759!)

[h2]Mods[/h2]
Debug Tools

  • Fixed inspection errors when loading the mod in multiplayer.
TARS

  • Now starts up faster when in a multiplayer game.
  • Now supports multiple play modes. "Survival" is the default.
  • Added a "Tidy Up" mode.
  • Changed default "T" bind to open the TARS dialog. Shift + T will immediately toggle TARS.
  • Added a way to tell TARS to acquire any item via the UI.
  • Fixed being unable to acquire complex items.
  • Added new options that will allow controlling what TARS does.
  • Will always pick the optimal item when gathering, carving, and harvesting.
  • Fixed issues when reinforcing equipment.
  • Will only reinforce items that are worth doing so.
  • Will now repair tongs when they have low durability.
  • Will now cleanup swamp tiles near base.
  • Will now prefer eating food from chests when near base.
  • Fixed item upgrade logic not working for all tools.
  • Will now know how to use orbs of influence.
  • Will no longer defend against adjacent creatures if health/equipment is low.
  • Now has smarter health, stamina, hunger, and thirst recovery logic.
  • Will now look for items in chests that are going to decay soon and try to do something with them.
  • Will now hunt creatures near the base once it has good equipment.
  • Learned how to attack fish.
  • Learned how to disassemble items.
  • Learned how snow works.
  • Will no longer build water stills on ice cap islands.
  • Added a "Gardener" mode.

[h2]Modding[/h2]

  • The Debug Tools "TabDialog" has been moved to the base game and can now be used in other mods.

[h2]Technical[/h2]

  • Updated Wayward to Electron 13.0.1.
  • Fixed memory leaks related to UI highlighting.
  • Speed up leaving multiplayer games.

Live Q & A Stream

Hey all,

Happy Saturday! Hope everybody is enjoying the latest major release and latest minor patch released earlier in the week! We still have lots more to come with "Seafarer+", so stay tuned!

In the meantime, I'll be doing a live question and answer stream. If you are reading this, I'm live right now! The stream is now over!

You can tune-in on the Steam broadcast page: https://steamcommunity.com/broadcast/watch/76561197977797435

Or via Twitch: https://www.twitch.tv/drathy

Or at the top of the Wayward store page: https://store.steampowered.com/app/379210/Wayward/

Beta 2.10.5 Released

Hey all, this week we have another batch of fixes and some more exciting new stuff ready for your consumption! Some of the later-game players will enjoy the bug fixes and improvements this time around with a fix to a particularly annoying flaw with Mastercrafted items and some bad quality distribution with harvesting, carving, and gathering. Take a peek at the changelog below and keep reporting issues you find.

More to come in beta 2.10.6!

Bonus Promo: Come hang out on the Discord! Although we have a smaller community, it's still the most active spot for Wayward discussion.

Bonus Tip: Resting and sleeping work differently when playing a multiplayer game or setting the mode to "real-time" turns, in that performing the rest/sleep actions will no longer progress time (or pass turns). Its use is shifted towards a regenerative role exclusively in these modes.

[h2]New[/h2]

  • Added a new magical component for altering magical stat/skill/reputation properties to a different stat/skill/reputation, instead of only being able to re-roll them to a different property entirely.

  • Added durability and decay bars to items for usability. (Thanks Sooner535{UFIP}!)


[h2]Improvements[/h2]

  • Magical malignity and benignity properties are now combined into one type, making it so you can't roll both on a single item. (Thanks Anketam!)
  • Creatures will no longer spawn on the edges of a map. (Thanks Arnkh!)
  • Item "Dig" tiers will now affect gathered item quality (unless it's a flooring type tile or player-set tile).
  • The "Resting and Sleeping" help article now explains how they work in a multiplayer or real-time setting.
  • Improved error handling when loading old saves.

[h2]Balance[/h2]

  • Increased the maximum value magical stat (strength, stamina, etc.) items can have.
  • Creatures will now lose some happiness when being damaged/hurt.

[h2]Bug Fixes[/h2]

  • Fixed four property magic items not being possible from crafting. (Thanks Nobody Important!)
  • Fixed gathered/harvested returning too many superior quality items if your skill and/or tiers were too high among other issues. (Thanks num ca nem vi!)
  • Fixed "Keep Sort Active" not working for containers when updates did not happen within it. (Thanks Arnkh!)
  • Fixed aberrant damage not rounding up. (Thanks Nobody Important!)
  • Fixed tiles not melting in most instances.
  • Fixed heat sources created at night sometimes not being able to cause tiles to melt.
  • Fixed snow flooring not counting towards the "Explorer" milestone. (Thanks Anketam!)
  • Fixed various memory leaks.
  • Fixed a weight exploit when using boats within containers. (Thanks TheLukeyBoi!)
  • Fixed creatures being able to move outside of map bounds, causing errors. (Thanks Anketam!)
  • Fixed dug tiles not changing their quality after getting a quality set after the first dig/tile change event.
  • Fixed item quality always returning exact tile quality or random tile quality when digging (and only after the first dig), instead of distributing based on skill/tiers/tile quality.
  • Fixed desyncs related to temperature/melting tiles.
  • Removed the filter button from the dedicated server messages panel. (Thanks bearhiderug!)
  • Fixed being able to build and till over corpses.
  • Fixed rare stack overflow errors related to the input system.
  • Fixed some UI components not being removed correctly.
  • Fixed some UI not showing/or appearing cut off when placed in certain positions when UI effects were disabled. (Thanks Amax!)

[h2]Mods[/h2]
TARS

  • Fixed TARS trying to build / plant seeds on preoccupied tiles.
Debug Tools

  • Fixed a dialog memory leak.
  • Fixed tile paint options extending underneath the paint button.

Beta 2.10.4 Released

Hey everybody! This week we have another patch in the 2.10.x series that helps smooth some more issues out, but also adds quite a few balance changes in regards to bonuses for further travels, reputation, and aberrant creatures. There's still a few things on our list to address, but this should fix up some of the major stuff spotted this week.

Take a peek in the changelog below!

Bonus Promo: Struggling with getting started in Wayward? Check out my new Beginner's Guide video:

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

Check out the YouTube description or video chapters to skip to specific sections. Let me know if it is missing anything you are having issues with!

Bonus Tip: Have you spawned on a smaller island with not a lot of resources? You are likely on an offshoot of a much bigger island. Traveling east is usually a pretty safe bet in these scenarios. You can either swim (with a lot of stamina) or create a raft and explore the seas awhile until you come across a much bigger island. Here's a visual of that:



[h2]Improvements[/h2]

  • Newly exported steam workshop save games will be more reliable when importing the save.
  • Added "bird droppings" for chickens and penguins to use instead of "animal droppings". (Thanks Matthew Cline!)
  • Snakes will now accept eggs as offerings.
  • Buttons in non-item dialogs now appear with a background, distinguishing them from the dialog they're in.

[h2]Balance[/h2]

  • Increased the odds of digging up better chest types the further you are away from your starting island when doing treasure maps.
  • Increased the chance of quality creature loot/corpse resources the further away you are from your starting island.
  • Decreased the threshold at which freezing/overheating can occur.
  • Water no longer freezes to ice and items will now decay within in the coastal caves.
  • Aberrant creatures now deal scaled damage instead of only 1 when dealing a chance hit and deal them more commonly.
  • Aberrant creatures are now more likely to perform their special abilities or resource drops.
  • Action tiers and kindling/tinder quality no longer give bonuses when lighting torches/candles. Their starting decay is set by the quality of the torch/candle.
  • Successfully taming a creature through offering will now provide benignity (on top of skill use bonus).
  • Taming aberrant creatures is now harder when not using offering/items. Previous, the difficulty was unchanged from normal creatures.
  • Taming aberrant creatures now provides double the reputation/benignity gain.
  • Increased difficulty of taming aberrant creatures via offering slightly.

[h2]Bug Fixes[/h2]

  • Fixed item decay maximums not counting until observed. (Thanks Azhukar!)
  • Fixed save game mods importing the same save each game load. This fix only applies to newly created save game mods.
  • Fixed errors loading games after exporting save games to Steam Workshop.
  • Fixed multiple confirmation interrupts showing up when dismantling items. (Thanks Amax!)
  • Fixed containers not updating their capacity when changed/re-balanced internally. (Thanks icecream!)
  • Fixed the path to tile bind pathing to the last location you pathed while holding down the preview bind instead of the location you clicked on. (Thanks Amax!)
  • Fixed "Keep Sort Active" not working properly with durability. (Thanks Arnkh!)
  • Fixed endurance and some other magical properties showing as "0" under some locales. (Thanks Arnkh!)
  • Fixed equipment only being damaged when you were parrying. Cool. (Thanks Matthew Cline!)
  • Fixed the "Combat" note only appearing when you were parrying.
  • Fixed torches and candles not getting the proper decay amount based on quality/magical properties when ignited while equipped.
  • Fixed torches and candles not getting decay bonuses from their quality or magical properties when built on the ground before being lit.
  • Fixed the red decay outline/warning on items sometimes not showing or showing too early/late.
  • Fixed not being able to travel as a single person on a dedicated server. (Thanks Majestik!)
  • Fixed tooltips sometimes not showing after interrupt dialogs are hidden. (Thanks Azhukar!)
  • Fixed puddles being placable on void tiles. (Thanks Zillvr!)
  • Fixed items having decay that should not have. (Thanks Ratha Wynter!)
  • Fixed jittery animations and inaccuracy when dragging items within inventory/containers. (Thanks Skarn22!)
  • Fixed cases of items disappearing when moving to other islands (Thanks Cringe!)
  • Fixed "wayward +v" and "wayward +mod" commands no longer working.
  • Fixed incorrect doodad upgrade conversions from old versions.
  • Fixed incorrect creature HP upgrades from old versions.
  • Fixed incorrect modded creature upgrades from old versions.
  • Fixed seeds being exported with commas or other localized characters.

[h2]Modding[/h2]

  • Wayward now ships with a "bin/wayward.cmd" file on Windows x64. Adding the bin folder to your PATH allows you to use the CLI synchronously via the "wayward" command (no extension required.)

[h2]Technical[/h2]

  • Improved performance of walking to tile. (Thanks Amax!)
  • Fixed InputManager producing too many logs.

Beta 2.10.3 Released

Another week, another round of fixes and improvements! Oh, and also a few new things thrown in for good measure.

Bonus Promo: The feature voting page has been updated to include additions from beta 2.10 and add a couple dozen new frequently suggested additions/changes or completely new ideas from us to be voted on.

Bonus Tip: Solar stills need containers attached to them to collect water. That is all.

Short but sweet this week with more stuff in the works!

[h2]New[/h2]

  • A back-up of your global save data and games will now be saved in your Wayward directory in case of Steam Cloud issues/corruptions.
  • Added a new interaction with the void.
  • Added a "savePath" launch option (for real this time - the previous option was command line only).

[h2]Improvements[/h2]

  • Saves will no longer shift/move positions (get sorted) after importing them.
  • The inspect dialog now retains what was inspected the last time the game was played.
  • Speed up travel time by up to 5 seconds.
  • Renamed "saveDirectory" command line argument to "savePath".
  • Multiplayer build mismatch errors now provide human-readable messages.
  • You can now import multiple saves at the same time.

[h2]Bug Fixes[/h2]

  • Fixed required items not being damaged in crafts. (Thanks warriorsforever482!)
  • Fixed weight reduction cascading past the first level of container. (Thanks Oragepoilu!)
  • Fixed fur clothing not having any set durability. (Thanks Alien!)
  • Fixed being able to sleep on a placed bedding item without a warning appearing when a lit torch/candle was equipped. (Thanks Terrapin!)
  • Fixed importing custom game options not working when default skill options were not changed randomly. (Thanks darkmane!)
  • Fixed magical illumination not working when being held. (Thanks Valdig!)
  • Fixed the default inspection dialog picking a seemingly random item in certain instances.
  • Fixed item drop key binds ignoring the item filter. (Thanks Arnkh!)
  • Fixed equipment appearing in the wrong slot after traveling. (Thanks Cryomantic Cultist!)
  • Fixed interrupts not allowing tooltips to appear afterwards. (Thanks Azhukar!)
  • Fixed flying creatures not protecting their owners properly. (Thanks William!)
  • Fixed walk to tile errors when near the edge of the world. (Thanks Amax!)
  • Fixed inventory shifting after traveling. (Thanks Nobody Important!)
  • Fixed wisps and pirate ghosts not being able to move when spawned in the void (using milestone modifiers or other means). (Thanks Valdig!)
  • Fixed multiplayer options becoming out of sync when closing and reopening a server.
  • Fixed some crafts showing that fire sources were needed for crafting them but weren't actually.
  • Fixed temperature producing creatures not removing their effects after death. (Thanks TheLukeyBoi!)
  • Fixed some items showing disassembly options in item tooltips incorrectly. (Thanks Oragepoilu!)
  • Fixed magical sorting not sorting magic "Power" items properly. (Thanks Arnkh!)
  • Fixed hardware acceleration being unavailable for some older GPUs.
  • Fixed some instances of negative decimal numbers displaying with "+-" when language settings use comma for decimal numbers. (Thanks Arnkh!)
  • Fixed container reference warnings caused by merchant NPCs spawning.
  • Fixed save data limitations on traveling.
  • Fixed the inspection dialog not working correctly after traveling and after using tile inspection in the previous set of islands.
  • Fixed the tile inspection overlay sprite staying when inspecting a tile, then inspecting an item afterwards.
  • Fixed tumbleweed errors produced when they are too close to the edge of a map.

[h2]Balance[/h2]

  • Reduced coastal temperature variance/extremes slightly.
  • Increased the amount of loot possible from buried treasure chests the further out you are from your starting island.
  • Using open fire or enclosed fires (campfires, furnaces, etc.) in crafts/dismantling/repairing will now decay their strength slightly.

[h2]Technical[/h2]

  • Fixed several UI-related memory leaks.
  • Reduced initial game memory usage by 154MB.
  • Modified the process of compiling/linking shaders to follow best practices.
  • Added several new GPU-based launch options in an effort to diagnose shader and context issues. (Thanks Ratha Wynter!)
  • Improved lost context handling.
  • Converted Electron code into TypeScript.

[h2]Modding[/h2]

  • Fixed "requirejs" cache busting logic. (Thanks Amax!)

[h2]Mods[/h2]
TARS

  • Reduced memory usage.